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18 Commits

Author SHA1 Message Date
cora 92d4e31740 breed by throwing bread at villagers 2022-06-20 15:46:36 -06:00
cora cda23513d8 add mobs item pickup 2022-06-20 15:44:04 -06:00
cora 29aa8f8816 pathfind to jobsites 2022-06-20 15:39:16 -06:00
cora 0b35f3ad62 Show trade tier in formspec 2022-06-20 15:28:51 -06:00
cora 693345fb27 add simple jobsite logic 2022-06-20 15:22:10 -06:00
cora dd7af3b746 add jobsites to professions table 2022-06-20 15:14:19 -06:00
cora f61036092b update cleric trades 2022-06-20 15:14:19 -06:00
cora b037c51ecc update tool smith trades 2022-06-20 15:14:18 -06:00
cora 6a85350364 update weapon smith trades 2022-06-20 15:14:18 -06:00
cora 83fcf0dfd7 update butcher trades 2022-06-20 15:14:18 -06:00
cora 2241697bb0 update leatherworker trades 2022-06-20 15:14:18 -06:00
cora b96406c3dc update armorer trades 2022-06-20 15:14:17 -06:00
cora 8e38a7d761 update cartographer trades 2022-06-20 15:14:15 -06:00
cora 9eab701dcb update librarian trades 2022-06-20 15:12:15 -06:00
cora c4fdab8ab4 update fletcher trades 2022-06-20 15:12:15 -06:00
cora d51f820d26 update fisherman trades 2022-06-20 15:12:15 -06:00
cora 32003abfbd update farmer trades 2022-06-20 15:12:14 -06:00
cora 583819b8ef refactor go home logic 2022-06-20 15:12:14 -06:00
307 changed files with 3101 additions and 4544 deletions

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@ -31,12 +31,6 @@ Refer to [Minetest Lua API](https://github.com/minetest/minetest/blob/master/doc
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)
Check your code works as expected.
Commit & push your changes to a new branch (not master, one change per a branch).

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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

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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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@ -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
@ -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

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

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@ -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))

View File

@ -21,11 +21,9 @@ local S = minetest.get_translator("extra_mobs")
local followitem = "mcl_farming:sweet_berry"
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 +32,9 @@ 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 +42,10 @@ 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 +63,9 @@ 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 +83,7 @@ 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 +93,15 @@ 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
@ -137,6 +109,10 @@ 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)
@ -170,21 +146,21 @@ mobs:spawn_setup({
--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

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

View File

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

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

@ -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.

View File

@ -156,10 +156,6 @@ 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
@ -799,9 +795,6 @@ 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 +808,12 @@ 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

@ -417,7 +417,7 @@ 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,

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"
@ -984,7 +984,7 @@ 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 +1040,6 @@ 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

@ -1715,9 +1715,591 @@ local do_env_damage = function(self)
damage_effect(self, dmg)
self.health = self.health - dmg
end
if check_for_death(self, "drowning", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
-- swimmers flop when out of their element, and swim again when back in
if self.fly then
local s = self.object:get_pos()
if not flight_check(self, s) then
self.state = "flop"
self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
local sdef = minetest.registered_nodes[self.standing_on]
-- Flop on ground
if sdef and sdef.walkable then
mob_sound(self, "flop")
self.object:set_velocity({
x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
y = FLOP_HEIGHT,
z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
})
end
set_animation(self, "stand", true)
return
elseif self.state == "flop" then
self.state = "stand"
self.object:set_acceleration({x = 0, y = 0, z = 0})
set_velocity(self, 0)
end
end
end
-- dogshoot attack switch and counter function
local dogswitch = function(self, dtime)
-- switch mode not activated
if not self.dogshoot_switch
or not dtime then
return 0
end
self.dogshoot_count = self.dogshoot_count + dtime
if (self.dogshoot_switch == 1
and self.dogshoot_count > self.dogshoot_count_max)
or (self.dogshoot_switch == 2
and self.dogshoot_count > self.dogshoot_count2_max) then
self.dogshoot_count = 0
if self.dogshoot_switch == 1 then
self.dogshoot_switch = 2
else
self.dogshoot_switch = 1
end
end
return self.dogshoot_switch
end
local function go_to_pos(entity,b)
if not entity then return end
local s=entity.object:get_pos()
if vector.distance(b,s) < 1 then
--set_velocity(entity,0)
return true
end
local v = { x = b.x - s.x, z = b.z - s.z }
local yaw = (math.atan(v.z / v.x) + math.pi / 2) - entity.rotate
if b.x > s.x then yaw = yaw + math.pi end
entity.object:set_yaw(yaw)
set_velocity(entity,entity.follow_velocity)
mobs:set_animation(entity, "walk")
end
-- execute current state (stand, walk, run, attacks)
-- returns true if mob has died
local do_states = function(self, dtime)
local yaw = self.object:get_yaw() or 0
if self.state == "stand" then
if random(1, 4) == 1 then
local s = self.object:get_pos()
local objs = minetest.get_objects_inside_radius(s, 3)
for n = 1, #objs do
if objs[n]:is_player() then
lp = objs[n]:get_pos()
break
end
end
-- look at any players nearby, otherwise turn randomly
if self.look_at_players then
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if lp.x > s.x then yaw = yaw + pi end
else
yaw = yaw + random(-0.5, 0.5)
end
yaw = set_yaw(self, yaw, 8)
end
set_velocity(self, 0)
set_animation(self, "stand")
-- npc's ordered to stand stay standing
if self.type ~= "npc"
or self.order ~= "stand" then
if self.walk_chance ~= 0
and self.facing_fence ~= true
and random(1, 100) <= self.walk_chance
and is_at_cliff_or_danger(self) == false then
set_velocity(self, self.walk_velocity)
self.state = "walk"
set_animation(self, "walk")
end
end
elseif self.state == "gowp" then
local p = self.object:get_pos()
if not p or not self._target then return end
if vector.distance(p,self._target) < 2 or #self.waypoints == 0 then
self.waypoints = nil
self._target = nil
self.current_target = nil
self.state = "walk"
if self.callback_arrived then return self.callback_arrived(self) end
return true
end
if not self.current_target or vector.distance(p,self.current_target) < 1.5 then
self.current_target = table.remove(self.waypoints, 1)
--minetest.log("nextwp:".. tostring(self.current_target) )
elseif self.current_target then
go_to_pos(self,self.current_target)
end
if self.current_target and not minetest.line_of_sight(self.object:get_pos(),self.current_target) then
self.waypoints=minetest.find_path(p,self._target,150,1,4)
self.current_target = nil
return
end
if not self.current_target then
--minetest.log("no path")
self.state = "walk"
end
elseif self.state == "walk" then
local s = self.object:get_pos()
local lp = nil
-- is there something I need to avoid?
if (self.water_damage > 0
and self.lava_damage > 0)
or self.breath_max ~= -1 then
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
elseif self.water_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:water"})
elseif self.lava_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:lava"})
elseif self.fire_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:fire"})
end
local is_in_danger = false
if lp then
-- If mob in or on dangerous block, look for land
if (is_node_dangerous(self, self.standing_in) or
is_node_dangerous(self, self.standing_on)) or (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) and (not self.fly) then
is_in_danger = true
-- If mob in or on dangerous block, look for land
if is_in_danger then
-- Better way to find shore - copied from upstream
lp = minetest.find_nodes_in_area_under_air(
{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
{"group:solid"})
lp = #lp > 0 and lp[random(#lp)]
-- did we find land?
if lp then
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if lp.x > s.x then yaw = yaw + pi end
-- look towards land and move in that direction
yaw = set_yaw(self, yaw, 6)
set_velocity(self, self.walk_velocity)
end
end
-- A danger is near but mob is not inside
else
-- Randomly turn
if random(1, 100) <= 30 then
yaw = yaw + random(-0.5, 0.5)
yaw = set_yaw(self, yaw, 8)
end
end
yaw = set_yaw(self, yaw, 8)
-- otherwise randomly turn
elseif random(1, 100) <= 30 then
yaw = yaw + random(-0.5, 0.5)
yaw = set_yaw(self, yaw, 8)
end
-- stand for great fall or danger or fence in front
local cliff_or_danger = false
if is_in_danger then
cliff_or_danger = is_at_cliff_or_danger(self)
end
if self.facing_fence == true
or cliff_or_danger
or random(1, 100) <= 30 then
set_velocity(self, 0)
self.state = "stand"
set_animation(self, "stand")
local yaw = self.object:get_yaw() or 0
yaw = set_yaw(self, yaw + 0.78, 8)
else
set_velocity(self, self.walk_velocity)
if flight_check(self)
and self.animation
and self.animation.fly_start
and self.animation.fly_end then
set_animation(self, "fly")
else
set_animation(self, "walk")
end
end
-- runaway when punched
elseif self.state == "runaway" then
self.runaway_timer = self.runaway_timer + 1
-- stop after 5 seconds or when at cliff
if self.runaway_timer > 5
or is_at_cliff_or_danger(self) then
self.runaway_timer = 0
set_velocity(self, 0)
self.state = "stand"
set_animation(self, "stand")
local yaw = self.object:get_yaw() or 0
yaw = set_yaw(self, yaw + 0.78, 8)
else
set_velocity(self, self.run_velocity)
set_animation(self, "run")
end
-- attack routines (explode, dogfight, shoot, dogshoot)
elseif self.state == "attack" then
local s = self.object:get_pos()
local p = self.attack:get_pos() or s
-- stop attacking if player invisible or out of range
if not self.attack
or not self.attack:get_pos()
or not object_in_range(self, self.attack)
or self.attack:get_hp() <= 0
or (self.attack:is_player() and mobs.invis[ self.attack:get_player_name() ]) then
self.state = "stand"
set_velocity(self, 0)
set_animation(self, "stand")
self.attack = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
return
end
-- calculate distance from mob and enemy
local dist = vector.distance(p, s)
if self.attack_type == "explode" then
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self, yaw, 0, dtime)
local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius
or (node_break_radius * 2)
-- start timer when in reach and line of sight
if not self.v_start
and dist <= self.reach
and line_of_sight(self, s, p, 2) then
self.v_start = true
self.timer = 0
self.blinktimer = 0
mob_sound(self, "fuse", nil, false)
-- stop timer if out of reach or direct line of sight
elseif self.allow_fuse_reset
and self.v_start
and (dist >= self.explosiontimer_reset_radius
or not line_of_sight(self, s, p, 2)) then
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
remove_texture_mod(self, "^[brighten")
end
-- walk right up to player unless the timer is active
if self.v_start and (self.stop_to_explode or dist < self.reach) then
set_velocity(self, 0)
else
set_velocity(self, self.run_velocity)
end
if self.animation and self.animation.run_start then
set_animation(self, "run")
else
set_animation(self, "walk")
end
if self.v_start then
self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime
if self.blinktimer > 0.2 then
self.blinktimer = 0
if self.blinkstatus then
remove_texture_mod(self, "^[brighten")
else
add_texture_mod(self, "^[brighten")
end
self.blinkstatus = not self.blinkstatus
end
if self.timer > self.explosion_timer then
local pos = self.object:get_pos()
if mod_explosions then
if mobs_griefing and not minetest.is_protected(pos, "") then
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
else
minetest.sound_play(self.sounds.explode, {
pos = pos,
gain = 1.0,
max_hear_distance = self.sounds.distance or 32
}, true)
entity_physics(pos, entity_damage_radius)
effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
end
end
mcl_burning.extinguish(self.object)
self.object:remove()
return true
end
end
elseif self.attack_type == "dogfight"
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2)
or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then
if self.fly
and dist > self.reach then
local p1 = s
local me_y = floor(p1.y)
local p2 = p
local p_y = floor(p2.y + 1)
local v = self.object:get_velocity()
if flight_check(self, s) then
if me_y < p_y then
self.object:set_velocity({
x = v.x,
y = 1 * self.walk_velocity,
z = v.z
})
elseif me_y > p_y then
self.object:set_velocity({
x = v.x,
y = -1 * self.walk_velocity,
z = v.z
})
end
else
if me_y < p_y then
self.object:set_velocity({
x = v.x,
y = 0.01,
z = v.z
})
elseif me_y > p_y then
self.object:set_velocity({
x = v.x,
y = -0.01,
z = v.z
})
end
end
end
-- rnd: new movement direction
if self.path.following
and self.path.way
and self.attack_type ~= "dogshoot" then
-- no paths longer than 50
if #self.path.way > 50
or dist < self.reach then
self.path.following = false
return
end
local p1 = self.path.way[1]
if not p1 then
self.path.following = false
return
end
if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then
-- reached waypoint, remove it from queue
table.remove(self.path.way, 1)
end
-- set new temporary target
p = {x = p1.x, y = p1.y, z = p1.z}
end
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self, yaw, 0, dtime)
-- move towards enemy if beyond mob reach
if dist > self.reach then
-- path finding by rnd
if self.pathfinding -- only if mob has pathfinding enabled
and enable_pathfinding then
smart_mobs(self, s, p, dist, dtime)
end
if is_at_cliff_or_danger(self) then
set_velocity(self, 0)
set_animation(self, "stand")
local yaw = self.object:get_yaw() or 0
yaw = set_yaw(self, yaw + 0.78, 8)
else
if self.path.stuck then
set_velocity(self, self.walk_velocity)
else
set_velocity(self, self.run_velocity)
end
if self.animation and self.animation.run_start then
set_animation(self, "run")
else
set_animation(self, "walk")
end
end
else -- rnd: if inside reach range
self.path.stuck = false
self.path.stuck_timer = 0
self.path.following = false -- not stuck anymore
set_velocity(self, 0)
if not self.custom_attack then
if self.timer > 1 then
self.timer = 0
if self.double_melee_attack
and random(1, 2) == 1 then
set_animation(self, "punch2")
else
set_animation(self, "punch")
end
local p2 = p
local s2 = s
p2.y = p2.y + .5
s2.y = s2.y + .5
if line_of_sight(self, p2, s2) == true then
-- play attack sound
mob_sound(self, "attack")
-- punch player (or what player is attached to)
local attached = self.attack:get_attach()
if attached then
self.attack = attached
end
self.attack:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, nil)
end
end
else -- call custom attack every second
if self.custom_attack
and self.timer > 1 then
self.timer = 0
self.custom_attack(self, p)
end
end
end
else
self.breath = math_min(self.breath_max, self.breath + 1)
@ -1819,8 +2401,20 @@ local do_jump = function(self)
return false
end
if self.walk_chance == 0
or minetest_registered_items[nod.name].walkable then
local function check_item_pickup(self)
if self.pick_up and #self.pick_up > 0 then
for _,o in pairs(minetest.get_objects_inside_radius(self.object:get_pos(),2)) do
local l=o:get_luaentity()
if l and l.name == "__builtin:item" then
for k,v in pairs(self.pick_up) do
if self.on_pick_up and l.itemstring:find(v) then
if self.on_pick_up(self,l) == nil then o:remove() end
end
end
end
end
end
end
if minetest_get_item_group(nod.name, "fence") == 0
and minetest_get_item_group(nod.name, "fence_gate") == 0
@ -2236,9 +2830,12 @@ function do_states(self)
lp = minetest_find_node_near(s, 1, {"group:lava"})
elseif self.fire_damage > 0 then
lp = minetest_find_node_near(s, 1, {"group:fire"})
-- main mob function
local mob_step = function(self, dtime)
check_item_pickup(self)
if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self)
end
end
@ -2553,7 +3150,161 @@ function do_states(self)
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate
minetest.register_entity(name, {
use_texture_alpha = def.use_texture_alpha,
stepheight = def.stepheight or 0.6,
name = name,
description = def.description,
type = def.type,
attack_type = def.attack_type,
fly = def.fly,
fly_in = def.fly_in or {"air", "__airlike"},
owner = def.owner or "",
order = def.order or "",
on_die = def.on_die,
spawn_small_alternative = def.spawn_small_alternative,
do_custom = def.do_custom,
jump_height = def.jump_height or 4, -- was 6
rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2
lifetimer = def.lifetimer or 57.73,
hp_min = scale_difficulty(def.hp_min, 5, 1),
hp_max = scale_difficulty(def.hp_max, 10, 1),
xp_min = def.xp_min or 0,
xp_max = def.xp_max or 0,
xp_timestamp = 0,
breath_max = def.breath_max or 15,
breathes_in_water = def.breathes_in_water or false,
physical = true,
collisionbox = collisionbox,
selectionbox = def.selectionbox or def.collisionbox,
visual = def.visual,
visual_size = def.visual_size or {x = 1, y = 1},
mesh = def.mesh,
makes_footstep_sound = def.makes_footstep_sound or false,
view_range = def.view_range or 16,
walk_velocity = def.walk_velocity or 1,
run_velocity = def.run_velocity or 2,
damage = scale_difficulty(def.damage, 0, 0),
light_damage = def.light_damage or 0,
sunlight_damage = def.sunlight_damage or 0,
water_damage = def.water_damage or 0,
lava_damage = def.lava_damage or 8,
fire_damage = def.fire_damage or 1,
suffocation = def.suffocation or true,
fall_damage = def.fall_damage or 1,
fall_speed = def.fall_speed or DEFAULT_FALL_SPEED, -- must be lower than -2
drops = def.drops or {},
armor = def.armor or 100,
on_rightclick = create_mob_on_rightclick(def.on_rightclick),
arrow = def.arrow,
shoot_interval = def.shoot_interval,
sounds = def.sounds or {},
animation = def.animation,
follow = def.follow,
jump = def.jump ~= false,
walk_chance = def.walk_chance or 50,
attacks_monsters = def.attacks_monsters or false,
group_attack = def.group_attack or false,
passive = def.passive or false,
knock_back = def.knock_back ~= false,
shoot_offset = def.shoot_offset or 0,
floats = def.floats or 1, -- floats in water by default
floats_on_lava = def.floats_on_lava or 0,
replace_rate = def.replace_rate,
replace_what = def.replace_what,
replace_with = def.replace_with,
replace_offset = def.replace_offset or 0,
on_replace = def.on_replace,
timer = 0,
env_damage_timer = 0,
tamed = false,
pause_timer = 0,
horny = false,
hornytimer = 0,
gotten = false,
health = 0,
reach = def.reach or 3,
htimer = 0,
texture_list = def.textures,
child_texture = def.child_texture,
docile_by_day = def.docile_by_day or false,
time_of_day = 0.5,
fear_height = def.fear_height or 0,
runaway = def.runaway,
runaway_timer = 0,
pathfinding = def.pathfinding,
immune_to = def.immune_to or {},
explosion_radius = def.explosion_radius, -- LEGACY
explosion_damage_radius = def.explosion_damage_radius, -- LEGACY
explosiontimer_reset_radius = def.explosiontimer_reset_radius,
explosion_timer = def.explosion_timer or 3,
allow_fuse_reset = def.allow_fuse_reset ~= false,
stop_to_explode = def.stop_to_explode ~= false,
custom_attack = def.custom_attack,
double_melee_attack = def.double_melee_attack,
dogshoot_switch = def.dogshoot_switch,
dogshoot_count = 0,
dogshoot_count_max = def.dogshoot_count_max or 5,
dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5),
attack_animals = def.attack_animals or false,
specific_attack = def.specific_attack,
runaway_from = def.runaway_from,
owner_loyal = def.owner_loyal,
facing_fence = false,
_cmi_is_mob = true,
pushable = def.pushable or true,
-- MCL2 extensions
teleport = teleport,
do_teleport = def.do_teleport,
spawn_class = def.spawn_class,
ignores_nametag = def.ignores_nametag or false,
rain_damage = def.rain_damage or 0,
glow = def.glow,
can_despawn = can_despawn,
child = def.child or false,
texture_mods = {},
shoot_arrow = def.shoot_arrow,
sounds_child = def.sounds_child,
pick_up = def.pick_up,
explosion_strength = def.explosion_strength,
suffocation_timer = 0,
follow_velocity = def.follow_velocity or 2.4,
instant_death = def.instant_death or false,
fire_resistant = def.fire_resistant or false,
fire_damage_resistant = def.fire_damage_resistant or false,
ignited_by_sunlight = def.ignited_by_sunlight or false,
-- End of MCL2 extensions
on_spawn = def.on_spawn,
on_blast = def.on_blast or do_tnt,
on_step = mob_step,
do_punch = def.do_punch,
on_punch = mob_punch,
on_breed = def.on_breed,
on_grown = def.on_grown,
on_pick_up = def.on_pick_up,
on_detach_child = mob_detach_child,
on_activate = function(self, staticdata, dtime)
--this is a temporary hack so mobs stop
--glitching and acting really weird with the
--default built in engine collision detection
self.object:set_properties({
collide_with_objects = false,
})
return mob_activate(self, staticdata, def, dtime)
end,
if p.x > s.x then yaw = yaw + math_pi 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

@ -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

@ -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 autorisés!
Give names to mobs=Donne des noms aux mobs
Set name at anvil=Définir le nom sur l'enclume

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

View File

@ -74,4 +74,3 @@ 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

View File

@ -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=

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",

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@ -61,10 +61,38 @@ if minetest.get_mapgen_setting("mg_name") == "v6" then
TRADE_V6_BIRCH_SAPLING = { { "mcl_core:emerald", 8, 11 }, { "mcl_core:birchsapling", 1, 1 } }
end
local tiernames = {
"Novice",
"Apprentice",
"Journeyman",
"Expert",
"Master",
}
local badges = {
"mcl_core:wood",
"mcl_core:stone",
"mcl_core:goldblock",
"mcl_core:emeraldblock",
"mcl_core:diamondblock",
}
local professions = {
unemployed = {
name = N("Unemployed"),
textures = {
"mobs_mc_villager.png",
"mobs_mc_villager.png",
},
trades = nil,
},
farmer = {
name = N("Farmer"),
texture = "mobs_mc_villager_farmer.png",
textures = {
"mobs_mc_villager_farmer.png",
"mobs_mc_villager_farmer.png",
},
jobsite = "mcl_composters:composter",
trades = {
{
{ { "mcl_farming:wheat_item", 18, 22, }, E1 },
@ -76,16 +104,19 @@ local professions = {
{
{ { "mcl_farming:pumpkin_face", 8, 13 }, E1 },
{ E1, { "mcl_farming:pumpkin_pie", 2, 3} },
{ E1, { "mcl_core:apple", 2, 3} },
},
{
{ { "mcl_farming:melon", 7, 12 }, E1 },
{ E1, { "mcl_core:apple", 5, 7 }, },
{ E1, {"mcl_farming:cookie", 5, 7 }, },
},
{
{ E1, { "mcl_farming:cookie", 6, 10 } },
{ E1, { "mcl_cake:cake", 1, 1 } },
{ E1, { "mcl_mushrooms:mushroom_stew", 6, 10 } }, --FIXME: expert level farmer is supposed to sell sus stews.
},
{
{ E1, { "mcl_farming:carrot_item_gold", 3, 10 } },
{ E1, { "mcl_potions:speckled_melon", 4, 1 } },
TRADE_V6_BIRCH_SAPLING,
TRADE_V6_DARK_OAK_SAPLING,
TRADE_V6_ACACIA_SAPLING,
@ -94,33 +125,91 @@ local professions = {
},
fisherman = {
name = N("Fisherman"),
texture = "mobs_mc_villager_farmer.png",
textures = {
"mobs_mc_villager_farmer.png",
"mobs_mc_villager_farmer.png",
},
jobsite = "mcl_chests:barrel",
trades = {
{
{ { "mcl_fishing:fish_raw", 6, 6, "mcl_core:emerald", 1, 1 }, { "mcl_fishing:fish_cooked", 6, 6 } },
{ { "mcl_fishing:fish_raw", 6, 6, "mcl_core:emerald", 1, 1 },{ "mcl_fishing:fish_cooked", 6, 6 } },
{ { "mcl_mobitems:string", 15, 20 }, E1 },
{ { "mcl_core:emerald", 3, 11 }, { "mcl_fishing:fishing_rod_enchanted", 1, 1} },
{ { "mcl_core:coal_lump", 15, 10 }, E1 },
-- FIXME missing: bucket of cod + fish should be cod.
},
{
{ { "mcl_fishing:fish_raw", 6, 15,}, E1 },
{ { "mcl_fishing:salmon_raw", 6, 6, "mcl_core:emerald", 1, 1 },{ "mcl_fishing:salmon_cooked", 6, 6 } },
-- FIXME missing campfire
-- {{ "mcl_core:emerald", 1, 2 },{"mcl_campfires:campfire",1,1} },
},
{
{ { "mcl_fishing:salmon_raw", 6, 13,}, E1 },
{ { "mcl_core:emerald", 7, 22 }, { "mcl_fishing:fishing_rod_enchanted", 1, 1} },
},
{
{ { "mcl_fishing:clownfish_raw", 6, 6,}, E1 },
},
{
{ { "mcl_fishing:pufferfish_raw", 4, 4,}, E1 },
{ { "mcl_boats:boat", 1, 1,}, E1 },
{ { "mcl_boats:boat_acacia", 1, 1,}, E1 },
{ { "mcl_boats:boat_spruce", 1, 1,}, E1 },
{ { "mcl_boats:boat_dark_oak", 1, 1,}, E1 },
{ { "mcl_boats:boat_birch", 1, 1,}, E1 },
},
},
},
fletcher = {
name = N("Fletcher"),
texture = "mobs_mc_villager_farmer.png",
texture = {
"mobs_mc_villager_farmer.png",
"mobs_mc_villager_farmer.png",
},
jobsite = "mcl_fletching_table:fletching_table",
trades = {
{
{ { "mcl_mobitems:string", 15, 20 }, E1 },
{ E1, { "mcl_bows:arrow", 8, 12 } },
},
{
{ { "mcl_core:gravel", 10, 10, "mcl_core:emerald", 1, 1 }, { "mcl_core:flint", 6, 10 } },
},
{
{ { "mcl_core:flint", 26, 26 }, E1 },
{ { "mcl_core:emerald", 2, 3 }, { "mcl_bows:bow", 1, 1 } },
},
{
{ { "mcl_mobitems:string", 14, 14 }, E1 },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_bows:crossbow", 1, 1 } },
},
{
{ { "mcl_mobitems:string", 24, 24 }, E1 },
{ { "mcl_core:emerald", 7, 21 } , { "mcl_bows:bow_enchanted", 1, 1 } },
},
{
--FIXME: supposed to be tripwire hook{ { "tripwirehook", 24, 24 }, E1 },
{ { "mcl_core:emerald", 8, 22 } , { "mcl_bows:crossbow_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:healing_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:harming_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:night_vision_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:swiftness_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:slowness_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:leaping_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:poison_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:regeneration_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:invisibility_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:water_breathing_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:fire_resistance_arrow", 5, 5 } },
},
}
},
shepherd ={
name = N("Shepherd"),
texture = "mobs_mc_villager_farmer.png",
texture = {
"mobs_mc_villager_farmer.png",
"mobs_mc_villager_farmer.png",
},
jobsite = "mcl_loom:loom",
trades = {
{
{ { "mcl_wool:white", 16, 22 }, E1 },
@ -149,180 +238,287 @@ local professions = {
},
librarian = {
name = N("Librarian"),
texture = "mobs_mc_villager_librarian.png",
textures = {
"mobs_mc_villager_librarian.png",
"mobs_mc_villager_librarian.png",
},
jobsite = "mcl_villages:stonebrickcarved", --FIXME: lectern
trades = {
{
{ { "mcl_core:paper", 24, 36 }, E1 },
{ { "mcl_books:book", 8, 10 }, E1 },
{ { "mcl_core:emerald", 10, 12 }, { "mcl_compass:compass", 1 ,1 }},
{ { "mcl_core:emerald", 3, 4 }, { "mcl_books:bookshelf", 1 ,1 }},
{ { "mcl_core:emerald", 5, 64 }, { "mcl_enchanting:book_enchanted", 1 ,1 }},
{ { "mcl_core:emerald", 9, 9 }, { "mcl_books:bookshelf", 1 ,1 }},
{ { "mcl_core:emerald", 5, 64, "mcl_books:book", 1, 1 }, { "mcl_enchanting:book_enchanted", 1 ,1 }},
},
{
{ { "mcl_books:written_book", 2, 2 }, E1 },
{ { "mcl_core:emerald", 10, 12 }, { "mcl_clock:clock", 1, 1 } },
{ E1, { "mcl_core:glass", 3, 5 } },
{ { "mcl_core:emerald", 5, 64 }, { "mcl_enchanting:book_enchanted", 1 ,1 }},
{ { "mcl_core:emerald", 5, 64, "mcl_books:book", 1, 1 }, { "mcl_enchanting:book_enchanted", 1 ,1 }},
{ E1, { "mcl_lanterns:lantern_floor", 1, 1 } },
},
{
{ E1, { "mcl_core:glass", 3, 5 } },
{ { "mcl_core:emerald", 5, 64 }, { "mcl_enchanting:book_enchanted", 1 ,1 }},
{ { "mcl_dye:black", 5, 5 }, E1 },
{ { "mcl_core:emerald", 5, 64, "mcl_books:book", 1, 1 }, { "mcl_enchanting:book_enchanted", 1 ,1 }},
{ E1, { "mcl_core:glass", 4, 4 } },
},
{
{ { "mcl_core:emerald", 5, 64 }, { "mcl_enchanting:book_enchanted", 1 ,1 }},
{ E1, { "mcl_books:writable_book", 1, 1 } },
{ { "mcl_core:emerald", 5, 64, "mcl_books:book", 1, 1 }, { "mcl_enchanting:book_enchanted", 1 ,1 }},
{ { "mcl_core:emerald", 4, 4 }, { "mcl_compass:compass", 1 ,1 }},
{ { "mcl_core:emerald", 5, 5 }, { "mcl_clock:clock", 1, 1 } },
},
{
{ { "mcl_core:emerald", 20, 22 }, { "mcl_mobs:nametag", 1, 1 } },
{ { "mcl_core:emerald", 20, 20 }, { "mcl_mobs:nametag", 1, 1 } },
}
},
},
cartographer = {
name = N("Cartographer"),
texture = "mobs_mc_villager_librarian.png",
textures = {
"mobs_mc_villager_librarian.png",
"mobs_mc_villager_librarian.png",
},
jobsite = "mcl_cartography_table:cartography_table",
trades = {
{
{ { "mcl_core:paper", 24, 36 }, E1 },
{ { "mcl_core:paper", 24, 24 }, E1 },
{ { "mcl_core:emerald", 7, 7}, { "mcl_maps:empty_map", 1, 1 } },
},
{
-- compass subject to special checks
{ { "xpanes:pane_natural_flat", 1, 1 }, E1 },
--{ { "mcl_core:emerald", 13, 13, "mcl_compass:compass", 1, 1 }, { "FIXME:ocean explorer map" 1, 1} },
},
{
-- subject to special checks
{ { "mcl_compass:compass", 1, 1 }, E1 },
--{ { "mcl_core:emerald", 13, 13, "mcl_compass:compass", 1, 1 }, { "FIXME:woodland explorer map" 1, 1} },
},
{
-- TODO: replace with empty map
{ { "mcl_core:emerald", 7, 11}, { "mcl_maps:empty_map", 1, 1 } },
{ { "mcl_core:emerald", 7, 7}, { "mcl_itemframes:item_frame", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_white", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_grey", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_silver", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_black", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_red", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_green", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_cyan", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_blue", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_magenta", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_orange", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_purple", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_brown", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_pink", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_lime", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_light_blue", 1, 1 }},
},
{
--{ { "mcl_core:emerald", 8, 8}, { "FIXME: globe banner pattern", 1, 1 } },
},
-- TODO: special maps
},
},
armorer = {
name = N("Armorer"),
texture = "mobs_mc_villager_smith.png",
textures = {
"mobs_mc_villager_smith.png",
"mobs_mc_villager_smith.png",
},
jobsite = "mcl_blast_furnace:blast_furnace",
trades = {
{
{ { "mcl_core:coal_lump", 16, 24 }, E1 },
{ { "mcl_core:emerald", 4, 6 }, { "mcl_armor:helmet_iron", 1, 1 } },
{ { "mcl_core:coal_lump", 15, 15 }, E1 },
{ { "mcl_core:emerald", 5, 5 }, { "mcl_armor:helmet_iron", 1, 1 } },
{ { "mcl_core:emerald", 9, 9 }, { "mcl_armor:chestplate_iron", 1, 1 } },
{ { "mcl_core:emerald", 7, 7 }, { "mcl_armor:leggings_iron", 1, 1 } },
{ { "mcl_core:emerald", 4, 4 }, { "mcl_armor:boots_iron", 1, 1 } },
},
{
{ { "mcl_core:iron_ingot", 7, 9 }, E1 },
{ { "mcl_core:emerald", 10, 14 }, { "mcl_armor:chestplate_iron", 1, 1 } },
{ { "mcl_core:iron_ingot", 4, 4 }, E1 },
--{ { "mcl_core:emerald", 36, 36 }, { "FIXME: Bell", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_armor:leggings_chain", 1, 1 } },
{ { "mcl_core:emerald", 1, 1 }, { "mcl_armor:boots_chain", 1, 1 } },
},
{
{ { "mcl_buckets:bucket_lava", 1, 1 }, E1 },
{ { "mcl_core:diamond", 1, 1 }, E1 },
{ { "mcl_core:emerald", 1, 1 }, { "mcl_armor:helmet_chain", 1, 1 } },
{ { "mcl_core:emerald", 4, 4 }, { "mcl_armor:chestplate_chain", 1, 1 } },
{ { "mcl_core:emerald", 5, 5 }, { "mcl_shields:shield", 1, 1 } },
},
{
{ { "mcl_core:diamond", 3, 4 }, E1 },
{ { "mcl_core:emerald", 16, 19 }, { "mcl_armor:chestplate_diamond_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 19, 33 }, { "mcl_armor:leggings_diamond_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 13, 27 }, { "mcl_armor:boots_diamond_enchanted", 1, 1 } },
},
{
{ { "mcl_core:emerald", 5, 7 }, { "mcl_armor:boots_chain", 1, 1 } },
{ { "mcl_core:emerald", 9, 11 }, { "mcl_armor:leggings_chain", 1, 1 } },
{ { "mcl_core:emerald", 5, 7 }, { "mcl_armor:helmet_chain", 1, 1 } },
{ { "mcl_core:emerald", 11, 15 }, { "mcl_armor:chestplate_chain", 1, 1 } },
{ { "mcl_core:emerald", 13, 27 }, { "mcl_armor:helmet_diamond_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 21, 35 }, { "mcl_armor:chestplate_diamond_enchanted", 1, 1 } },
},
},
},
leatherworker = {
name = N("Leatherworker"),
texture = "mobs_mc_villager_butcher.png",
textures = {
"mobs_mc_villager_butcher.png",
"mobs_mc_villager_butcher.png",
},
jobsite = "mcl_cauldrons:cauldron",
trades = {
{
{ { "mcl_mobitems:leather", 9, 12 }, E1 },
{ { "mcl_core:emerald", 2, 4 }, { "mcl_armor:leggings_leather", 2, 4 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_armor:leggings_leather", 2, 4 } },
{ { "mcl_core:emerald", 7, 7 }, { "mcl_armor:chestplate_leather", 2, 4 } },
},
{
{ { "mcl_core:emerald", 7, 12 }, { "mcl_armor:chestplate_leather_enchanted", 1, 1 } },
{ { "mcl_core:flint", 26, 26 }, E1 },
{ { "mcl_core:emerald", 5, 5 }, { "mcl_armor:helmet_leather", 2, 4 } },
{ { "mcl_core:emerald", 4, 4 }, { "mcl_armor:boots_leather", 2, 4 } },
},
{
{ { "mcl_mobitems:rabbit_hide", 9, 9 }, E1 },
{ { "mcl_core:emerald", 7, 7 }, { "mcl_armor:chestplate_leather", 1, 1 } },
},
{
--{ { "FIXME: scute", 4, 4 }, E1 },
{ { "mcl_core:emerald", 8, 10 }, { "mcl_mobitems:saddle", 1, 1 } },
},
{
{ { "mcl_core:emerald", 6, 6 }, { "mcl_mobitems:saddle", 1, 1 } },
{ { "mcl_core:emerald", 5, 5 }, { "mcl_armor:helmet_leather", 2, 4 } },
},
},
},
butcher = {
name = N("Butcher"),
texture = "mobs_mc_villager_butcher.png",
textures = {
"mobs_mc_villager_butcher.png",
"mobs_mc_villager_butcher.png",
},
jobsite = "mcl_smoker:smoker",
trades = {
{
{ { "mcl_mobitems:beef", 14, 18 }, E1 },
{ { "mcl_mobitems:chicken", 14, 18 }, E1 },
{ { "mcl_mobitems:beef", 14, 14 }, E1 },
{ { "mcl_mobitems:chicken", 7, 7 }, E1 },
{ { "mcl_mobitems:rabbit", 4, 4 }, E1 },
{ E1, { "mcl_mobitems:rabbit_stew", 1, 1 } },
},
{
{ { "mcl_core:coal_lump", 16, 24 }, E1 },
{ E1, { "mcl_mobitems:cooked_beef", 5, 7 } },
{ E1, { "mcl_mobitems:cooked_chicken", 6, 8 } },
{ { "mcl_core:coal_lump", 15, 15 }, E1 },
{ E1, { "mcl_mobitems:cooked_porkchop", 5, 5 } },
{ E1, { "mcl_mobitems:cooked_chicken", 8, 8 } },
},
{
{ { "mcl_mobitems:mutton", 7, 7 }, E1 },
{ { "mcl_mobitems:beef", 10, 10 }, E1 },
},
{
{ { "mcl_mobitems:mutton", 7, 7 }, E1 },
{ { "mcl_mobitems:beef", 10, 10 }, E1 },
},
{
--{ { "FIXME: Sweet Berries", 10, 10 }, E1 },
},
},
},
weapon_smith = {
name = N("Weapon Smith"),
texture = "mobs_mc_villager_smith.png",
textures = {
"mobs_mc_villager_smith.png",
"mobs_mc_villager_smith.png",
},
jobsite = "mcl_villages:stonebrickcarved", --FIXME: grindstone
trades = {
{
{ { "mcl_core:coal_lump", 16, 24 }, E1 },
{ { "mcl_core:emerald", 6, 8 }, { "mcl_tools:axe_iron", 1, 1 } },
{ { "mcl_core:coal_lump", 15, 15 }, E1 },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_tools:axe_iron", 1, 1 } },
{ { "mcl_core:emerald", 7, 21 }, { "mcl_tools:sword_iron_enchanted", 1, 1 } },
},
{
{ { "mcl_core:iron_ingot", 7, 9 }, E1 },
{ { "mcl_core:emerald", 9, 10 }, { "mcl_tools:sword_iron_enchanted", 1, 1 } },
{ { "mcl_core:iron_ingot", 4, 4 }, E1 },
--{ { "mcl_core:emerald", 36, 36 }, { "FIXME: Bell", 1, 1 } },
},
{
{ { "mcl_core:flint", 7, 9 }, E1 },
},
{
{ { "mcl_core:diamond", 7, 9 }, E1 },
{ { "mcl_core:emerald", 17, 31 }, { "mcl_tools:axe_diamond_enchanted", 1, 1 } },
},
{
{ { "mcl_core:diamond", 3, 4 }, E1 },
{ { "mcl_core:emerald", 12, 15 }, { "mcl_tools:sword_diamond_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 9, 12 }, { "mcl_tools:axe_diamond_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 13, 27 }, { "mcl_tools:sword_diamond_enchanted", 1, 1 } },
},
},
},
tool_smith = {
name = N("Tool Smith"),
texture = "mobs_mc_villager_smith.png",
textures = {
"mobs_mc_villager_smith.png",
"mobs_mc_villager_smith.png",
},
jobsite = "mcl_anvils:anvil", --FIXME: smithing table
trades = {
{
{ { "mcl_core:coal_lump", 16, 24 }, E1 },
{ { "mcl_core:emerald", 5, 7 }, { "mcl_tools:shovel_iron_enchanted", 1, 1 } },
{ { "mcl_core:coal_lump", 15, 15 }, E1 },
{ E1, { "mcl_tools:axe_stone", 1, 1 } },
{ E1, { "mcl_tools:shovel_stone", 1, 1 } },
{ E1, { "mcl_tools:pick_stone", 1, 1 } },
{ E1, { "mcl_farming:hoe_stone", 1, 1 } },
},
{
{ { "mcl_core:iron_ingot", 7, 9 }, E1 },
{ { "mcl_core:emerald", 9, 11 }, { "mcl_tools:pick_iron_enchanted", 1, 1 } },
{ { "mcl_core:iron_ingot", 4, 4 }, E1 },
--{ { "mcl_core:emerald", 36, 36 }, { "FIXME: Bell", 1, 1 } },
},
{
{ { "mcl_core:diamond", 3, 4 }, E1 },
{ { "mcl_core:emerald", 12, 15 }, { "mcl_tools:pick_diamond_enchanted", 1, 1 } },
{ { "mcl_core:flint", 30, 30 }, E1 },
{ { "mcl_core:emerald", 6, 20 }, { "mcl_tools:axe_iron_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 7, 21 }, { "mcl_tools:shovel_iron_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 8, 22 }, { "mcl_tools:pick_iron_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 4, 4 }, { "mcl_farming:hoe_diamond", 1, 1 } },
},
{
{ { "mcl_core:diamond", 1, 1 }, E1 },
{ { "mcl_core:emerald", 17, 31 }, { "mcl_tools:axe_diamond_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 10, 24 }, { "mcl_tools:shovel_diamond_enchanted", 1, 1 } },
},
{
{ { "mcl_core:emerald", 18, 32 }, { "mcl_tools:pick_diamond_enchanted", 1, 1 } },
},
},
},
cleric = {
name = N("Cleric"),
texture = "mobs_mc_villager_priest.png",
textures = {
"mobs_mc_villager_priest.png",
"mobs_mc_villager_priest.png",
},
jobsite = "mcl_brewing:stand_000",
trades = {
{
{ { "mcl_mobitems:rotten_flesh", 36, 40 }, E1 },
{ { "mcl_core:gold_ingot", 8, 10 }, E1 },
{ { "mcl_mobitems:rotten_flesh", 32, 32 }, E1 },
{ E1, { "mesecons:redstone", 2, 2 } },
},
{
{ E1, { "mesecons:redstone", 1, 4 } },
{ E1, { "mcl_dye:blue", 1, 2 } },
{ { "mcl_core:gold_ingot", 3, 3 }, E1 },
{ E1, { "mcl_dye:blue", 1, 1 } },
},
{
{ E1, { "mcl_nether:glowstone", 1, 3 } },
{ { "mcl_core:emerald", 4, 7 }, { "mcl_throwing:ender_pearl", 1, 1 } },
{ { "mcl_mobitems:rabbit_foot", 2, 2 }, E1 },
{ E1, { "mcl_nether:glowstone", 4, 4 } },
},
{
--{ { "FIXME: scute", 4, 4 }, E1 },
{ { "mcl_potions:glass_bottle", 9, 9 }, E1 },
{ { "mcl_core:emerald", 5, 5 }, { "mcl_throwing:ender_pearl", 1, 1 } },
TRADE_V6_RED_SANDSTONE,
},
{
{ { "mcl_nether:nether_wart_item", 22, 22 }, E1 },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_experience:bottle", 1, 1 } },
@ -331,7 +527,10 @@ local professions = {
},
nitwit = {
name = N("Nitwit"),
texture = "mobs_mc_villager.png",
textures = {
"mobs_mc_villager.png",
"mobs_mc_villager.png",
},
-- No trades for nitwit
trades = nil,
}
@ -342,11 +541,110 @@ for id, _ in pairs(professions) do
table.insert(profession_names, id)
end
local jobsites={}
for _,n in pairs(profession_names) do
table.insert(jobsites,professions[n].jobsite)
end
local stand_still = function(self)
self.walk_chance = 0
self.jump = false
end
local function init_trader_vars(self)
if not self._max_trade_tier then
self._max_trade_tier = 1
end
if not self._locked_trades then
self._locked_trades = 0
end
if not self._trading_players then
self._trading_players = {}
end
end
----- JOBSITE LOGIC
local function set_velocity(self, v)
local yaw = (self.object:get_yaw() or 0) + self.rotate
self.object:set_velocity({
x = (math.sin(yaw) * -v),
y = self.object:get_velocity().y,
z = (math.cos(yaw) * v),
})
end
local function go_to_pos(entity,b)
local s=entity.object:get_pos()
if vector.distance(b,s) < 1 then
--set_velocity(entity,0)
return true
end
local v = { x = b.x - s.x, z = b.z - s.z }
local yaw = (math.atan(v.z / v.x) + math.pi / 2) - entity.rotate
if b.x > s.x then yaw = yaw + math.pi end
entity.object:set_yaw(yaw)
set_velocity(entity,entity.follow_velocity)
end
local function go_home(entity)
entity.state = "go_home"
local b=entity.bed
if not b then return end
if go_to_pos(entity,b) then
entity.state = "stand"
set_velocity(entity,0)
entity.object:set_pos(b)
local n=minetest.get_node(b)
if n and n.name ~= "mcl_beds:bed_red_bottom" then
entity.bed=nil --the stormtroopers have killed uncle owen
end
end
end
local function get_profession_by_jobsite(js)
for k,v in pairs(professions) do
if v.jobsite == js then return k end
end
end
local function employ(self,jobsite_pos)
local n = minetest.get_node(jobsite_pos)
local m = minetest.get_meta(jobsite_pos)
local p = get_profession_by_jobsite(n.name)
if p and m:get_string("villager") == "" then
self._profession=p
m:set_string("villager",self._id)
self._jobsite = jobsite_pos
self.object:set_properties({textures=professions[self._profession].textures})
return true
end
end
local function unemploy(self)
self._profession="unemployed"
self._jobsite = nil
self.object:set_properties({textures=professions[self._profession].textures})
end
local function get_a_job(self)
local p = self.object:get_pos()
local nn = minetest.find_nodes_in_area(vector.offset(p,-8,-8,-8),vector.offset(p,8,8,8),jobsites)
for _,n in pairs(nn) do
if n and employ(self,n) then return end
end
end
local function check_jobsite(self)
local n = minetest.get_node(self._jobsite)
local m = minetest.get_meta(self._jobsite)
if n.name ~= professions[self._profession].jobsite or m:get_string("villager") ~= self._id then
unemploy(self)
return false
end
return true
end
local update_max_tradenum = function(self)
if not self._trades then
return
@ -362,30 +660,6 @@ local update_max_tradenum = function(self)
self._max_tradenum = #trades
end
local init_trader_vars = function(self)
if not self._profession then
-- Select random profession from all professions with matching clothing
local texture = self.base_texture[1]
local matches = {}
for prof_id, prof in pairs(professions) do
if texture == prof.texture then
table.insert(matches, prof_id)
end
end
local p = math.random(1, #matches)
self._profession = matches[p]
end
if not self._max_trade_tier then
self._max_trade_tier = 1
end
if not self._locked_trades then
self._locked_trades = 0
end
if not self._trading_players then
self._trading_players = {}
end
end
local init_trades = function(self, inv)
local profession = professions[self._profession]
local trade_tiers = profession and profession.trades
@ -516,7 +790,7 @@ local function show_trade_formspec(playername, trader, tradenum)
"size[9,8.75]"
.."background[-0.19,-0.25;9.41,9.49;mobs_mc_trading_formspec_bg.png]"
..disabled_img
.."label[4,0;"..F(minetest.colorize("#313131", S(profession))).."]"
.."label[3,0;"..F(minetest.colorize("#313131", S(profession).." - "..S(tiernames[trader._max_trade_tier]))) .."]"
.."list[current_player;main;0,4.5;9,3;9]"
.."list[current_player;main;0,7.74;9,1;]"
..b_prev..b_next
@ -941,31 +1215,9 @@ mobs:register_mob("mobs_mc:villager", {
visual = "mesh",
mesh = "mobs_mc_villager.b3d",
textures = {
{
"mobs_mc_villager.png",
"mobs_mc_villager.png", --hat
},
{
"mobs_mc_villager_farmer.png",
"mobs_mc_villager_farmer.png", --hat
},
{
"mobs_mc_villager_priest.png",
"mobs_mc_villager_priest.png", --hat
},
{
"mobs_mc_villager_librarian.png",
"mobs_mc_villager_librarian.png", --hat
},
{
"mobs_mc_villager_butcher.png",
"mobs_mc_villager_butcher.png", --hat
},
{
"mobs_mc_villager_smith.png",
"mobs_mc_villager_smith.png", --hat
},
},
visual_size = {x=2.75, y=2.75},
rotate = 270,
skittish = true,
@ -1000,12 +1252,35 @@ mobs:register_mob("mobs_mc:villager", {
fear_height = 4,
jump = true,
walk_chance = DEFAULT_WALK_CHANCE,
bed = nil,
_id = nil,
_profession = "unemployed",
look_at_player = true,
pick_up = {"mcl_farming:bread"},
on_pick_up = function(self,itementity)
local clicker
for _,p in pairs(minetest.get_connected_players()) do
if vector.distance(p:get_pos(),self.object:get_pos()) < 10 then
clicker = p
end
end
if not clicker then minetest.log("no clicker") end
if clicker then
mobs:feed_tame(self, clicker, 1, true, true)
return
end
return true --do not pick up
end,
on_rightclick = function(self, clicker)
end
if self.child or self._profession == "unemployed" then
return
end
-- Initiate trading
--init_trader_vars(self)
local name = clicker:get_player_name()
self._trading_players[name] = true
init_trader_vars(self)
if self._trades == nil then
init_trades(self)
end
@ -1042,6 +1317,7 @@ mobs:register_mob("mobs_mc:villager", {
if not self._player_scan_timer then
self._player_scan_timer = 0
end
self._player_scan_timer = self._player_scan_timer + dtime
-- Check infrequently to keep CPU load low
if self._player_scan_timer > PLAYER_SCAN_INTERVAL then
@ -1063,20 +1339,36 @@ mobs:register_mob("mobs_mc:villager", {
self.walk_chance = DEFAULT_WALK_CHANCE
self.jump = true
end
if self.bed and ( self.state == "go_home" or vector.distance(self.object:get_pos(),self.bed) > 50 ) then
go_home(self)
end
if self._profession == "unemployed" then
get_a_job(self)
else
check_jobsite(self)
end
end
end,
on_spawn = function(self)
init_trader_vars(self)
if self._id then
self.object:set_properties({textures=professions[self._profession].textures})
return
end
self._id=minetest.sha1(minetest.get_gametime()..minetest.pos_to_string(self.object:get_pos())..tostring(math.random()))
self._profession = "unemployed"
self.object:set_properties({textures=professions[self._profession].textures})
end,
on_die = function(self, pos)
-- Close open trade formspecs and give input back to players
local trading_players = self._trading_players
for name, _ in pairs(trading_players) do
minetest.close_formspec(name, "mobs_mc:trade_"..name)
local player = minetest.get_player_by_name(name)
if player then
return_fields(player)
if trading_players then
for name, _ in pairs(trading_players) do
minetest.close_formspec(name, "mobs_mc:trade_"..name)
local player = minetest.get_player_by_name(name)
if player then
return_fields(player)
end
end
end
end,

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

@ -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

View File

@ -1,4 +1,4 @@
# textdomain: lightning
@1 was struck by lightning.=@1 a été frappé(e) par la foudre.
Let lightning strike at the specified position or player. No parameter will strike yourself.=Fait frapper la foudre sur la position ou le joueur indiqué. Sans paramètre, la foudre frappera sur vous-même.
Let lightning strike at the specified position or yourself=Fait frapper la foudre à la position spécifiée ou sur vous-même
No position specified and unknown player=Aucune position spécifiée et joueur inconnu

View File

@ -1,3 +0,0 @@
# textdomain: mcl_void_damage
The void is off-limits to you!=Lo voeida es defendut per vosautr·e·a·s !
@1 fell into the endless void.=@1 es tombar dins la voeida infinida.

View File

@ -5,4 +5,4 @@ Error: No weather specified.=Erreur: Aucune météo spécifiée.
Error: Invalid parameters.=Erreur: Paramètres non valides.
Error: Duration can't be less than 1 second.=Erreur: La durée ne peut pas être inférieure à 1 seconde.
Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”.=Erreur: Météo non valide spécifiée. Utilisez "clear" (clair), "rain" (pluie), "snow" (neige) ou "thunder" (tonnerre).
Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)=Bascule entre temps clair et temps avec des précipitations (au hasard entre pluie, orage ou neige)
Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)=Bascule entre temps clair et temps avec chute (au hasard entre pluie, orage ou neige)

View File

@ -611,14 +611,11 @@ do
io.close(file)
if string then
local savetable = minetest.deserialize(string)
local savetable_players_stored_data = savetable and savetable.players_stored_data
if savetable_players_stored_data then
for name, players_stored_data in pairs(savetable_players_stored_data) do
doc.data.players[name] = {}
doc.data.players[name].stored_data = players_stored_data
end
minetest.log("action", "[doc] doc.mt successfully read.")
for name, players_stored_data in pairs(savetable.players_stored_data) do
doc.data.players[name] = {}
doc.data.players[name].stored_data = players_stored_data
end
minetest.log("action", "[doc] doc.mt successfully read.")
end
end
end

View File

@ -17,6 +17,7 @@ Skeleton view range: -50%=
Creeper view range: -50%=
Damage: @1=
Damage (@1): @2=
Durability: @1
Healing: @1=
Healing (@1): @2=
Full punch interval: @1s=

View File

@ -1,4 +1,4 @@
# textdomain: awards
# textdomain:awards
@1/@2 chat messages=@1/@2 chat messages
@1/@2 crafted=@1/@2 fabrication
@1/@2 deaths=@1/@2 Mort
@ -6,11 +6,12 @@
@1/@2 game joins=@1/@2 sessions
@1/@2 placed=@1/@2 mis
@1 (got)=@1 (obtenu)
@1: @2=@1: @2
@1: @1=@1: @1
@1s awards:=Récompenses de @1:
(Secret Award)=(Récompense Secrètte)
<achievement ID>=<Succès ID>
<name>=<nom>
A Cat in a Pop-Tart?!=Un chat beurré ?!
Achievement gotten!=Succès obtenu !
Achievement gotten:=Succès obtenu :
Achievement gotten: @1=Succès obtenu : @1
@ -27,9 +28,9 @@ Join the game.=Rejoignez le jeu.
List awards in chat (deprecated)=Liste des récompenses dans le chat (obsolète)
Place a block: @1=Placer un bloc: @1
Place blocks: @1×@2=Placer des blocs: @1×@2
Secret achievement gotten!=Succès secret obtenu !
Secret achievement gotten:=Succès secret obtenu :
Secret achievement gotten: @1=Succès secret obtenu : @1
Secret Achievement gotten!=Succès secret obtenu !
Secret Achievement gotten:=Succès secret obtenu :
Secret Achievement gotten: @1=Succès secret obtenu : @1
Show details of an achievement=Afficher les détails d'un succès
Show, clear, disable or enable your achievements=Affichez, effacez, désactivez ou activez vos succès
Get this achievement to find out what it is.=Obtenez ce succès pour découvrir de quoi il s'agit.

View File

@ -1,4 +1,4 @@
# textdomain: awards
# textdomain:awards
@1/@2 chat messages=
@1/@2 crafted=
@1/@2 deaths=

View File

@ -234,20 +234,6 @@ awards.register_achievement("mcl:fishyBusiness", {
icon = "mcl_fishing_fishing_rod.png",
})
--Triggered in mcl_beacons
awards.register_achievement("mcl:beacon", {
title = S("Bring Home the Beacon"),
description = S("Use a beacon."),
icon = "beacon_achievement_icon.png",
})
awards.register_achievement("mcl:maxed_beacon", {
title = S("Beaconator"),
description = S("Use a fully powered beacon."),
icon = "beacon_achievement_icon.png",
})
-- Armor Advancements
--[[awards.register_achievement("mcl:suitUp", {
title = S("Suit Up"),

View File

@ -47,7 +47,3 @@ Use a crafting table to craft a wooden hoe from wooden planks and sticks.=Benutz
Use a crafting table to craft a wooden pickaxe from wooden planks and sticks.=Benutzen Sie eine Werkbank, um eine Holzspitzhacke aus Holzplanken und Stöcken zu fertigen.
Use obsidian and a fire starter to construct a Nether portal.=Benutzen Sie Obsidian und ein Feuerzeug, um ein Netherportal zu errichten.
Use wheat to craft a bread.=Benutzen Sie Weizen, um ein Brot zu machen.
Bring Home the Beacon=Den Nachbarn heimleuchten
Use a beacon.=Benutzen Sie ein Leuchtfeuer.
Beaconator=Leuchtturmwärter
Use a fully powered beacon.=Benutzen Sie ein vollständiges Leuchtfeuer.

View File

@ -63,15 +63,3 @@ Not Quite "Nine" Lives=Presque "neuf" vies
Charge a Respawn Anchor to the maximum.=Charger une Ancre de Réapparition au maximum.
The End?=L'End ?
Or the beginning?\nHint: Enter an end portal.=Ou le commencement ?\nAstuce : Entrer dans un portail de l'End.
Postmortal=Aux frontières de la mort
Use a Totem of Undying to cheat death.=Utiliser un Totem d'imortalité pour tromper la mort.
Sweet Dreams=Bonne nuit les petits
Sleep in a bed to change your respawn point.=Dormez dans un lit pour changer votre point de réapparition.
Serious Dedication=Sérieux dévouement
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=Utilisez un lingot de netherite pour améliorez une houe, puis réévaluez complètement vos choix de vie.
Fishy Business=Merci pour le poisson
Catch a fish. \nHint: Catch a fish, salmon, clownfish, or pufferfish.=Attrapez un poisson. \nAstuce : attrapez un poisson, saumon, poisson-clown, ou poisson-globe.
What A Deal!=Adjugé, Vendu !
Successfully trade with a Villager.=Commercez avec succès avec un villageois.
Tactical Fishing=Pêche tactique
Catch a fish... without a fishing rod=Attrapez un poisson... sans canne à pêche

View File

@ -75,7 +75,3 @@ What A Deal!=
Successfully trade with a Villager.=
Tactical Fishing=
Catch a fish... without a fishing rod=
Bring Home the Beacon=
Use a beacon.=
Beaconator=
Use a fully powered beacon.=

View File

@ -6,7 +6,6 @@ Alexander Minges
aligator
ArTee3
Artem Arbatsky
balazsszalab
basxto
Benjamin Schötz
Blue Blancmange
@ -14,7 +13,6 @@ Booglejr
Brandon
Bu-Gee
bzoss
CableGuy67
chmodsayshello
Code-Sploit
cora
@ -33,7 +31,6 @@ Emojigit
epCode
erlehmann
FinishedFragment
FlamingRCCars
Glaucos Ginez
Gustavo Ramos Rehermann
Guy Liner
@ -42,7 +39,6 @@ HimbeerserverDE
iliekprogrammar
j1233
Jared Moody
Johannes Fritz
jordan4ibanez
kabou
kay27
@ -50,14 +46,13 @@ Laurent Rocher
Li0n
marcin-serwin
Marcin Serwin
Mark Roth
Mental-Inferno
Midgard
MysticTempest
Nicholas Niro
nickolas360
Nicu
Niklp
nikolaus-albinger
Nils Dagsson Moskopp
NO11
NO411
@ -65,7 +60,6 @@ Oil_boi
pitchum
PrairieAstronomer
PrairieWind
River River
Rocher Laurent
rootyjr
Rootyjr
@ -74,7 +68,6 @@ Sab Pyrope
Saku Laesvuori
sfan5
SmallJoker
Sumyjkl
superfloh247
Sven792
Sydney Gems
@ -82,7 +75,6 @@ talamh
TechDudie
Thinking
Tianyang Zhang
unknown
U.N.Owen
Wouters Dorian
wuniversales

View File

@ -1,4 +1,8 @@
Please run `./update_credits.sh` from [tools](../../../tools) folder to update contributor list.
Please run the following command to update contributor list:
```bash
# git log --pretty="%an" | sort | uniq >CONTRUBUTOR_LIST.txt
```
Please check that there is no error on execution, and `CONTRUBUTOR_LIST.txt` is updated.

View File

@ -1,56 +1,59 @@
# textdomain: mcl_death_messages
@1 went up in flames=@1 a marché dans les flammes
@1 walked into fire whilst fighting @2=@1 a marché dans les flammes en combattant @2
@1 was struck by lightning=@1 a été frappé par la foudre
@1 was struck by lightning whilst fighting @2=@1 a été frappé par la foudre en combattant @2
@1 burned to death=@1 a brûlé vif
@1 was burnt to a crisp whilst fighting @2=@1 a brûlé comme une saucisse en combattant @2
@1 tried to swim in lava=@1 a tenté de nager dans la lave
@1 tried to swim in lava to escape @2=@1 a tenté de nager dans la lave pour échapper à @2
@1 discovered the floor was lava=@1 a découvert que le sol était en lave
@1 walked into danger zone due to @2=@1 a marché dans la zone de danger à cause de @2
@1 suffocated in a wall=@1 est mort asphyxié dans un mur
@1 suffocated in a wall whilst fighting @2=@1 est mort asphyxié dans un mur en combattant @2
@1 drowned=@1 s'est noyé
@1 drowned whilst trying to escape @2=@1 s'est noyé en essayant d'échapper à @2
@1 starved to death=@1 est mort de faim
@1 starved to death whilst fighting @2=@1 est mort de faim en combattant @2
@1 was pricked to death=@1 a été piqué à mort
@1 walked into a cactus whilst trying to escape @2=@1 a marché dans un cactus en essayant d'échapper à @2
@1 hit the ground too hard=@1 a heurté le sol trop fort
@1 hit the ground too hard whilst trying to escape @2=@1 a heurté le sol trop fort en essayant d'échapper à @2
@1 experienced kinetic energy=@1 a expérimenté l'énergie cinétique
@1 experienced kinetic energy whilst trying to escape @2=@1 a expérimenté l'énergie cinétique en essayant d'échapper à @2
@1 fell out of the world=@1 est tombé hors du monde
@1 didn't want to live in the same world as @2=@1 ne voulait vivre dans le même monde que @2
@1 died=@1 est mort
@1 died because of @2=@1 est mort à cause de @2
@1 was killed by magic=@1 a été tué par magie
@1 was killed by magic whilst trying to escape @2=@1 a été tué par magie en essayant d'échapper à @2
@1 was killed by @2 using magic=@1 a été tué par @2 en utilisant la magie
@1 was killed by @2 using @3=@1 a été tué par @2 en utilisant @3
@1 was roasted in dragon breath=@1 a été rôti dans le souffle du dragon
@1 was roasted in dragon breath by @2=@1 a été rôti dans le souffle du dragon par @2
@1 withered away=@1 s'est flétri
@1 withered away whilst fighting @2=@1 s'est flétri en combattant @2
@1 was shot by a skull from @2=@1 a été abattu par un crane de @2
@1 was squashed by a falling anvil=@1 a été écrasé par une enclume
@1 was squashed by a falling anvil whilst fighting @2=@1 a été écrasé par une enclume en combattant @2
@1 was squashed by a falling block=@1 a été écrasé par un bloc tombant
@1 was squashed by a falling block whilst fighting @2=@1 a été écrasé par un bloc tombant en combattant @2
@1 was slain by @2=@1 a été tué par @2
@1 was slain by @2 using @3=@1 a été tué par @2 avec @3
@1 was shot by @2=@1 a été abattu par @2
@1 was shot by @2 using @3=@1 a été abattu par @2 avec @3
@1 was fireballed by @2=@1 a reçu une boule de feu de @2
@1 was fireballed by @2 using @3=@1 a reçu une boule de feu de @2 en utilisant @3
@1 was killed trying to hurt @2=@1 a été tué en essayant de blesser @2
@1 was killed by @3 trying to hurt @2=@1 a été tué par @3 en essayant de blesser @2
@1 blew up=@1 a explosé
@1 was blown up by @2=@1 a été explosé par @2
@1 was blown up by @2 using @3=@1 a été explosé par @2 en utilisant @3
@1 was squished too much=@1 a été trop écrabouillé
@1 was squashed by @2=@1 a été écrasé par @2
@1 went off with a bang=@1 est parti avec un bang
@1 went off with a bang due to a firework fired from @3 by @2=@1 est parti avec un bang à cause d'un feu d'artifice tiré de @3 par @2
@1 was fatally hit by an arrow.=@1 a été mortellement touché par une flèche.
@1 has been killed with an arrow.=@1 a été tué avec une flèche.
@1 was shot by an arrow from @2.=@1 a été abattu par une flèche de @2.
@1 was shot by an arrow from a skeleton.=@1 a été abattu par une flèche d'un squelette.
@1 was shot by an arrow from a stray.=@1 a été abattu par une flèche d'un vagabond.
@1 was shot by an arrow from an illusioner.=@1 a été abattu par une flèche d'un illusionniste.
@1 was shot by an arrow.=@1 a été abattu par une flèche.
@1 forgot to breathe.=@1 a oublié de respirer.
@1 drowned.=@1 s'est noyé.
@1 ran out of oxygen.=@1 a manqué d'oxygène.
@1 was killed by @2.=@1 a été tué par @2.
@1 was killed.=@1 a été tué.
@1 was killed by a mob.=@1 a été tué par un mob.
@1 was burned to death by a blaze's fireball.=@1 a été brûlé vif par la boule de feu d'un blaze.
@1 was killed by a fireball from a blaze.=@1 a été tué par une boule de feu lors d'un blaze.
@1 was burned by a fire charge.=@1 a été brûlé par un incendie.
A ghast scared @1 to death.=Un ghast a éffrayé @1 à mort.
@1 has been fireballed by a ghast.=@1 a été pétrifié par un ghast.
@1 fell from a high cliff.=@1 est tombé d'une haute falaise.
@1 took fatal fall damage.=@1 a succombé à un chute mortelle.
@1 fell victim to gravity.=@1 a été victime de la gravité.
@1 died.=@1 est mort.
@1 was killed by a zombie.=@1 a été tué par un zombie.
@1 was killed by a baby zombie.=@1 a été tué par un bébé zombie.
@1 was killed by a blaze.=@1 a été tué par un blaze.
@1 was killed by a slime.=@1 a été tué par un slime.
@1 was killed by a witch.=@1 a été tué par un sorcier.
@1 was killed by a magma cube.=@1 a été tué par un cube de magma.
@1 was killed by a wolf.=@1 a été tué par un loup.
@1 was killed by a cat.=@1 a été tué par un chat.
@1 was killed by an ocelot.=@1 a été tué par un ocelot.
@1 was killed by an ender dragon.=@1 a été tué par un ender dragon.
@1 was killed by a wither.=@1 a été tué par un wither.
@1 was killed by an enderman.=@1 a été tué par un enderman.
@1 was killed by an endermite.=@1 a été tué par un endermite.
@1 was killed by a ghast.=@1 a été tué par un ghast.
@1 was killed by an elder guardian.=@1 a été tué par un grand gardien.
@1 was killed by a guardian.=@1 a été tué par un gardien.
@1 was killed by an iron golem.=@1 a été tué par un golem de fer.
@1 was killed by a polar_bear.=@1 a été tué par un ours blanc.
@1 was killed by a killer bunny.=@1 a été tué par un lapin tueur.
@1 was killed by a shulker.=@1 a été tué par un shulker.
@1 was killed by a silverfish.=@1 a été tué par un poisson d'argent.
@1 was killed by a skeleton.=@1 a été tué par un squelette.
@1 was killed by a stray.=@1 a été tué par un vagabond.
@1 was killed by a slime.=@1 a été tué par un slime.
@1 was killed by a spider.=@1 a été tué par une araignée.
@1 was killed by a cave spider.=@1 a été tué par une araignée venimeuse.
@1 was killed by a vex.=@1 a été tué par un vex.
@1 was killed by an evoker.=@1 a été tué par un invocateur.
@1 was killed by an illusioner.=@1 a été tué par un illusionniste.
@1 was killed by a vindicator.=@1 a été tué par un vindicateur.
@1 was killed by a zombie villager.=@1 a été tué par un villageois zombie.
@1 was killed by a husk.=@1 a été tué par un zombie momie.
@1 was killed by a baby husk.=@1 a été tué par un bébé zombie momie.
@1 was killed by a zombie pigman.=@1 a été tué par un zombie-couchon.
@1 was killed by a baby zombie pigman.=@1 a été tué par un bébé zombie-couchon
@1 was slain by @2.=@1 a été tué par @2

View File

@ -33,6 +33,7 @@
@1 was roasted in dragon breath by @2=
@1 withered away=
@1 withered away whilst fighting @2=
@1 was killed by magic=
@1 was shot by a skull from @2=
@1 was squashed by a falling anvil=
@1 was squashed by a falling anvil whilst fighting @2=
@ -40,6 +41,8 @@
@1 was squashed by a falling block whilst fighting @2=
@1 was slain by @2=
@1 was slain by @2 using @3=
@1 was slain by @2=
@1 was slain by @2 using @3=
@1 was shot by @2=
@1 was shot by @2 using @3=
@1 was fireballed by @2=

View File

@ -1,28 +1,14 @@
local refresh_interval = .63
local huds = {}
local default_debug = 5
local default_debug = 3
local after = minetest.after
local get_connected_players = minetest.get_connected_players
local get_biome_name = minetest.get_biome_name
local get_biome_data = minetest.get_biome_data
local get_node = minetest.get_node
local format = string.format
local table_concat = table.concat
local floor = math.floor
local minetest_get_gametime = minetest.get_gametime
local get_voxel_manip = minetest.get_voxel_manip
local min1, min2, min3
local max1, max2, max3
local CS
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
CS = mcl_mapgen.CS_NODES
end
get_local_settings()
mcl_mapgen.register_on_settings_changed(get_local_settings)
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
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
@ -31,7 +17,6 @@ local storage = minetest.get_mod_storage()
local player_dbg = minetest.deserialize(storage:get_string("player_dbg") or "return {}") or {}
local function get_text(pos, bits)
local pos = pos
local bits = bits
if bits == 0 then return "" end
local y = pos.y
@ -42,42 +27,16 @@ local function get_text(pos, bits)
elseif y >= min2 and y <= max2 then
y = y - min2
end
local will_show_mapgen_status = bits % 8 > 3
local will_show_coordinates = bits % 4 > 1
local will_show_biome_name = bits % 2 > 0
local will_be_shown = {}
if will_show_biome_name then
local biome_data = get_biome_data(pos)
local biome_name = biome_data and get_biome_name(biome_data.biome) or "No biome"
will_be_shown[#will_be_shown + 1] = biome_name
local biome_data = get_biome_data(pos)
local biome_name = biome_data and get_biome_name(biome_data.biome) or "No biome"
local text
if bits == 1 then
text = biome_name
elseif bits == 2 then
text = format("x:%.1f y:%.1f z:%.1f", pos.x, y, pos.z)
elseif bits == 3 then
text = format("%s x:%.1f y:%.1f z:%.1f", biome_name, pos.x, y, pos.z)
end
if will_show_coordinates then
local coordinates = format("x:%.1f y:%.1f z:%.1f", pos.x, y, pos.z)
will_be_shown[#will_be_shown + 1] = coordinates
end
if will_show_mapgen_status then
local pos_x = floor(pos.x)
local pos_y = floor(pos.y)
local pos_z = floor(pos.z)
local c = 0
for x = pos_x - CS, pos_x + CS, CS do
for y = pos_y - CS, pos_y + CS, CS do
for z = pos_z - CS, pos_z + CS, CS do
local pos = {x = x, y = y, z = z}
get_voxel_manip():read_from_map(pos, pos)
local node = get_node(pos)
if node.name ~= "ignore" then c = c + 1 end
end
end
end
local p = floor(c / 27 * 100 + 0.5)
local status = format("Generated %u%% (%u/27 chunks)", p, c)
will_be_shown[#will_be_shown + 1] = status
end
local text = table_concat(will_be_shown, ' ')
return text
end
@ -123,11 +82,11 @@ minetest.register_on_authplayer(function(name, ip, is_success)
end)
minetest.register_chatcommand("debug",{
description = S("Set debug bit mask: 0 = disable, 1 = biome name, 2 = coordinates, 4 = mapgen status, 7 = all"),
description = S("Set debug bit mask: 0 = disable, 1 = biome name, 2 = coordinates, 3 = all"),
func = function(name, params)
local dbg = math.floor(tonumber(params) or default_debug)
if dbg < 0 or dbg > 7 then
minetest.chat_send_player(name, S("Error! Possible values are integer numbers from @1 to @2", 0, 7))
if dbg < 0 or dbg > 3 then
minetest.chat_send_player(name, S("Error! Possible values are integer numbers from @1 to @2", 0, 3))
return
end
if dbg == default_debug then

View File

@ -1,4 +1,4 @@
# textdomain: mcl_info
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 4 @= mapgen status, 7 @= all=Réglage du masque de débugage : 0 @= désactiver, 1 @= nom de biome, 2 @= coordonnées, 4 @= mapgen status, 7 @= tout=
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=Réglage du masque de débugage : 0 @= désactiver, 1 @= nom de biome, 2 @= coordonnées, 3 @= tout=
Error! Possible values are integer numbers from @1 to @2=Erreur ! Les valeurs autorisées sont des nombres entiers de @1 à @2
Debug bit mask set to @1=Masque de débugage réglé à @1
Debug bit mask set to @1=Masque de débugage réglé à @1

View File

@ -1,4 +1,4 @@
# textdomain: mcl_info
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 4 @= mapgen status, 7 @= all=Установка отладочной битовой маски: 0 @= отключить, 1 @= биом, 2 @= координаты, 4 @= состояние мапгена, 7 @= всё
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=Установка отладочной битовой маски: 0 @= отключить, 1 @= биом, 2 @= координаты, 3 @= всё
Error! Possible values are integer numbers from @1 to @2=Ошибка! Допустимые значения - целые числа от @1 до @2
Debug bit mask set to @1=Отладочной битовой маске присвоено значение @1

View File

@ -1,4 +1,4 @@
# textdomain: mcl_info
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 4 @= mapgen status, 7 @= all=
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=
Error! Possible values are integer numbers from @1 to @2=
Debug bit mask set to @1=

View File

@ -34,7 +34,7 @@ minetest.register_on_mods_loaded(function()
for name,def in pairs(minetest.registered_items) do
if (not def.groups.not_in_creative_inventory or def.groups.not_in_creative_inventory == 0) and def.description and def.description ~= "" then
local function is_redstone(def)
return def.mesecons or def.groups.mesecon or def.groups.mesecon_conductor_craftable or def.groups.mesecon_effector_off
return def.mesecons or def.groups.mesecon or def.groups.mesecon_conductor_craftable or def.groups.mesecon_effecor_off
end
local function is_tool(def)
return def.groups.tool or (def.tool_capabilities and def.tool_capabilities.damage_groups == nil)
@ -339,6 +339,14 @@ function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size,
if name == "inv" then
inv_bg = "crafting_inventory_creative_survival.png"
-- Show armor and player image
local player_preview
if minetest.settings:get_bool("3d_player_preview", true) then
player_preview = mcl_player.get_player_formspec_model(player, 3.9, 1.4, 1.2333, 2.4666, "")
else
player_preview = "image[3.9,1.4;1.2333,2.4666;"..mcl_player.player_get_preview(player).."]"
end
-- Background images for armor slots (hide if occupied)
local armor_slot_imgs = ""
local inv = player:get_inventory()
@ -378,7 +386,8 @@ function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size,
armor_slot_imgs..
-- player preview
mcl_player.get_player_formspec_model(player, 3.9, 1.4, 1.2333, 2.4666, "")..
player_preview..
-- crafting guide button
"image_button[9,1;1,1;craftguide_book.png;__mcl_craftguide;]"..
"tooltip[__mcl_craftguide;"..F(S("Recipe book")).."]"..

View File

@ -61,6 +61,14 @@ local function set_inventory(player, armor_change_only)
inv:set_width("craft", 2)
inv:set_size("craft", 4)
-- Show armor and player image
local player_preview
if minetest.settings:get_bool("3d_player_preview", true) then
player_preview = mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "")
else
player_preview = "image[1.1,0.2;2,4;"..mcl_player.player_get_preview(player).."]"
end
local armor_slots = {"helmet", "chestplate", "leggings", "boots"}
local armor_slot_imgs = ""
for a=1,4 do
@ -75,7 +83,7 @@ local function set_inventory(player, armor_change_only)
local form = "size[9,8.75]"..
"background[-0.19,-0.25;9.41,9.49;crafting_formspec_bg.png]"..
mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "")..
player_preview..
--armor
"list[current_player;armor;0,0;1,1;1]"..
"list[current_player;armor;0,1;1,1;2]"..

View File

@ -3,7 +3,6 @@ Recipe book=Livre de recettes
Help=Aide
Select player skin=Sélectionnez l'apparence du joueur
Achievements=Accomplissements
Switch stack size=Échanger les tailles de piles
Building Blocks=Blocs de Construction
Decoration Blocks=Blocs de Décoration
Redstone=Redstone

View File

@ -1,2 +1,2 @@
# textdomain: mcl_bells
# textdomain: mcl_observers
Bell=Cloche

View File

@ -1,2 +1,2 @@
# textdomain: mcl_bells
# textdomain: mcl_observers
Bell=

View File

@ -1,19 +0,0 @@
# textdomain: mcl_amethyst
Amethyst Cluster= Abarolada d'Ametista
Amethyst Cluster is the final growth of amethyst bud.= L'Abarolada d'Ametista es l'etapa fin finala de creissança dau borron d'ametista.
Amethyst Shard= Esclap d'Ametista
An amethyst shard is a crystalline mineral.= Un Esclap d'Ametista es un minerau cristallin.
Block of Amethyst= Blòc d'Ametista
Budding Amethyst= Ametista Borronanta
Calcite= Calcita
Calcite can be found as part of amethyst geodes.= La Calcita pòt se trobar dins una geòda d'ametista.
Large Amethyst Bud= Borron d'Ametista Bèl
Large Amethyst Bud is the third growth of amethyst bud.= Lo Borron d'Ametista Bèl es la tresèima etapa de creissança dau borron d'ametista.
Medium Amethyst Bud= Borron d'Ametista Mejan
Medium Amethyst Bud is the second growth of amethyst bud.= Lo Borron d'Ametista Mejan es la segonda etapa de creissança dau borron d'ametista.
Small Amethyst Bud= Borron d'Ametista Pichòt
Small Amethyst Bud is the first growth of amethyst bud.= Lo Borron d'Ametista Pichòt es la pormèira etapa de creissança dau borron d'ametista.
The Block of Amethyst is a decoration block crafted from amethyst shards.= Lo Blòc d'Ametista es un blòc de decoracion fabricat dempuèi d'esclaps d'ametista.
The Budding Amethyst can grow amethyst= L'Ametista Borronanta pòt créisser l'ametista.
Tinted Glass= Veire Tintat
Tinted Glass is a type of glass which blocks lights while it is visually transparent.= Lo Veire Tintat es un tipe de veire que barra la lutz en estant clarent.

View File

@ -1,288 +0,0 @@
# mcl_armor
This mod implements the ability of registering armors.
## Registering an Armor Set
The `mcl_armor.register_set()` function aims to simplify the process of registering a full set of armor.
This function register four pieces of armor (head, torso, leggings, feets) based on a definition table:
```lua
mcl_armor.register_set({
--name of the armor material (used for generating itemstrings)
name = "dummy_armor",
--description of the armor material
--do NOT translate this string, it will be concatenated will each piece of armor's description and result will be automatically fetched from your mod's translation files
description = "Dummy Armor",
--overide description of each armor piece
--do NOT localize this string
descriptions = {
head = "Cap", --default: "Helmet"
torso = "Tunic", --default: "Chestplate"
legs = "Pants", --default: "Leggings"
feet = "Shoes", --default: "Boots"
},
--this is used to calculate each armor piece durability with the minecraft algorithm
--head durability = durability * 0.6857 + 1
--torso durability = durability * 1.0 + 1
--legs durability = durability * 0.9375 + 1
--feet durability = durability * 0.8125 + 1
durability = 80,
--this is used then you need to specify the durability of each piece of armor
--this field have the priority over the durability one
--if the durability of some pieces of armor isn't specified in this field, the durability field will be used insteed
durabilities = {
head = 200,
torso = 500,
legs = 400,
feet = 300,
},
--this define how good enchants you will get then enchanting one piece of the armor in an enchanting table
--if set to zero or nil, the armor will not be enchantable
enchantability = 15,
--this define how much each piece of armor protect the player
--these points will be shown in the HUD (chestplate bar above the health bar)
points = {
head = 1,
torso = 3,
legs = 2,
feet = 1,
},
--this attribute reduce strong damage even more
--See https://minecraft.fandom.com/wiki/Armor#Armor_toughness for more explanations
--default: 0
toughness = 2,
--this field is used to specify some items groups that will be added to each piece of armor
--please note that some groups do NOT need to be added by hand, because they are already handeled by the register function:
--(armor, combat_armor, armor_<element>, combat_armor_<element>, mcl_armor_points, mcl_armor_toughness, mcl_armor_uses, enchantability)
groups = {op_armor = 1},
--specify textures that will be overlayed on the entity wearing the armor
--these fields have default values and its recommanded to keep the code clean by just using the default name for your textures
textures = {
head = "dummy_texture.png", --default: "<modname>_helmet_<material>.png"
torso = "dummy_texture.png", --default: "<modname>_chestplate_<material>.png"
legs = "dummy_texture.png", --default: "<modname>_leggings_<material>.png"
feet = "dummy_texture.png", --default: "<modname>_boots_<material>.png"
},
--you can also define these fields as functions, that will be called each time the API function mcl_armor.update(obj) is called (every time you equip/unequip some armor piece, take damage, and more)
--note that the enchanting overlay will not appear unless you implement it in the function
--this allow to make armors where the textures change whitout needing to register many other armors with different textures
textures = {
head = function(obj, itemstack)
if mcl_enchanting.is_enchanted(itemstack) then
return "dummy_texture.png^"..mcl_enchanting.overlay
else
return "dummy_texture.png"
end
end,
},
--inventory textures aren't definable using a table similar to textures or previews
--you are forced to use the default texture names which are:
--head: "<modname>_inv_helmet_<material>.png
--torso: "<modname>_inv_chestplate_<material>.png
--legs: "<modname>_inv_leggings_<material>.png
--feet: "<modname>_inv_boots_<material>.png
--this callback table allow you to define functions that will be called each time an entity equip an armor piece or the mcl_armor.on_equip() function is called
--the functions accept two arguments: obj and itemstack
on_equip_callbacks = {
head = function(obj, itemstack)
--do stuff
end,
},
--this callback table allow you to define functions that will be called each time an entity unequip an armor piece or the mcl_armor.on_unequip() function is called
--the functions accept two arguments: obj and itemstack
on_unequip_callbacks = {
head = function(obj, itemstack)
--do stuff
end,
},
--this callback table allow you to define functions that will be called then an armor piece break
--the functions accept one arguments: obj
--the itemstack isn't sended due to how minetest handle items which have a zero durability
on_break_callbacks = {
head = function(obj)
--do stuff
end,
},
--this is used to generate automaticaly armor crafts based on each element type folowing the regular minecraft pattern
--if set to nil no craft will be added
craft_material = "mcl_mobitems:leather",
--this is used to generate cooking crafts for each piece of armor
--if set to nil no craft will be added
cook_material = "mcl_core:gold_nugget", --cooking any piece of this armor will output a gold nugged
--this is used for allowing each piece of the armor to be repaired by using an anvil with repair_material as aditionnal material
--it basicaly set the _repair_material item field of each piece of the armor
--if set to nil no repair material will be added
repair_material = "mcl_core:iron_ingot",
})
```
## Creating an Armor Piece
If you don't want to register a full set of armor, then you will need to manually register your own single item.
```lua
minetest.register_tool("dummy_mod:random_armor", {
description = S("Random Armor"),
--these two item fields are used for ingame documentation
--the mcl_armor.longdesc and mcl_armor.usage vars contains the basic usage and purpose of a piece of armor
--these vars may not be enough for that you want to do, so you may add some extra informations like that:
--_doc_items_longdesc = mcl_armor.longdesc.." "..S("Some extra informations.")
_doc_items_longdesc = mcl_armor.longdesc,
_doc_items_usagehelp = mcl_armor.usage,
--this field is similar to any item definition in minetest
--it just set the image shown then the armor is dropped as an item or inside an inventory
inventory_image = "mcl_armor_inv_elytra.png",
--this field is used by minetest internally and also by some helper functions
--in order for the tool to be shown is the right creative inventory tab, the right groups should be added
--"mcl_armor_uses" is required to give your armor a durability
--in that case, the armor can be worn by 10 points before breaking
--if you want the armor to be enchantable, you should also add the "enchantability" group, with the highest number the better enchants you can apply
groups = {armor = 1, non_combat_armor = 1, armor_torso = 1, non_combat_torso = 1, mcl_armor_uses = 10},
--this table is used by minetest for seraching item specific sounds
--the _mcl_armor_equip and _mcl_armor_unequip are used by the armor implementation to play sounds on equip and unequip
--note that you don't need to provide any file extention
sounds = {
_mcl_armor_equip = "mcl_armor_equip_leather",
_mcl_armor_unequip = "mcl_armor_unequip_leather",
},
--these fields should be initialised like that in most cases
--mcl_armor.equip_on_use is a function that try to equip the piece of armor you have in hand inside the right armor slot if the slot is empty
on_place = mcl_armor.equip_on_use,
on_secondary_use = mcl_armor.equip_on_use,
--this field define that the tool is ACTUALLY an armor piece and in which armor slot you can put it
--it should be set to "head", "torso", "legs" or "feet"
_mcl_armor_element = "torso",
--this field is used to provide the texture that will be overlayed on the object (player or mob) skin
--this field can be a texture name or a function that will be called each time the mcl_armor.update(obj) function is called
--see the mcl_armor.register_set() documentation for more explanations
_mcl_armor_texture = "mcl_armor_elytra.png"
--callbacks
--see the mcl_armor.register_set() documentation for more explanations
_on_equip = function(obj, itemstack)
end,
_on_unequip = function(obj, itemstack)
end,
_on_break = function(obj)
end,
})
```
## Interacting with Armor of an Entity
Mods may want to interact with armor of an entity.
Most global functions not described here may not be stable or may be for internal use only.
You can equip a piece of armor on an entity inside a mod by using `mcl_armor.equip()`.
```lua
--itemstack: an itemstack containing the armor piece to equip
--obj: the entity you want to equip the armor on
--swap: boolean, force equiping the armor piece, even if the entity already have one of the same type
mcl_armor.equip(itemstack, obj, swap)
```
You can update the entity apparence by using `mcl_armor.update()`.
This function put the armor overlay on the object's base texture.
If the object is player it will update his displayed armor points count in HUD.
This function will work both on players and mobs.
```lua
--obj: the entity you want the apparence to be updated
mcl_armor.update(obj)
```
## Handling Enchantments
Armors can be enchanted in most cases.
The enchanting part of MineClone2 is separated from the armor part, but closely linked.
Existing armor enchantments in Minecraft improve most of the time how the armor protect the entity from damage.
The `mcl_armor.register_protection_enchantment()` function aims to simplificate the creation of such enchants.
```lua
mcl_armor.register_protection_enchantment({
--this field is the id that will be used for registering enchanted book and store the enchant inside armor metadata.
--(his internal name)
id = "magic_protection",
--visible name of the enchant
--this field is used as the name of registered enchanted book and inside armor tooltip
--translation should be added
name = S("Magic Protection"),
--this field is used to know that the enchant currently do
--translation should be added
description = S("Reduces magic damage."),
--how many levels can the enchant have
--ex: 4 => I, II, III, IV
--default: 4
max_level = 4,
--which enchants this enchant will not be compatible with
--each of these values is a enchant id
incompatible = {blast_protection = true, fire_protection = true, projectile_protection = true},
--how much will the enchant consume from the enchantability group of the armor item
--default: 5
weight = 5,
--false => the enchant can be obtained in an enchanting table
--true => the enchant isn't obtainable in the enchanting table
--is true, you will probably need to implement some ways to obtain it
--even it the field is named "treasure", it will be no way to find it
--default: false
treasure = false,
--how much will damage be reduced
--see Minecraft Wiki for more informations
--https://minecraft.gamepedia.com/Armor#Damage_protection
--https://minecraft.gamepedia.com/Armor#Enchantments
factor = 1,
--restrict damage to one type
--allow the enchant to only protect of one type of damage
damage_type = "magic",
--restrict damage to one category
--allow to protect from many type of damage at once
--this is much less specific than damage_type and also much more customisable
--the "is_magic" flag is used in the "magic", "dragon_breath", "wither_skull" and "thorns" damage types
--you can checkout the mcl_damage source code for a list of availlable damage types and associated flags
--but be warned that mods can register additionnal damage types
damage_flag = "is_magic",
})
```

View File

@ -94,6 +94,7 @@ function mcl_armor.register_set(def)
local on_unequip_callbacks = def.on_unequip_callbacks or {}
local on_break_callbacks = def.on_break_callbacks or {}
local textures = def.textures or {}
local previews = def.previews or {}
local durabilities = def.durabilities or {}
local element_groups = def.element_groups or {}
@ -133,7 +134,8 @@ function mcl_armor.register_set(def)
_on_break = on_break_callbacks[name] or def.on_break,
_mcl_armor_element = name,
_mcl_armor_texture = textures[name] or modname .. "_" .. itemname .. ".png",
_mcl_upgradable = def.upgradable
_mcl_armor_preview = previews[name] or modname .. "_" .. itemname .. "_preview.png",
_mcl_upgradable = def.upgradable,
})
if def.craft_material then
@ -220,6 +222,17 @@ function mcl_armor.update(obj)
end
end
local preview = def._mcl_armor_preview
if obj:is_player() and preview then
if type(preview) == "function" then
preview = preview(obj, itemstack)
end
if preview then
info.preview = "(player.png^[opacity:0^" .. def._mcl_armor_preview .. ")" .. (info.preview and "^" .. info.preview or "" )
end
end
info.points = info.points + minetest.get_item_group(itemname, "mcl_armor_points")
local mob_range_mob = def._mcl_armor_mob_range_mob
@ -242,6 +255,8 @@ function mcl_armor.update(obj)
info.texture = info.texture or "blank.png"
if obj:is_player() then
info.preview = info.preview or "blank.png"
mcl_armor.update_player(obj, info)
else
local luaentity = obj:get_luaentity()

View File

@ -6,44 +6,18 @@ Iron Helmet=Casque de Fer
Golden Helmet=Casque d'Or
Diamond Helmet=Casque de Diamant
Chain Helmet=Casque de Mailles
Netherite Helmet=Casque de Netherite
Leather Tunic=Tunique en Cuir
Iron Chestplate=Plastron de Fer
Golden Chestplate=Plastron d'Or
Diamond Chestplate=Plastron de Diamant
Chain Chestplate=Cotte de Mailles
Netherite Chestplate=Plastron de Netherite
Leather Pants=Pantalon de Cuir
Iron Leggings=Jambières de Fer
Golden Leggings=Jambières d'Or
Diamond Leggings=Jambières de Diamant
Chain Leggings=Jambières de Mailles
Netherite Leggings=Jambières de Netherite
Leather Boots=Bottes de Cuir
Iron Boots=Bottes de Fer
Golden Boots=Bottes d'Or
Diamond Boots=Bottes de Diamant
Chain Boots=Bottes de Mailles
Netherite Boots=Bottes de Netherite
Elytra=Élytres
#Translations of enchantements
Increases underwater mining speed.=Augmente la vitesse de minage sous-marine.
Blast Protection=Protection contre les explosions
Reduces explosion damage and knockback.=Réduit les dégâts d'explosion et de recul.
Curse of Binding=Malédiction du lien éternel
Item cannot be removed from armor slots except due to death, breaking or in Creative Mode.=L'objet ne peut pas être retiré des emplacements d'armure sauf en cas de mort, de rupture ou en mode créatif.
Feather Falling=Chute amortie
Reduces fall damage.=Réduit les dégats de chute.
Fire Protection=Protection contre le feu
Reduces fire damage.=Reduit les dégats de feu.
Shooting consumes no regular arrows.=Le tir ne consomme pas de flèches standard.
Shoot 3 arrows at the cost of one.=Tirez sur 3 flèches au prix d'une.
Projectile Protection=Protection contre les projectiles
Reduces projectile damage.=Réduit les dommages causés par les projectiles.
Protection=Protection
Reduces most types of damage by 4% for each level.=Réduit la plupart des types de dégâts de 4% pour chaque niveau.
Thorns=Épines
Reflects some of the damage taken when hit, at the cost of reducing durability with each proc.=Reflète une partie des dégâts subis lors de la frappe, au prix d'une réduction de la durabilité à chaque déclenchement.
Aqua Affinity=Affinité aquatique

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@ -6,43 +6,19 @@ Iron Helmet=
Golden Helmet=
Diamond Helmet=
Chain Helmet=
Netherite Helmet=
Leather Tunic=
Iron Chestplate=
Golden Chestplate=
Diamond Chestplate=
Chain Chestplate=
Netherite Chestplate=
Leather Pants=
Iron Leggings=
Golden Leggings=
Diamond Leggings=
Chain Leggings=
Netherite Leggings=
Leather Boots=
Iron Boots=
Golden Boots=
Diamond Boots=
Chain Boots=
Netherite Boots=
Elytra=
#Translations of enchantements
Increases underwater mining speed.=
Blast Protection=
Reduces explosion damage and knockback.=
Curse of Binding=Malédiction du lien éternel
Item cannot be removed from armor slots except due to death, breaking or in Creative Mode.=
Feather Falling=
Reduces fall damage.=
Fire Protection=
Reduces fire damage.=
Shooting consumes no regular arrows.=
Shoot 3 arrows at the cost of one.=
Projectile Protection=
Reduces projectile damage.=
Protection=
Reduces most types of damage by 4% for each level.=
Thorns=
Reflects some of the damage taken when hit, at the cost of reducing durability with each proc.=
Aqua Affinity=

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@ -63,7 +63,7 @@ mcl_player.player_register_model("mcl_armor_character_female.b3d", {
})
function mcl_armor.update_player(player, info)
mcl_player.player_set_armor(player, info.texture)
mcl_player.player_set_armor(player, info.texture, info.preview)
local meta = player:get_meta()
meta:set_int("mcl_armor:armor_points", info.points)

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@ -75,4 +75,3 @@ You can copy the pattern of a banner by placing two banners of the same color in
And one additional layer=Et une couche supplémentaire
And @1 additional layers=Et @1 couches supplémentaires
Paintable decoration=Décoration à peindre
Preview Banner= Aperçu de la Bannière

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@ -1,402 +0,0 @@
local S = minetest.get_translator(minetest.get_current_modname())
--[[
there are strings in meta, which are being used to see which effect will be given to the player(s)
Valid strings:
swiftness
leaping
strenght
regeneration
]]--
mcl_beacons = {
blocks ={"mcl_core:diamondblock","mcl_core:ironblock","mcl_core:goldblock","mcl_core:emeraldblock","mcl_nether:netheriteblock"},
fuel = {"mcl_core:diamond","mcl_core:emerald","mcl_core:iron_ingot","mcl_core:gold_ingot","mcl_nether:netherite_ingot"}
}
local beacon_blocklist = mcl_beacons.blocks
local beacon_fuellist = mcl_beacons.fuel
local pallete_order = {
glass_cyan = 1,
pane_cyan_flat = 1,
pane_cyan = 1,
glass_white = 2,
pane_white_flat = 2,
pane_white = 2,
glass_brown = 3,
pane_brown_flat = 3,
pane_brown = 3,
glass_blue = 4,
pane_blue_flat = 4,
pane_blue = 4,
glass_light_blue = 5,
pane_light_blue_flat = 5,
pane_light_blue = 5,
glass_pink = 6,
pane_pink_flat = 6,
pane_pink = 6,
glass_purple = 7,
pane_purple_flat = 7,
pane_purple = 7,
glass_red = 8,
pane_red_flat = 8,
pane_red = 8,
glass_silver = 9,
pane_silver_flat = 9,
pane_silver = 9,
glass_gray = 10,
pane_gray_flat = 10,
pane_gray = 10,
glass_lime = 11,
pane_lime_flat = 11,
pane_lime = 11,
glass_green = 12,
pane_green_flat = 12,
pane_green = 12,
glass_orange = 13,
pane_orange_flat = 13,
pane_orange = 13,
glass_yellow = 14,
pane_yellow_flat = 14,
pane_yellow = 14,
glass_black = 15,
pane_black_flat = 15,
pane_black = 15,
glass_magenta = 16,
pane_magenta_flat = 16,
pane_magenta = 16
}
local function get_beacon_beam(glass_nodename)
if glass_nodename == "air" then return 0 end
local glass_string = glass_nodename:split(':')[2]
if not pallete_order[glass_string] then return 0 end
return pallete_order[glass_string]
end
minetest.register_node("mcl_beacons:beacon_beam", {
tiles = {"^[colorize:#b8bab9"},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-0.1250, -0.5000, -0.1250, 0.1250, 0.5000, 0.1250}
}
},
pointable= false,
light_source = 14,
walkable = false,
groups = {not_in_creative_inventory=1},
_mcl_blast_resistance = 1200,
paramtype2 = "color",
palette = "beacon_beam_palette.png",
palette_index = 0,
buildable_to = true,
})
mesecon.register_mvps_stopper("mcl_beacons:beacon_beam")
local formspec_string=
"size[11,14]"..
"label[4.5,0.5;"..minetest.formspec_escape(S("Beacon:")).."]"..
"label[0.5,1;"..minetest.formspec_escape(S("Primary Power:")).."]"..
"label[0.5,8.25;"..minetest.formspec_escape( S("Inventory:")).."]"..
"image[1,1.5;1,1;custom_beacom_symbol_4.png]"..
"image[1,3;1,1;custom_beacom_symbol_3.png]"..
"image[1,4.5;1,1;custom_beacom_symbol_2.png]"..
"image[1,6;1,1;custom_beacom_symbol_1.png]"..
"image_button[5.2,1.5;1,1;mcl_potions_effect_swift.png;swiftness;]"..
"image_button[5.2,3;1,1;mcl_potions_effect_leaping.png;leaping;]"..
"image_button[5.2,4.5;1,1;mcl_potions_effect_strong.png;strenght;]"..
"image_button[5.2,6;1,1;mcl_potions_effect_regenerating.png;regeneration;]"..
"item_image[1,7;1,1;mcl_core:diamond]"..
"item_image[2.2,7;1,1;mcl_core:emerald]"..
"item_image[3.4,7;1,1;mcl_core:iron_ingot]"..
"item_image[4.6,7;1,1;mcl_core:gold_ingot]"..
"item_image[5.8,7;1,1;mcl_nether:netherite_ingot]"..
mcl_formspec.get_itemslot_bg(7.2,7,1,1)..
"list[context;input;7.2,7;1,1;]"..
mcl_formspec.get_itemslot_bg(1,9,9,3)..
"list[current_player;main;1,9;9,3;9]"..
mcl_formspec.get_itemslot_bg(1,12.5,9,1)..
"list[current_player;main;1,12.5;9,1;]"
local function remove_beacon_beam(pos)
for y=pos.y, pos.y+301 do
local node = minetest.get_node({x=pos.x,y=y,z=pos.z})
if node.name ~= "air" and node.name ~= "mcl_core:bedrock" and node.name ~= "mcl_core:void" then
if node.name == "ignore" then
minetest.get_voxel_manip():read_from_map({x=pos.x,y=y,z=pos.z}, {x=pos.x,y=y,z=pos.z})
node = minetest.get_node({x=pos.x,y=y,z=pos.z})
end
if node.name == "mcl_beacons:beacon_beam" then
minetest.remove_node({x=pos.x,y=y,z=pos.z})
end
end
end
end
local function beacon_blockcheck(pos)
for y_offset = 1,4 do
local block_y = pos.y - y_offset
for block_x = (pos.x-y_offset),(pos.x+y_offset) do
for block_z = (pos.z-y_offset),(pos.z+y_offset) do
local valid_block = false --boolean which stores if block is valid or not
for _, beacon_block in pairs(beacon_blocklist) do
if beacon_block == minetest.get_node({x=block_x,y=block_y,z=block_z}).name and not valid_block then --is the block in the pyramid a valid beacon block
valid_block =true
end
end
if not valid_block then
return y_offset -1 --the last layer is complete, this one is missing or incomplete
end
end
end
if y_offset == 4 then --all checks are done, beacon is maxed
return y_offset
end
end
end
local function effect_player(effect,pos,power_level, effect_level,player)
local distance = vector.distance(player:get_pos(), pos)
if distance > (power_level+1)*10 then return end
if effect == "swiftness" then
mcl_potions.swiftness_func(player,effect_level,16)
elseif effect == "leaping" then
mcl_potions.leaping_func(player, effect_level, 16)
elseif effect == "strenght" then
mcl_potions.strength_func(player, effect_level, 16)
elseif effect == "regeneration" then
mcl_potions.regeneration_func(player, effect_level, 16)
end
end
local function globalstep_function(pos,player)
local meta = minetest.get_meta(pos)
local power_level = beacon_blockcheck(pos)
local effect_string = meta:get_string("effect")
if meta:get_int("effect_level") == 2 and power_level < 4 then
return
else
local obstructed = false
for y=pos.y+1, pos.y+100 do
local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name
if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "mcl_core:void" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air
if nodename ~="mcl_beacons:beacon_beam" then
if minetest.get_item_group(nodename,"glass") == 0 and minetest.get_item_group(nodename,"material_glass") == 0 then
obstructed = true
remove_beacon_beam(pos)
return
end
end
end
end
if obstructed then
return
end
effect_player(effect_string,pos,power_level,meta:get_int("effect_level"),player)
end
end
minetest.register_node("mcl_beacons:beacon", {
description = S"Beacon",
drawtype = "mesh",
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
mesh = "mcl_beacon.b3d",
tiles = {"beacon_UV.png"},
use_texture_alpha = "clip",
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("input", 1)
local form = formspec_string
meta:set_string("formspec", form)
end,
on_destruct = function(pos)
local meta = minetest.get_meta(pos)
local input = meta:get_inventory():get_stack("input",1)
if not input:is_empty() then
local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5} --from mcl_anvils
minetest.add_item(p, input)
end
remove_beacon_beam(pos)
end,
on_receive_fields = function(pos, formname, fields, sender)
if fields.swiftness or fields.regeneration or fields.leaping or fields.strenght then
local sender_name = sender:get_player_name()
local power_level = beacon_blockcheck(pos)
if minetest.is_protected(pos, sender_name) then
minetest.record_protection_violation(pos, sender_name)
return
elseif power_level == 0 then
return
end
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local input = inv:get_stack("input",1)
if input:is_empty() then
return
end
local valid_item = false
for _, item in ipairs(beacon_fuellist) do
if input:get_name() == item then
valid_item = true
end
end
if not valid_item then
return
end
local successful = false
if fields.swiftness then
if power_level == 4 then
minetest.get_meta(pos):set_int("effect_level",2)
else
minetest.get_meta(pos):set_int("effect_level",1)
end
minetest.get_meta(pos):set_string("effect","swiftness")
successful = true
elseif fields.leaping and power_level >= 2 then
if power_level == 4 then
minetest.get_meta(pos):set_int("effect_level",2)
else
minetest.get_meta(pos):set_int("effect_level",1)
end
minetest.get_meta(pos):set_string("effect","leaping")
successful = true
elseif fields.strenght and power_level >= 3 then
if power_level == 4 then
minetest.get_meta(pos):set_int("effect_level",2)
else
minetest.get_meta(pos):set_int("effect_level",1)
end
minetest.get_meta(pos):set_string("effect","strenght")
successful = true
elseif fields.regeneration and power_level == 4 then
minetest.get_meta(pos):set_int("effect_level",2)
minetest.get_meta(pos):set_string("effect","regeneration")
successful = true
end
if successful then
if power_level == 4 then
awards.unlock(sender:get_player_name(),"mcl:maxed_beacon")
end
awards.unlock(sender:get_player_name(),"mcl:beacon")
input:take_item()
inv:set_stack("input",1,input)
local beam_palette_index = 0
remove_beacon_beam(pos)
for y = pos.y +1, pos.y + 201 do
local node = minetest.get_node({x=pos.x,y=y,z=pos.z})
if node.name == ignore then
minetest.get_voxel_manip():read_from_map({x=pos.x,y=y,z=pos.z}, {x=pos.x,y=y,z=pos.z})
node = minetest.get_node({x=pos.x,y=y,z=pos.z})
end
if minetest.get_item_group(node.name, "glass") ~= 0 or minetest.get_item_group(node.name,"material_glass") ~= 0 then
beam_palette_index = get_beacon_beam(node.name)
end
if node.name == "air" then
minetest.set_node({x=pos.x,y=y,z=pos.z},{name="mcl_beacons:beacon_beam",param2=beam_palette_index})
end
end
globalstep_function(pos,sender)--call it once outside the globalstep so the player gets the effect right after selecting it
end
end
end,
light_source = 14,
groups = {handy=1},
drop = "mcl_beacons:beacon",
sounds = mcl_sounds.node_sound_glass_defaults(),
_mcl_hardness = 3,
})
mesecon.register_mvps_stopper("mcl_beacons:beacon")
mcl_wip.register_wip_item("mcl_beacons:beacon")
function register_beaconblock (itemstring)--API function for other mods
table.insert(beacon_blocklist, itemstring)
end
function register_beaconfuel(itemstring)
table.insert(beacon_fuellist, itemstring)
end
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer >= 3 then
for _, player in ipairs(minetest.get_connected_players()) do
local player_pos = player:get_pos()
local pos_list = minetest.find_nodes_in_area({x=player_pos.x-50, y=player_pos.y-50, z=player_pos.z-50}, {x=player_pos.x+50, y=player_pos.y+50, z=player_pos.z+50},"mcl_beacons:beacon")
for _, pos in ipairs(pos_list) do
globalstep_function(pos,player)
end
end
timer = 0
end
end)
minetest.register_abm{
label="update beacon beam",
nodenames = {"mcl_beacons:beacon_beam"},
interval = 1,
chance = 1,
action = function(pos)
local node_below = minetest.get_node({x=pos.x,y=pos.y-1,z=pos.z})
local node_above = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
local node_current = minetest.get_node(pos)
if node_below.name == "air" then
if minetest.get_node({x=pos.x,y=pos.y-2,z=pos.z}).name == "mcl_beacons:beacon" then
minetest.set_node({x=pos.x,y=pos.y-1,z=pos.z},{name="mcl_beacons:beacon_beam",param2=0})
end
remove_beacon_beam(pos)
elseif node_above.name == "air" or (node_above.name == "mcl_beacons:beacon_beam" and node_above.param2 ~= node_current.param2) then
minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z},{name="mcl_beacons:beacon_beam",param2=node_current.param2})
elseif minetest.get_item_group(node_above.name, "glass") ~= 0 or minetest.get_item_group(node_above.name,"material_glass") ~= 0 then
minetest.set_node({x=pos.x,y=pos.y+2,z=pos.z},{name="mcl_beacons:beacon_beam",param2=get_beacon_beam(node_above.name)})
end
end,
}
minetest.register_craft({
output = "mcl_beacons:beacon",
recipe = {
{"mcl_core:glass", "mcl_core:glass", "mcl_core:glass"},
{"mcl_core:glass", "mcl_mobitems:nether_star", "mcl_core:glass"},
{"mcl_core:obsidian", "mcl_core:obsidian", "mcl_core:obsidian"}
}
})

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@ -1,5 +0,0 @@
# textdomain: mcl_beacons
Beacon=Leuchtfeuer
Beacon:=Leuchtfeuer:
Primary Power:=Primäre Kraft:
Inventory:=Inventar:

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@ -1,5 +0,0 @@
# textdomain: mcl_beacons
Beacon=
Beacon:=
Primary Power:=
Inventory:=

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@ -1,2 +0,0 @@
author=chmodsayshello
depends=mcl_formspec, mcl_init, mcl_wip, mesecons_mvps, mcl_core, mcl_sounds, awards, mcl_achievements, mcl_mobitems, mcl_nether

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@ -37,7 +37,6 @@ Players in bed: @1/@2=Joueurs au lit: @1/@2
Note: Night skip is disabled.=Remarque: Le saut de nuit est désactivé.
You're sleeping.=Tu dors.
You will fall asleep when all players are in bed.=Vous vous endormirez lorsque tous les joueurs seront au lit.
You will fall asleep when @1% of all players are in bed.=Vous vous endormirez lorsque @1% des joueurs seront au lit.
You're in bed.=Tu es au lit.
Allows you to sleep=Vous permet de dormir
Respawn Anchor=Ancre de Réapparition

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@ -245,16 +245,16 @@ minetest.register_node("mcl_blackstone:chain", {
--slabs/stairs
mcl_stairs.register_stair_and_slab_simple("blackstone", "mcl_blackstone:blackstone", S("Blackstone Stair"), S("Blackstone Slab"), S("Double Blackstone Slab"))
mcl_stairs.register_stair_and_slab_simple("blackstone", "mcl_blackstone:blackstone", "Blackstone Stair", "Blackstone Slab", "Double Blackstone Slab")
mcl_stairs.register_stair_and_slab_simple("blackstone_polished", "mcl_blackstone:blackstone_polished", S("Polished Blackstone Stair"), S("Polished Blackstone Slab"), S("Polished Double Blackstone Slab"))
mcl_stairs.register_stair_and_slab_simple("blackstone_polished", "mcl_blackstone:blackstone_polished", "Polished Blackstone Stair", "Polished Blackstone Slab", "Polished Double Blackstone Slab")
mcl_stairs.register_stair_and_slab_simple("blackstone_chiseled_polished", "mcl_blackstone:blackstone_chiseled_polished", S("Chiseled Polished Blackstone Stair"), S("Chiseled Polished Blackstone Slab"), S("Double Polished Chiseled Blackstone Slab"))
mcl_stairs.register_stair_and_slab_simple("blackstone_chiseled_polished", "mcl_blackstone:blackstone_chiseled_polished", "Polished Chiseled Blackstone Stair", "Chiseled Polished Blackstone Slab", "Double Polished Chiseled Blackstone Slab")
mcl_stairs.register_stair_and_slab_simple("blackstone_brick_polished", "mcl_blackstone:blackstone_brick_polished", S("Polished Blackstone Brick Stair"), S("Polished Blackstone Brick Slab"), S("Double Polished Blackstone Brick Slab"))
mcl_stairs.register_stair_and_slab_simple("blackstone_brick_polished", "mcl_blackstone:blackstone_brick_polished", "Polished Blackstone Brick Stair", "Polished Blackstone Brick Slab", "Double Polished Blackstone Brick Slab")
--Wall

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@ -1,18 +1,18 @@
# textdomain: mcl_blackstone
Blackstone=Roche noire
Polished Blackstone=Pierre noire
Chiseled Polished Blackstone=Pierre noire sculptée
Chieseled Polished Blackstone=Pierre noire sculptée
Polished Blackstone Bricks=Briques de pierre noire
Basalt=Basalte
Polished Basalt=Basalte taillé
Blackstone Slab=Dalle de roche noire
Polished Blackstone Slab=Dalle de pierre noire
Chiseled Polished Blackstone Slab=Dalle de pierre noire sculptée
Chieseled Polished Blackstone Slab=Dalle de pierre noire sculptée
Polished Blackstone Brick Slab=Dalle de briques de pierre noire
Blackstone Stair=Escalier de roche noire
Polished Blackstone Stair=Escalier de pierre noire
Chiseled Polished Blackstone Stair=Escalier de pierre noire sculptée
Polished Blackstone Brick Stair=Escalier de briques de pierre noire
Blackstone Stairs=Escalier de roche noire
Polished Blackstone Stairs=Escalier de pierre noire
Chieseled Polished Blackstone Stairs=Escalier de pierre noire sculptée
Polished Blackstone Brick Stairs=Escalier de briques de pierre noire
Quartz Bricks=Briques de quartz
Soul Torch=Torche des âmes
Soul Lantern=Lanterne des âmes
@ -21,8 +21,3 @@ Eternal Soul Fire=Feux éternel des âmes
Gilded Blackstone=Roche noire dorée
Nether Gold Ore=Minerai d'or du Nether
Smooth Basalt=Basalte lisse
Blackstone Wall=Muret de Roche noire
Double Blackstone Slab=Double dalle de roche noire
Polished Double Blackstone Slab=Double dalle de pierre noire
Double Polished Chiseled Blackstone Slab=Double dalle de pierre noire sculptée
Double Polished Blackstone Brick Slab=Double dalle de briques de pierre noire

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@ -7,12 +7,12 @@ Basalt=
Polished Basalt=
Blackstone Slab=
Polished Blackstone Slab=
Chiseled Polished Blackstone Slab=
Chieseled Polished Blackstone Slab=
Polished Blackstone Brick Slab=
Blackstone Stair=
Polished Blackstone Stair=
Chiseled Polished Blackstone Stair=
Polished Blackstone Brick Stair=
Blackstone Stairs=
Polished Blackstone Stairs=
Chieseled Polished Blackstone Stairs=
Polished Blackstone Brick Stairs=
Quartz Bricks=
Soul Torch=
Soul Lantern=
@ -22,7 +22,3 @@ Gilded Blackstone=
Nether Gold Ore=
Smooth Basalt=
Blackstone Wall=
Double Blackstone Slab=
Polished Double Blackstone Slab=
Double Polished Chiseled Blackstone Slab=
Double Polished Blackstone Brick Slab=

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