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Author SHA1 Message Date
iliekprogrammar 6111f3465a
New calmer water footstep sounds 2022-12-30 20:46:46 +08:00
162 changed files with 3302 additions and 5948 deletions

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@ -1,36 +0,0 @@
---
name: "Bug report"
about: "File a bug report"
labels:
- unconfirmed
- bug
---
<!--
Thanks for taking the time to fill out this bug report!
Please follow our contributing guidelines first:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
By submitting this issue, you agree to follow our Code of Conduct:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
-->
<!--
What version of MineClone2 are you using? We do not provide support for outdated versions of MineClone2.
Current latest version is listed here, at the top:
https://git.minetest.land/MineClone2/MineClone2/tags
-->
MineClone2 version:
### What happened?
Report about the bug! Please send large log snippets as an attachement file.
### What should happen:
Tell us what should happen!
### Steps to reproduce
Tell us how we can reproduce the bug!

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@ -1,26 +0,0 @@
---
name: "Feature request"
about: "File a feature request not in Minecraft"
labels:
- "non-Minecraft feature"
- "needs discussion"
---
<!--
Got a new non-Minecraft feature request? Explain to us why we should consider your idea.
Please follow our contributing guidelines first:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
By submitting this issue, you agree to follow our Code of Conduct:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
-->
### Feature
Tell us about your requested feature not in Minecraft!
### Why
Tell us why should we implement it!

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@ -1,25 +0,0 @@
---
name: "Missing Feature request"
about: "File a missing feature request in Minecraft but not in MineClone2"
labels:
- "missing feature"
---
<!--
Thanks for taking the time to fill out this missing feature request!
Please follow our contributing guidelines first:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
By submitting this issue, you agree to follow our Code of Conduct:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
-->
### Current feature in Minecraft
Tell us about the feature currently in Minecraft! What is it like on Minecraft?
### Current feature in MineClone2
Tell us about the feature currently in MineClone2! What is different?

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@ -1,20 +0,0 @@
---
name: "Pull request"
about: "Submit a pull request"
labels:
---
<!--
Please follow our contributing guidelines first:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#how-you-can-help-as-a-programmer
By submitting this pull request, you agree to follow our Code of Conduct:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
-->
Tell us about your pull request! Reference related issues, if necessary
### Testing
Tell us how to test your changes!

1
.gitignore vendored
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@ -4,4 +4,3 @@
*.blend2 *.blend2
*.blend3 *.blend3
/.idea/ /.idea/
*.xcf

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@ -35,8 +35,7 @@
* SumianVoice * SumianVoice
* MrRar * MrRar
* talamh * talamh
* Faerraven / Michieal * Faerraven
* FossFanatic
## Contributors ## Contributors
* Laurent Rocher * Laurent Rocher
@ -97,8 +96,6 @@
* TheOnlyJoeEnderman * TheOnlyJoeEnderman
* Ranko Saotome * Ranko Saotome
* Gregor Parzefall * Gregor Parzefall
* Wbjitscool
* b3nderman
## MineClone5 ## MineClone5
* kay27 * kay27
@ -150,13 +147,11 @@
* jordan4ibanez * jordan4ibanez
* paramat * paramat
* cora * cora
* Faerraven / Michieal
## 3D Models ## 3D Models
* 22i * 22i
* tobyplowy * tobyplowy
* epCode * epCode
* Faerraven / Michieal
## Textures ## Textures
* XSSheep * XSSheep
@ -171,7 +166,6 @@
* RandomLegoBrick * RandomLegoBrick
* cora * cora
* Faerraven / Michieal * Faerraven / Michieal
* Nicu
## Translations ## Translations
* Wuzzy * Wuzzy
@ -189,8 +183,6 @@
## Funders ## Funders
* 40W * 40W
* bauknecht
* Cora
## Special thanks ## Special thanks
* celeron55 for creating Minetest * celeron55 for creating Minetest

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@ -1,21 +0,0 @@
Survive, farm, build, explore, play with friends, and do much more. Inspired by a well known block game, pushing beyond.
How to play:
#### Download Minetest
- Navigate to https://www.minetest.net/ to download the client.
- Once installed, open and select the "Content" tab
#### Install MineClone2 from ContentDB
- Click "Browse Online Content" and filter by Games (select "Games" from the dropdown box)
- Find "MineClone2" (should be first on the list or on the first page)
- Click the [+] button next to MineClone2 and wait for download to finish
- Click "Back to Main Menu"
#### Create new world and play
- Click "Start Game" tab
- At the bottom click the MineClone2 icon (the 2 dirt with grass blocks)
- Click "New", give your world a name
- You can leave seed blank or put in a word of your choice
- Select your new world
- Click "Play Game" and enjoy!

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@ -2,6 +2,8 @@
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils. An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB. Developed by many people. Not developed or endorsed by Mojang AB.
Version: 0.82 (in development)
### Gameplay ### Gameplay
You start in a randomly-generated world made entirely of cubes. You can explore You start in a randomly-generated world made entirely of cubes. You can explore
the world and dig and build almost every block in the world to create new the world and dig and build almost every block in the world to create new
@ -156,7 +158,7 @@ The following features are incomplete:
* Some monsters and animals * Some monsters and animals
* Redstone-related things * Redstone-related things
* Some special minecarts (hopper and chest minecarts work) * Special minecarts
* A couple of non-trivial blocks and items * A couple of non-trivial blocks and items
Bonus features (not found in Minecraft): Bonus features (not found in Minecraft):

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@ -1,22 +1,19 @@
#File to document release steps with a view to evolving into a script #File to document release steps with a view to evolving into a script
#Update CREDITS.md #Update CREDITS.md
#Update version in game.conf #Update version in README.md (soon to be game.conf from of 0.82.0)
lua tools/generate_ingame_credits.lua lua tools/generate_ingame_credits.lua
git add CREDITS.md git add CREDITS.md
git add mods/HUD/mcl_credits/people.lua git add mods/HUD/mcl_credits/people.lua
git add game.conf
#git add RELEASE.md git add README.md
# To uncomment when applicable
#git add game.conf
git commit -m "Pre-release update credits and set version 0.82.0" git commit -m "Pre-release update credits and set version 0.81.1"
git tag 0.82.0 git tag 0.81.1
git push origin 0.82.0 git push origin 0.81.1
#Update version in game.conf to -SNAPSHOT
git commit -m "Post-release set version 0.82.0-SNAPSHOT"

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@ -1,4 +1,4 @@
title = MineClone 2 title = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more. description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
disallowed_mapgens = v6 disallowed_mapgens = v6
version=0.82.0-SNAPSHOT version=MCL2-0.82-indev

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@ -204,7 +204,7 @@ end
-- Checks if the given node would drop its useful drop if dug by a given tool. -- Checks if the given node would drop its useful drop if dug by a given tool.
-- Returns true if it will yield its useful drop, false otherwise. -- Returns true if it will yield its useful drop, false otherwise.
function mcl_autogroup.can_harvest(nodename, toolname, player) function mcl_autogroup.can_harvest(nodename, toolname)
local ndef = minetest.registered_nodes[nodename] local ndef = minetest.registered_nodes[nodename]
if not ndef then if not ndef then
@ -228,9 +228,7 @@ function mcl_autogroup.can_harvest(nodename, toolname, player)
end end
-- Check if it can be dug by hand -- Check if it can be dug by hand
if not player or not player:is_player() then return false end local tdef = minetest.registered_tools[""]
local name = player:get_inventory():get_stack("hand", 1):get_name()
local tdef = minetest.registered_items[name]
if tdef then if tdef then
for g, gdef in pairs(tdef._mcl_diggroups) do for g, gdef in pairs(tdef._mcl_diggroups) do
if ndef.groups[g] then if ndef.groups[g] then
@ -262,7 +260,7 @@ local function get_tool_capabilities(tdef)
-- If the damage group and punch interval from hand is not included, -- If the damage group and punch interval from hand is not included,
-- then the user will not be able to attack with the tool. -- then the user will not be able to attack with the tool.
local hand_toolcaps = mcl_meshhand.survival_hand_tool_caps local hand_toolcaps = minetest.registered_tools[""].tool_capabilities
return { return {
full_punch_interval = hand_toolcaps.full_punch_interval, full_punch_interval = hand_toolcaps.full_punch_interval,
damage_groups = hand_toolcaps.damage_groups damage_groups = hand_toolcaps.damage_groups
@ -282,7 +280,7 @@ end
-- would have to add _mcl_autogroup as a dependency which would break the mod -- would have to add _mcl_autogroup as a dependency which would break the mod
-- loading order. -- loading order.
function mcl_autogroup.get_groupcaps(toolname, efficiency) function mcl_autogroup.get_groupcaps(toolname, efficiency)
local tdef = minetest.registered_items[toolname] local tdef = minetest.registered_tools[toolname]
local groupcaps = table.copy(get_tool_capabilities(tdef).groupcaps or {}) local groupcaps = table.copy(get_tool_capabilities(tdef).groupcaps or {})
add_groupcaps(toolname, groupcaps, tdef._mcl_diggroups, efficiency) add_groupcaps(toolname, groupcaps, tdef._mcl_diggroups, efficiency)
return groupcaps return groupcaps
@ -352,7 +350,7 @@ local function overwrite()
end end
end end
for tname, tdef in pairs(minetest.registered_items) do for tname, tdef in pairs(minetest.registered_tools) do
-- Assign groupcaps for digging the registered digging groups -- Assign groupcaps for digging the registered digging groups
-- depending on the _mcl_diggroups in the tool definition -- depending on the _mcl_diggroups in the tool definition
if tdef._mcl_diggroups then if tdef._mcl_diggroups then
@ -362,12 +360,6 @@ local function overwrite()
minetest.override_item(tname, { minetest.override_item(tname, {
tool_capabilities = toolcaps tool_capabilities = toolcaps
}) })
else
-- This is needed to deal damage when punching mobs
-- with random items in hand in survival mode
minetest.override_item(tname, {
tool_capabilities = mcl_meshhand.survival_hand_tool_caps
})
end end
end end
end end

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@ -1,11 +1,10 @@
# mcl_autogroup # mcl_autogroup
This mod emulate digging times from mc. This mod emulate digging times from mc.
## mcl_autogroup.can_harvest(nodename, toolname, player) ## mcl_autogroup.can_harvest(nodename, toolname)
Return true if <nodename> can be dig with <toolname> by <player>. Return true if <nodename> can be dig with <toolname>.
* nodename: string, valid nodename * nodename: string, valid nodename
* toolname: (optional) string, valid toolname * toolname: (optional) string, valid toolname
* player: (optinal) ObjectRef, valid player
## mcl_autogroup.get_groupcaps(toolname, efficiency) ## mcl_autogroup.get_groupcaps(toolname, efficiency)
This function is used to calculate diggroups for tools. This function is used to calculate diggroups for tools.

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@ -155,6 +155,7 @@ end, true)
minetest.register_on_player_hpchange(function(player, hp_change, mt_reason) minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
if not damage_enabled then return 0 end if not damage_enabled then return 0 end
if player:get_hp() > 0 then if player:get_hp() > 0 then
mt_reason.approved = true
if hp_change < 0 then if hp_change < 0 then
mcl_damage.run_damage_callbacks(player, -hp_change, mcl_damage.from_mt(mt_reason)) mcl_damage.run_damage_callbacks(player, -hp_change, mcl_damage.from_mt(mt_reason))
end end
@ -162,7 +163,9 @@ minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
end, false) end, false)
minetest.register_on_dieplayer(function(player, mt_reason) minetest.register_on_dieplayer(function(player, mt_reason)
if mt_reason.approved then
mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason)) mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason))
end
minetest.log("action","Player "..player:get_player_name().." died at "..minetest.pos_to_string(vector.round(player:get_pos()))) minetest.log("action","Player "..player:get_player_name().." died at "..minetest.pos_to_string(vector.round(player:get_pos())))
end) end)

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@ -3,26 +3,26 @@ mcl_vars = {}
mcl_vars.redstone_tick = 0.1 mcl_vars.redstone_tick = 0.1
-- GUI / inventory menu settings --- GUI / inventory menu settings
mcl_vars.gui_slots = "listcolors[#9990;#FFF7;#FFF0;#000;#FFF]" mcl_vars.gui_slots = "listcolors[#9990;#FFF7;#FFF0;#000;#FFF]"
-- nonbg is added as formspec prepend in mcl_formspec_prepend -- nonbg is added as formspec prepend in mcl_formspec_prepend
mcl_vars.gui_nonbg = table.concat({ mcl_vars.gui_nonbg = mcl_vars.gui_slots ..
mcl_vars.gui_slots, "style_type[image_button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]"..
"style_type[image_button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]", "style_type[button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]"..
"style_type[button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]", "style_type[field;textcolor=#323232]"..
"style_type[field;textcolor=#323232]", "style_type[label;textcolor=#323232]"..
"style_type[label;textcolor=#323232]", "style_type[textarea;textcolor=#323232]"..
"style_type[textarea;textcolor=#323232]", "style_type[checkbox;textcolor=#323232]"
"style_type[checkbox;textcolor=#323232]",
})
-- Background stuff must be manually added by mods (no formspec prepend) -- Background stuff must be manually added by mods (no formspec prepend)
mcl_vars.gui_bg_color = "bgcolor[#00000000]" mcl_vars.gui_bg_color = "bgcolor[#00000000]"
mcl_vars.gui_bg_img = "background9[1,1;1,1;mcl_base_textures_background9.png;true;7]" mcl_vars.gui_bg_img = "background9[1,1;1,1;mcl_base_textures_background9.png;true;7]"
-- Legacy
mcl_vars.inventory_header = ""
-- Tool wield size -- Tool wield size
mcl_vars.tool_wield_scale = vector.new(1.8, 1.8, 1) mcl_vars.tool_wield_scale = { x = 1.8, y = 1.8, z = 1 }
-- Mapgen variables -- Mapgen variables
local mg_name = minetest.get_mapgen_setting("mg_name") local mg_name = minetest.get_mapgen_setting("mg_name")
@ -35,67 +35,53 @@ mcl_vars.chunksize = math.max(1, tonumber(minetest.get_mapgen_setting("chunksize
mcl_vars.MAP_BLOCKSIZE = math.max(1, minetest.MAP_BLOCKSIZE or 16) mcl_vars.MAP_BLOCKSIZE = math.max(1, minetest.MAP_BLOCKSIZE or 16)
mcl_vars.mapgen_limit = math.max(1, tonumber(minetest.get_mapgen_setting("mapgen_limit")) or 31000) mcl_vars.mapgen_limit = math.max(1, tonumber(minetest.get_mapgen_setting("mapgen_limit")) or 31000)
mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, minetest.MAX_MAP_GENERATION_LIMIT or 31000) mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, minetest.MAX_MAP_GENERATION_LIMIT or 31000)
local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2) local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2)
mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
mcl_vars.chunk_size_in_nodes = mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE mcl_vars.chunk_size_in_nodes = mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE
local central_chunk_min_pos = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE local central_chunk_min_pos = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
local central_chunk_max_pos = central_chunk_min_pos + mcl_vars.chunk_size_in_nodes - 1 local central_chunk_max_pos = central_chunk_min_pos + mcl_vars.chunk_size_in_nodes - 1
local ccfmin = central_chunk_min_pos - mcl_vars.MAP_BLOCKSIZE -- Fullminp/fullmaxp of central chunk, in nodes local ccfmin = central_chunk_min_pos - mcl_vars.MAP_BLOCKSIZE -- Fullminp/fullmaxp of central chunk, in nodes
local ccfmax = central_chunk_max_pos + mcl_vars.MAP_BLOCKSIZE local ccfmax = central_chunk_max_pos + mcl_vars.MAP_BLOCKSIZE
local mapgen_limit_b = math.floor(math.min(mcl_vars.mapgen_limit, mcl_vars.MAX_MAP_GENERATION_LIMIT) / local mapgen_limit_b = math.floor(math.min(mcl_vars.mapgen_limit, mcl_vars.MAX_MAP_GENERATION_LIMIT) / mcl_vars.MAP_BLOCKSIZE)
mcl_vars.MAP_BLOCKSIZE)
local mapgen_limit_min = -mapgen_limit_b * mcl_vars.MAP_BLOCKSIZE local mapgen_limit_min = -mapgen_limit_b * mcl_vars.MAP_BLOCKSIZE
local mapgen_limit_max = (mapgen_limit_b + 1) * mcl_vars.MAP_BLOCKSIZE - 1 local mapgen_limit_max = (mapgen_limit_b + 1) * mcl_vars.MAP_BLOCKSIZE - 1
local numcmin = math.max(math.floor((ccfmin - mapgen_limit_min) / mcl_vars.chunk_size_in_nodes), 0) -- Number of complete chunks from central chunk local numcmin = math.max(math.floor((ccfmin - mapgen_limit_min) / mcl_vars.chunk_size_in_nodes), 0) -- Number of complete chunks from central chunk
local numcmax = math.max(math.floor((mapgen_limit_max - ccfmax) / mcl_vars.chunk_size_in_nodes), 0) -- fullminp/fullmaxp to effective mapgen limits. local numcmax = math.max(math.floor((mapgen_limit_max - ccfmax) / mcl_vars.chunk_size_in_nodes), 0) -- fullminp/fullmaxp to effective mapgen limits.
mcl_vars.mapgen_edge_min = central_chunk_min_pos - numcmin * mcl_vars.chunk_size_in_nodes mcl_vars.mapgen_edge_min = central_chunk_min_pos - numcmin * mcl_vars.chunk_size_in_nodes
mcl_vars.mapgen_edge_max = central_chunk_max_pos + numcmax * mcl_vars.chunk_size_in_nodes mcl_vars.mapgen_edge_max = central_chunk_max_pos + numcmax * mcl_vars.chunk_size_in_nodes
---@param x integer
---@return integer
local function coordinate_to_block(x) local function coordinate_to_block(x)
return math.floor(x / mcl_vars.MAP_BLOCKSIZE) return math.floor(x / mcl_vars.MAP_BLOCKSIZE)
end end
---@param x integer
---@return integer
local function coordinate_to_chunk(x) local function coordinate_to_chunk(x)
return math.floor((coordinate_to_block(x) - central_chunk_offset) / mcl_vars.chunksize) return math.floor((coordinate_to_block(x) - central_chunk_offset) / mcl_vars.chunksize)
end end
---@param pos Vector
---@return Vector
function mcl_vars.pos_to_block(pos) function mcl_vars.pos_to_block(pos)
return vector.new( return {
coordinate_to_block(pos.x), x = coordinate_to_block(pos.x),
coordinate_to_block(pos.y), y = coordinate_to_block(pos.y),
coordinate_to_block(pos.z) z = coordinate_to_block(pos.z)
) }
end end
---@param pos Vector
---@return Vector
function mcl_vars.pos_to_chunk(pos) function mcl_vars.pos_to_chunk(pos)
return vector.new( return {
coordinate_to_chunk(pos.x), x = coordinate_to_chunk(pos.x),
coordinate_to_chunk(pos.y), y = coordinate_to_chunk(pos.y),
coordinate_to_chunk(pos.z) z = coordinate_to_chunk(pos.z)
) }
end end
local k_positive = math.ceil(mcl_vars.MAX_MAP_GENERATION_LIMIT / mcl_vars.chunk_size_in_nodes) local k_positive = math.ceil(mcl_vars.MAX_MAP_GENERATION_LIMIT / mcl_vars.chunk_size_in_nodes)
local k_positive_z = k_positive * 2 local k_positive_z = k_positive * 2
local k_positive_y = k_positive_z * k_positive_z local k_positive_y = k_positive_z * k_positive_z
---@param pos Vector
---@return integer
function mcl_vars.get_chunk_number(pos) -- unsigned int function mcl_vars.get_chunk_number(pos) -- unsigned int
local c = mcl_vars.pos_to_chunk(pos) local c = mcl_vars.pos_to_chunk(pos)
return (c.y + k_positive) * k_positive_y + return
(c.y + k_positive) * k_positive_y +
(c.z + k_positive) * k_positive_z + (c.z + k_positive) * k_positive_z +
c.x + k_positive c.x + k_positive
end end
@ -131,8 +117,11 @@ elseif singlenode then
mcl_vars.mg_bedrock_is_rough = false mcl_vars.mg_bedrock_is_rough = false
else else
-- Classic superflat -- Classic superflat
local ground = tonumber(minetest.get_mapgen_setting("mgflat_ground_level")) or 8 local ground = minetest.get_mapgen_setting("mgflat_ground_level")
ground = tonumber(ground)
if not ground then
ground = 8
end
mcl_vars.mg_overworld_min = ground - 3 mcl_vars.mg_overworld_min = ground - 3
mcl_vars.mg_overworld_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit mcl_vars.mg_overworld_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit
mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min
@ -192,16 +181,14 @@ minetest.craftitemdef_default.stack_max = 64
math.randomseed(os.time()) math.randomseed(os.time())
local chunks = {} -- intervals of chunks generated local chunks = {} -- intervals of chunks generated
---@param pos Vector
function mcl_vars.add_chunk(pos) function mcl_vars.add_chunk(pos)
local n = mcl_vars.get_chunk_number(pos) -- unsigned int local n = mcl_vars.get_chunk_number(pos) -- unsigned int
local prev local prev
for i, d in pairs(chunks) do for i, d in pairs(chunks) do
if n <= d[2] then -- we've found it if n <= d[2] then -- we've found it
if (n == d[2]) or (n >= d[1]) then return end -- already here if (n == d[2]) or (n >= d[1]) then return end -- already here
if n == d[1] - 1 then -- right before: if n == d[1]-1 then -- right before:
if prev and (prev[2] == n - 1) then if prev and (prev[2] == n-1) then
prev[2] = d[2] prev[2] = d[2]
table.remove(chunks, i) table.remove(chunks, i)
return return
@ -209,20 +196,17 @@ function mcl_vars.add_chunk(pos)
d[1] = n d[1] = n
return return
end end
if prev and (prev[2] == n - 1) then --join to previous if prev and (prev[2] == n-1) then --join to previous
prev[2] = n prev[2] = n
return return
end end
table.insert(chunks, i, { n, n }) -- insert new interval before i table.insert(chunks, i, {n, n}) -- insert new interval before i
return return
end end
prev = d prev = d
end end
chunks[#chunks + 1] = { n, n } chunks[#chunks+1] = {n, n}
end end
---@param pos Vector
---@return boolean
function mcl_vars.is_generated(pos) function mcl_vars.is_generated(pos)
local n = mcl_vars.get_chunk_number(pos) -- unsigned int local n = mcl_vars.get_chunk_number(pos) -- unsigned int
for i, d in pairs(chunks) do for i, d in pairs(chunks) do
@ -233,46 +217,47 @@ function mcl_vars.is_generated(pos)
return false return false
end end
---"Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does. -- "Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does.
---@param pos Vector Position, if it's wrong, `{name="error"}` node will return. -- p: Position, if it's wrong, {name="error"} node will return.
---@param force? boolean Optional (default: `false`), Do the maximum to still read the node within us_timeout. -- force: optional (default: false) - Do the maximum to still read the node within us_timeout.
---@param us_timeout? number Optional (default: `244 = 0.000244 s = 1/80/80/80`), set it at least to `3000000` to let mapgen to finish its job -- us_timeout: optional (default: 244 = 0.000244 s = 1/80/80/80), set it at least to 3000000 to let mapgen to finish its job.
---@return node # Node definition, eg. `{name="air"}`. Unfortunately still can return `{name="ignore"}`. --
---@nodiscard -- returns node definition, eg. {name="air"}. Unfortunately still can return {name="ignore"}.
function mcl_vars.get_node(pos, force, us_timeout) function mcl_vars.get_node(p, force, us_timeout)
-- check initial circumstances -- check initial circumstances
if not pos or not pos.x or not pos.y or not pos.z then return { name = "error" } end if not p or not p.x or not p.y or not p.z then return {name="error"} end
-- try common way -- try common way
local node = minetest.get_node(pos) local node = minetest.get_node(p)
if node.name ~= "ignore" then if node.name ~= "ignore" then
return node return node
end end
-- copy vector to get sure it won't changed by other threads -- copy table to get sure it won't changed by other threads
local pos_copy = vector.copy(pos) local pos = {x=p.x,y=p.y,z=p.z}
-- try LVM -- try LVM
minetest.get_voxel_manip():read_from_map(pos_copy, pos_copy) minetest.get_voxel_manip():read_from_map(pos, pos)
node = minetest.get_node(pos_copy) node = minetest.get_node(pos)
if node.name ~= "ignore" or not force then if node.name ~= "ignore" or not force then
return node return node
end end
-- all ways failed - need to emerge (or forceload if generated) -- all ways failed - need to emerge (or forceload if generated)
if mcl_vars.is_generated(pos_copy) then local us_timeout = us_timeout or 244
if mcl_vars.is_generated(pos) then
minetest.chat_send_all("IMPOSSIBLE! Please report this to MCL2 issue tracker!") minetest.chat_send_all("IMPOSSIBLE! Please report this to MCL2 issue tracker!")
minetest.forceload_block(pos_copy) minetest.forceload_block(pos)
else else
minetest.emerge_area(pos_copy, pos_copy) minetest.emerge_area(pos, pos)
end end
local t = minetest.get_us_time() local t = minetest.get_us_time()
node = minetest.get_node(pos_copy) node = minetest.get_node(pos)
while (not node or node.name == "ignore") and (minetest.get_us_time() - t < (us_timeout or 244)) do while (not node or node.name == "ignore") and (minetest.get_us_time() - t < us_timeout) do
node = minetest.get_node(pos_copy) node = minetest.get_node(pos)
end end
return node return node

View File

@ -39,8 +39,8 @@ Metal sounds:
default_place_node_metal.*.ogg - Ogrebane - CC0 default_place_node_metal.*.ogg - Ogrebane - CC0
- http://opengameart.org/content/wood-and-metal-sound-effects-volume-2 - http://opengameart.org/content/wood-and-metal-sound-effects-volume-2
AGFX (CC BY 3.0): original by anonymous (CC0 1.0), mastering by iliekprogrammar (CC0 1.0):
https://www.freesound.org/people/AGFX/packs/1253/ https://freesound.org/people/deleted_user_2104797/sounds/166313/
default_water_footstep.*.ogg default_water_footstep.*.ogg
blukotek (CC0 1.0): blukotek (CC0 1.0):

View File

@ -166,7 +166,7 @@ end
function mcl_sounds.node_sound_water_defaults(table) function mcl_sounds.node_sound_water_defaults(table)
table = table or {} table = table or {}
table.footstep = table.footstep or table.footstep = table.footstep or
{name = "default_water_footstep", gain = 0.2} {name = "default_water_footstep", gain = 0.05}
table.place = table.place or table.place = table.place or
{name = "mcl_sounds_place_node_water", gain = 1.0} {name = "mcl_sounds_place_node_water", gain = 1.0}
table.dug = table.dug or table.dug = table.dug or

View File

@ -2,8 +2,8 @@ mcl_util = {}
-- Updates all values in t using values from to*. -- Updates all values in t using values from to*.
function table.update(t, ...) function table.update(t, ...)
for _, to in ipairs {...} do for _, to in ipairs{...} do
for k, v in pairs(to) do for k,v in pairs(to) do
t[k] = v t[k] = v
end end
end end
@ -12,8 +12,8 @@ end
-- Updates nil values in t using values from to*. -- Updates nil values in t using values from to*.
function table.update_nil(t, ...) function table.update_nil(t, ...)
for _, to in ipairs {...} do for _, to in ipairs{...} do
for k, v in pairs(to) do for k,v in pairs(to) do
if t[k] == nil then if t[k] == nil then
t[k] = v t[k] = v
end end
@ -22,9 +22,9 @@ function table.update_nil(t, ...)
return t return t
end end
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_default", false) local LOGGING_ON = minetest.settings:get_bool("mcl_logging_default",false)
local LOG_MODULE = "[MCL2]" local LOG_MODULE = "[MCL2]"
function mcl_util.mcl_log(message, module, bypass_default_logger) function mcl_util.mcl_log (message, module, bypass_default_logger)
local selected_module = LOG_MODULE local selected_module = LOG_MODULE
if module then if module then
selected_module = module selected_module = module
@ -34,6 +34,7 @@ function mcl_util.mcl_log(message, module, bypass_default_logger)
end end
end end
function mcl_util.file_exists(name) function mcl_util.file_exists(name)
if type(name) ~= "string" then return end if type(name) ~= "string" then return end
local f = io.open(name) local f = io.open(name)
@ -150,23 +151,23 @@ end
function mcl_util.get_double_container_neighbor_pos(pos, param2, side) function mcl_util.get_double_container_neighbor_pos(pos, param2, side)
if side == "right" then if side == "right" then
if param2 == 0 then if param2 == 0 then
return {x = pos.x - 1, y = pos.y, z = pos.z} return {x=pos.x-1, y=pos.y, z=pos.z}
elseif param2 == 1 then elseif param2 == 1 then
return {x = pos.x, y = pos.y, z = pos.z + 1} return {x=pos.x, y=pos.y, z=pos.z+1}
elseif param2 == 2 then elseif param2 == 2 then
return {x = pos.x + 1, y = pos.y, z = pos.z} return {x=pos.x+1, y=pos.y, z=pos.z}
elseif param2 == 3 then elseif param2 == 3 then
return {x = pos.x, y = pos.y, z = pos.z - 1} return {x=pos.x, y=pos.y, z=pos.z-1}
end end
else else
if param2 == 0 then if param2 == 0 then
return {x = pos.x + 1, y = pos.y, z = pos.z} return {x=pos.x+1, y=pos.y, z=pos.z}
elseif param2 == 1 then elseif param2 == 1 then
return {x = pos.x, y = pos.y, z = pos.z - 1} return {x=pos.x, y=pos.y, z=pos.z-1}
elseif param2 == 2 then elseif param2 == 2 then
return {x = pos.x - 1, y = pos.y, z = pos.z} return {x=pos.x-1, y=pos.y, z=pos.z}
elseif param2 == 3 then elseif param2 == 3 then
return {x = pos.x, y = pos.y, z = pos.z + 1} return {x=pos.x, y=pos.y, z=pos.z+1}
end end
end end
end end
@ -184,7 +185,7 @@ end
function mcl_util.get_eligible_transfer_item_slot(src_inventory, src_list, dst_inventory, dst_list, condition) function mcl_util.get_eligible_transfer_item_slot(src_inventory, src_list, dst_inventory, dst_list, condition)
local size = src_inventory:get_size(src_list) local size = src_inventory:get_size(src_list)
local stack local stack
for i = 1, size do for i=1, size do
stack = src_inventory:get_stack(src_list, i) stack = src_inventory:get_stack(src_list, i)
if not stack:is_empty() and (condition == nil or condition(stack, src_inventory, src_list, dst_inventory, dst_list)) then if not stack:is_empty() and (condition == nil or condition(stack, src_inventory, src_list, dst_inventory, dst_list)) then
return i return i
@ -408,7 +409,7 @@ end
-- Returns true if item (itemstring or ItemStack) can be used as a furnace fuel. -- Returns true if item (itemstring or ItemStack) can be used as a furnace fuel.
-- Returns false otherwise -- Returns false otherwise
function mcl_util.is_fuel(item) function mcl_util.is_fuel(item)
return minetest.get_craft_result({method = "fuel", width = 1, items = {item}}).time ~= 0 return minetest.get_craft_result({method="fuel", width=1, items={item}}).time ~= 0
end end
-- Returns a on_place function for plants -- Returns a on_place function for plants
@ -455,7 +456,7 @@ function mcl_util.generate_on_place_plant_function(condition)
if success then if success then
if idef.sounds and idef.sounds.place then if idef.sounds and idef.sounds.place then
minetest.sound_play(idef.sounds.place, {pos = pointed_thing.above, gain = 1}, true) minetest.sound_play(idef.sounds.place, {pos=pointed_thing.above, gain=1}, true)
end end
end end
itemstack = new_itemstack itemstack = new_itemstack
@ -642,80 +643,78 @@ end
local function roundN(n, d) local function roundN(n, d)
if type(n) ~= "number" then return n end if type(n) ~= "number" then return n end
local m = 10 ^ d local m = 10^d
return math.floor(n * m + 0.5) / m return math.floor(n * m + 0.5) / m
end end
local function close_enough(a, b) local function close_enough(a,b)
local rt = true local rt=true
if type(a) == "table" and type(b) == "table" then if type(a) == "table" and type(b) == "table" then
for k, v in pairs(a) do for k,v in pairs(a) do
if roundN(v, 2) ~= roundN(b[k], 2) then if roundN(v,2) ~= roundN(b[k],2) then
rt = false rt=false
break break
end end
end end
else else
rt = roundN(a, 2) == roundN(b, 2) rt = roundN(a,2) == roundN(b,2)
end end
return rt return rt
end end
local function props_changed(props, oldprops) local function props_changed(props,oldprops)
local changed = false local changed=false
local p = {} local p={}
for k, v in pairs(props) do for k,v in pairs(props) do
if not close_enough(v, oldprops[k]) then if not close_enough(v,oldprops[k]) then
p[k] = v p[k]=v
changed = true changed=true
end end
end end
return changed, p return changed,p
end end
--tests for roundN --tests for roundN
local test_round1 = 15 local test_round1=15
local test_round2 = 15.00199999999 local test_round2=15.00199999999
local test_round3 = 15.00111111 local test_round3=15.00111111
local test_round4 = 15.00999999 local test_round4=15.00999999
assert(roundN(test_round1, 2) == roundN(test_round1, 2)) assert(roundN(test_round1,2)==roundN(test_round1,2))
assert(roundN(test_round1, 2) == roundN(test_round2, 2)) assert(roundN(test_round1,2)==roundN(test_round2,2))
assert(roundN(test_round1, 2) == roundN(test_round3, 2)) assert(roundN(test_round1,2)==roundN(test_round3,2))
assert(roundN(test_round1, 2) ~= roundN(test_round4, 2)) assert(roundN(test_round1,2)~=roundN(test_round4,2))
-- tests for close_enough -- tests for close_enough
local test_cb = {-0.35, 0, -0.35, 0.35, 0.8, 0.35} --collisionboxes local test_cb = {-0.35,0,-0.35,0.35,0.8,0.35} --collisionboxes
local test_cb_close = {-0.351213, 0, -0.35, 0.35, 0.8, 0.351212} local test_cb_close = {-0.351213,0,-0.35,0.35,0.8,0.351212}
local test_cb_diff = {-0.35, 0, -1.35, 0.35, 0.8, 0.35} local test_cb_diff = {-0.35,0,-1.35,0.35,0.8,0.35}
local test_eh = 1.65 --eye height local test_eh = 1.65 --eye height
local test_eh_close = 1.65123123 local test_eh_close = 1.65123123
local test_eh_diff = 1.35 local test_eh_diff = 1.35
local test_nt = {r = 225, b = 225, a = 225, g = 225} --nametag local test_nt = { r = 225, b = 225, a = 225, g = 225 } --nametag
local test_nt_diff = {r = 225, b = 225, a = 0, g = 225} local test_nt_diff = { r = 225, b = 225, a = 0, g = 225 }
assert(close_enough(test_cb, test_cb_close)) assert(close_enough(test_cb,test_cb_close))
assert(not close_enough(test_cb, test_cb_diff)) assert(not close_enough(test_cb,test_cb_diff))
assert(close_enough(test_eh, test_eh_close)) assert(close_enough(test_eh,test_eh_close))
assert(not close_enough(test_eh, test_eh_diff)) assert(not close_enough(test_eh,test_eh_diff))
assert(not close_enough(test_nt, test_nt_diff)) --no floats involved here assert(not close_enough(test_nt,test_nt_diff)) --no floats involved here
--tests for properties_changed --tests for properties_changed
local test_properties_set1 = {collisionbox = {-0.35, 0, -0.35, 0.35, 0.8, 0.35}, eye_height = 0.65, local test_properties_set1={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
nametag_color = {r = 225, b = 225, a = 225, g = 225}} local test_properties_set2={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
local test_properties_set2 = {collisionbox = {-0.35, 0, -0.35, 0.35, 0.8, 0.35}, eye_height = 1.35,
nametag_color = {r = 225, b = 225, a = 225, g = 225}}
local test_p1, _ = props_changed(test_properties_set1, test_properties_set1) local test_p1,_=props_changed(test_properties_set1,test_properties_set1)
local test_p2, _ = props_changed(test_properties_set1, test_properties_set2) local test_p2,_=props_changed(test_properties_set1,test_properties_set2)
assert(not test_p1) assert(not test_p1)
assert(test_p2) assert(test_p2)
function mcl_util.set_properties(obj, props) function mcl_util.set_properties(obj,props)
local changed, p = props_changed(props, obj:get_properties()) local changed,p=props_changed(props,obj:get_properties())
if changed then if changed then
obj:set_properties(p) obj:set_properties(p)
end end
@ -729,285 +728,3 @@ function mcl_util.set_bone_position(obj, bone, pos, rot)
obj:set_bone_position(bone, pos or current_pos, rot or current_rot) obj:set_bone_position(bone, pos or current_pos, rot or current_rot)
end end
end end
---Return a function to use in `on_place`.
---
---Allow to bypass the `buildable_to` node field in a `on_place` callback.
---
---You have to make sure that the nodes you return true for have `buildable_to = true`.
---@param func fun(node_name: string): boolean Return `true` if node must not replace the buildable_to node which have `node_name`
---@return fun(itemstack: ItemStack, placer: ObjectRef, pointed_thing: pointed_thing, param2: integer): ItemStack?
function mcl_util.bypass_buildable_to(func)
--------------------------
-- MINETEST CODE: UTILS --
--------------------------
local function copy_pointed_thing(pointed_thing)
return {
type = pointed_thing.type,
above = pointed_thing.above and vector.copy(pointed_thing.above),
under = pointed_thing.under and vector.copy(pointed_thing.under),
ref = pointed_thing.ref,
}
end
local function user_name(user)
return user and user:get_player_name() or ""
end
-- Returns a logging function. For empty names, does not log.
local function make_log(name)
return name ~= "" and minetest.log or function() end
end
local function check_attached_node(p, n, group_rating)
local def = core.registered_nodes[n.name]
local d = vector.zero()
if group_rating == 3 then
-- always attach to floor
d.y = -1
elseif group_rating == 4 then
-- always attach to ceiling
d.y = 1
elseif group_rating == 2 then
-- attach to facedir or 4dir direction
if (def.paramtype2 == "facedir" or
def.paramtype2 == "colorfacedir") then
-- Attach to whatever facedir is "mounted to".
-- For facedir, this is where tile no. 5 point at.
-- The fallback vector here is in case 'facedir to dir' is nil due
-- to voxelmanip placing a wallmounted node without resetting a
-- pre-existing param2 value that is out-of-range for facedir.
-- The fallback vector corresponds to param2 = 0.
d = core.facedir_to_dir(n.param2) or vector.new(0, 0, 1)
elseif (def.paramtype2 == "4dir" or
def.paramtype2 == "color4dir") then
-- Similar to facedir handling
d = core.fourdir_to_dir(n.param2) or vector.new(0, 0, 1)
end
elseif def.paramtype2 == "wallmounted" or
def.paramtype2 == "colorwallmounted" then
-- Attach to whatever this node is "mounted to".
-- This where tile no. 2 points at.
-- The fallback vector here is used for the same reason as
-- for facedir nodes.
d = core.wallmounted_to_dir(n.param2) or vector.new(0, 1, 0)
else
d.y = -1
end
local p2 = vector.add(p, d)
local nn = core.get_node(p2).name
local def2 = core.registered_nodes[nn]
if def2 and not def2.walkable then
return false
end
return true
end
return function(itemstack, placer, pointed_thing, param2)
-------------------
-- MINETEST CODE --
-------------------
local def = itemstack:get_definition()
if def.type ~= "node" or pointed_thing.type ~= "node" then
return itemstack
end
local under = pointed_thing.under
local oldnode_under = minetest.get_node_or_nil(under)
local above = pointed_thing.above
local oldnode_above = minetest.get_node_or_nil(above)
local playername = user_name(placer)
local log = make_log(playername)
if not oldnode_under or not oldnode_above then
log("info", playername .. " tried to place"
.. " node in unloaded position " .. minetest.pos_to_string(above))
return itemstack
end
local olddef_under = minetest.registered_nodes[oldnode_under.name]
olddef_under = olddef_under or minetest.nodedef_default
local olddef_above = minetest.registered_nodes[oldnode_above.name]
olddef_above = olddef_above or minetest.nodedef_default
if not olddef_above.buildable_to and not olddef_under.buildable_to then
log("info", playername .. " tried to place"
.. " node in invalid position " .. minetest.pos_to_string(above)
.. ", replacing " .. oldnode_above.name)
return itemstack
end
---------------------
-- CUSTOMIZED CODE --
---------------------
-- Place above pointed node
local place_to = vector.copy(above)
-- If node under is buildable_to, check for callback result and place into it instead
if olddef_under.buildable_to and not func(oldnode_under.name) then
log("info", "node under is buildable to")
place_to = vector.copy(under)
end
-------------------
-- MINETEST CODE --
-------------------
if minetest.is_protected(place_to, playername) then
log("action", playername
.. " tried to place " .. def.name
.. " at protected position "
.. minetest.pos_to_string(place_to))
minetest.record_protection_violation(place_to, playername)
return itemstack
end
local oldnode = minetest.get_node(place_to)
local newnode = {name = def.name, param1 = 0, param2 = param2 or 0}
-- Calculate direction for wall mounted stuff like torches and signs
if def.place_param2 ~= nil then
newnode.param2 = def.place_param2
elseif (def.paramtype2 == "wallmounted" or
def.paramtype2 == "colorwallmounted") and not param2 then
local dir = vector.subtract(under, above)
newnode.param2 = minetest.dir_to_wallmounted(dir)
-- Calculate the direction for furnaces and chests and stuff
elseif (def.paramtype2 == "facedir" or
def.paramtype2 == "colorfacedir" or
def.paramtype2 == "4dir" or
def.paramtype2 == "color4dir") and not param2 then
local placer_pos = placer and placer:get_pos()
if placer_pos then
local dir = vector.subtract(above, placer_pos)
newnode.param2 = minetest.dir_to_facedir(dir)
log("info", "facedir: " .. newnode.param2)
end
end
local metatable = itemstack:get_meta():to_table().fields
-- Transfer color information
if metatable.palette_index and not def.place_param2 then
local color_divisor = nil
if def.paramtype2 == "color" then
color_divisor = 1
elseif def.paramtype2 == "colorwallmounted" then
color_divisor = 8
elseif def.paramtype2 == "colorfacedir" then
color_divisor = 32
elseif def.paramtype2 == "color4dir" then
color_divisor = 4
elseif def.paramtype2 == "colordegrotate" then
color_divisor = 32
end
if color_divisor then
local color = math.floor(metatable.palette_index / color_divisor)
local other = newnode.param2 % color_divisor
newnode.param2 = color * color_divisor + other
end
end
-- Check if the node is attached and if it can be placed there
local an = minetest.get_item_group(def.name, "attached_node")
if an ~= 0 and
not check_attached_node(place_to, newnode, an) then
log("action", "attached node " .. def.name ..
" cannot be placed at " .. minetest.pos_to_string(place_to))
return itemstack
end
log("action", playername .. " places node "
.. def.name .. " at " .. minetest.pos_to_string(place_to))
-- Add node and update
minetest.add_node(place_to, newnode)
-- Play sound if it was done by a player
if playername ~= "" and def.sounds and def.sounds.place then
minetest.sound_play(def.sounds.place, {
pos = place_to,
exclude_player = playername,
}, true)
end
local take_item = true
-- Run callback
if def.after_place_node then
-- Deepcopy place_to and pointed_thing because callback can modify it
local place_to_copy = vector.copy(place_to)
local pointed_thing_copy = copy_pointed_thing(pointed_thing)
if def.after_place_node(place_to_copy, placer, itemstack,
pointed_thing_copy) then
take_item = false
end
end
-- Run script hook
for _, callback in ipairs(minetest.registered_on_placenodes) do
-- Deepcopy pos, node and pointed_thing because callback can modify them
local place_to_copy = vector.copy(place_to)
local newnode_copy = {name = newnode.name, param1 = newnode.param1, param2 = newnode.param2}
local oldnode_copy = {name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2}
local pointed_thing_copy = copy_pointed_thing(pointed_thing)
if callback(place_to_copy, newnode_copy, placer, oldnode_copy, itemstack, pointed_thing_copy) then
take_item = false
end
end
if take_item then
itemstack:take_item()
end
return itemstack
end
end
--[[Check for a protection violation in a given area.
--
-- Applies is_protected() to a 3D lattice of points in the defined volume. The points are spaced
-- evenly throughout the volume and have a spacing similar to, but no larger than, "interval".
--
-- @param pos1 A position table of the area volume's first edge.
-- @param pos2 A position table of the area volume's second edge.
-- @param player The player performing the action.
-- @param interval Optional. Max spacing between checked points at the volume.
-- Default: Same as minetest.is_area_protected.
--
-- @return true on protection violation detection. false otherwise.
--
-- @notes *All corners and edges of the defined volume are checked.
]]
function mcl_util.check_area_protection(pos1, pos2, player, interval)
local name = player and player:get_player_name() or ""
local protected_pos = minetest.is_area_protected(pos1, pos2, name, interval)
if protected_pos then
minetest.record_protection_violation(protected_pos, name)
return true
end
return false
end
--[[Check for a protection violation on a single position.
--
-- @param position A position table to check for protection violation.
-- @param player The player performing the action.
--
-- @return true on protection violation detection. false otherwise.
]]
function mcl_util.check_position_protection(position, player)
local name = player and player:get_player_name() or ""
if minetest.is_protected(position, name) then
minetest.record_protection_violation(position, name)
return true
end
return false
end

View File

@ -7,24 +7,31 @@ local pool = {}
local tick = false local tick = false
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_item_entities", false) local LOGGING_ON = minetest.settings:get_bool("mcl_logging_item_entities",false)
local function mcl_log(message) local function mcl_log (message)
if LOGGING_ON then if LOGGING_ON then
mcl_util.mcl_log(message, "[Item Entities]", true) mcl_util.mcl_log (message, "[Item Entities]", true)
end end
end end
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
pool[player:get_player_name()] = 0 local name
name = player:get_player_name()
pool[name] = 0
end) end)
minetest.register_on_leaveplayer(function(player) minetest.register_on_leaveplayer(function(player)
pool[player:get_player_name()] = nil local name
name = player:get_player_name()
pool[name] = nil
end) end)
local has_awards = minetest.get_modpath("awards") local has_awards = minetest.get_modpath("awards")
mcl_item_entity = {} local mcl_item_entity = {}
--basic settings --basic settings
local item_drop_settings = {} --settings table local item_drop_settings = {} --settings table
@ -45,23 +52,16 @@ local function get_gravity()
return tonumber(minetest.settings:get("movement_gravity")) or 9.81 return tonumber(minetest.settings:get("movement_gravity")) or 9.81
end end
mcl_item_entity.registered_pickup_achievement = {} local registered_pickup_achievement = {}
---Register an achievement that will be unlocked on pickup. --TODO: remove limitation of 1 award per itemname
---
---TODO: remove limitation of 1 award per itemname
---@param itemname string
---@param award string
function mcl_item_entity.register_pickup_achievement(itemname, award) function mcl_item_entity.register_pickup_achievement(itemname, award)
if not has_awards then if not has_awards then
minetest.log("warning", minetest.log("warning", "[mcl_item_entity] Trying to register pickup achievement ["..award.."] for ["..itemname.."] while awards missing")
"[mcl_item_entity] Trying to register pickup achievement [" .. award .. "] for [" .. elseif registered_pickup_achievement[itemname] then
itemname .. "] while awards missing") minetest.log("error", "[mcl_item_entity] Trying to register already existing pickup achievement ["..award.."] for ["..itemname.."]")
elseif mcl_item_entity.registered_pickup_achievement[itemname] then
minetest.log("error",
"[mcl_item_entity] Trying to register already existing pickup achievement [" .. award .. "] for [" .. itemname .. "]")
else else
mcl_item_entity.registered_pickup_achievement[itemname] = award registered_pickup_achievement[itemname] = award
end end
end end
@ -74,13 +74,11 @@ mcl_item_entity.register_pickup_achievement("mcl_nether:ancient_debris", "mcl:hi
mcl_item_entity.register_pickup_achievement("mcl_end:dragon_egg", "mcl:PickUpDragonEgg") mcl_item_entity.register_pickup_achievement("mcl_end:dragon_egg", "mcl:PickUpDragonEgg")
mcl_item_entity.register_pickup_achievement("mcl_armor:elytra", "mcl:skysTheLimit") mcl_item_entity.register_pickup_achievement("mcl_armor:elytra", "mcl:skysTheLimit")
---@param object ObjectRef
---@param player ObjectRef
local function check_pickup_achievements(object, player) local function check_pickup_achievements(object, player)
if has_awards then if has_awards then
local itemname = ItemStack(object:get_luaentity().itemstring):get_name() local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
local playername = player:get_player_name() local playername = player:get_player_name()
for name, award in pairs(mcl_item_entity.registered_pickup_achievement) do for name,award in pairs(registered_pickup_achievement) do
if itemname == name or minetest.get_item_group(itemname, name) ~= 0 then if itemname == name or minetest.get_item_group(itemname, name) ~= 0 then
awards.unlock(playername, award) awards.unlock(playername, award)
end end
@ -88,23 +86,16 @@ local function check_pickup_achievements(object, player)
end end
end end
---@param object ObjectRef
---@param luaentity Luaentity
---@param ignore_check? boolean
local function enable_physics(object, luaentity, ignore_check) local function enable_physics(object, luaentity, ignore_check)
if luaentity.physical_state == false or ignore_check == true then if luaentity.physical_state == false or ignore_check == true then
luaentity.physical_state = true luaentity.physical_state = true
object:set_properties({ object:set_properties({
physical = true physical = true
}) })
object:set_acceleration(vector.new(0, -get_gravity(), 0)) object:set_acceleration({x=0,y=-get_gravity(),z=0})
end end
end end
---@param object ObjectRef
---@param luaentity Luaentity
---@param ignore_check? boolean
---@param reset_movement? boolean
local function disable_physics(object, luaentity, ignore_check, reset_movement) local function disable_physics(object, luaentity, ignore_check, reset_movement)
if luaentity.physical_state == true or ignore_check == true then if luaentity.physical_state == true or ignore_check == true then
luaentity.physical_state = false luaentity.physical_state = false
@ -112,16 +103,17 @@ local function disable_physics(object, luaentity, ignore_check, reset_movement)
physical = false physical = false
}) })
if reset_movement ~= false then if reset_movement ~= false then
object:set_velocity(vector.zero()) object:set_velocity({x=0,y=0,z=0})
object:set_acceleration(vector.zero()) object:set_acceleration({x=0,y=0,z=0})
end end
end end
end end
minetest.register_globalstep(function(_)
minetest.register_globalstep(function(dtime)
tick = not tick tick = not tick
for _, player in pairs(minetest.get_connected_players()) do for _,player in pairs(minetest.get_connected_players()) do
if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
local name = player:get_player_name() local name = player:get_player_name()
@ -133,7 +125,7 @@ minetest.register_globalstep(function(_)
pos = pos, pos = pos,
gain = 0.3, gain = 0.3,
max_hear_distance = 16, max_hear_distance = 16,
pitch = math.random(70, 110) / 100 pitch = math.random(70,110)/100
}) })
if pool[name] > 6 then if pool[name] > 6 then
pool[name] = 6 pool[name] = 6
@ -143,18 +135,15 @@ minetest.register_globalstep(function(_)
end end
local inv = player:get_inventory() local inv = player:get_inventory()
local checkpos = vector.offset(pos, 0, item_drop_settings.player_collect_height, 0) local checkpos = {x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}
--magnet and collection --magnet and collection
for _, object in pairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.xp_radius_magnet)) do for _,object in pairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.xp_radius_magnet)) do
if not object:is_player() and vector.distance(checkpos, object:get_pos()) < item_drop_settings.radius_magnet and if not object:is_player() and vector.distance(checkpos, object:get_pos()) < item_drop_settings.radius_magnet and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer
and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
if object:get_luaentity()._magnet_timer >= 0 and if object:get_luaentity()._magnet_timer >= 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and
inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
-- Collection -- Collection
if not object:get_luaentity()._removed then if not object:get_luaentity()._removed then
@ -169,8 +158,8 @@ minetest.register_globalstep(function(_)
object:get_luaentity().target = checkpos object:get_luaentity().target = checkpos
object:get_luaentity()._removed = true object:get_luaentity()._removed = true
object:set_velocity(vector.zero()) object:set_velocity({x=0,y=0,z=0})
object:set_acceleration(vector.zero()) object:set_acceleration({x=0,y=0,z=0})
object:move_to(checkpos) object:move_to(checkpos)
@ -190,6 +179,7 @@ minetest.register_globalstep(function(_)
local entity = object:get_luaentity() local entity = object:get_luaentity()
entity.collector = player:get_player_name() entity.collector = player:get_player_name()
entity.collected = true entity.collected = true
end end
end end
@ -204,11 +194,6 @@ end)
local tmp_id = 0 local tmp_id = 0
---@param drop string|drop_definition
---@param toolname string
---@param param2 integer
---@param paramtype2 paramtype2
---@return string[]
local function get_drops(drop, toolname, param2, paramtype2) local function get_drops(drop, toolname, param2, paramtype2)
tmp_id = tmp_id + 1 tmp_id = tmp_id + 1
local tmp_node_name = "mcl_item_entity:" .. tmp_id local tmp_node_name = "mcl_item_entity:" .. tmp_id
@ -217,7 +202,7 @@ local function get_drops(drop, toolname, param2, paramtype2)
drop = drop, drop = drop,
paramtype2 = paramtype2 paramtype2 = paramtype2
} }
local drops = minetest.get_node_drops({ name = tmp_node_name, param2 = param2 }, toolname) local drops = minetest.get_node_drops({name = tmp_node_name, param2 = param2}, toolname)
minetest.registered_nodes[tmp_node_name] = nil minetest.registered_nodes[tmp_node_name] = nil
return drops return drops
end end
@ -252,17 +237,10 @@ function minetest.handle_node_drops(pos, drops, digger)
-- NOTE: This function override allows digger to be nil. -- NOTE: This function override allows digger to be nil.
-- This means there is no digger. This is a special case which allows this function to be called -- This means there is no digger. This is a special case which allows this function to be called
-- by hand. Creative Mode is intentionally ignored in this case. -- by hand. Creative Mode is intentionally ignored in this case.
if digger and digger:is_player() and minetest.is_creative_enabled(digger:get_player_name()) then
local inv = digger:get_inventory() if (digger and digger:is_player() and minetest.is_creative_enabled(digger:get_player_name())) or doTileDrops == false then
if inv then
for _, item in ipairs(drops) do
if not inv:contains_item("main", item, true) then
inv:add_item("main", item)
end
end
end
return return
elseif not doTileDrops then return end end
-- Check if node will yield its useful drop by the digger's tool -- Check if node will yield its useful drop by the digger's tool
local dug_node = minetest.get_node(pos) local dug_node = minetest.get_node(pos)
@ -270,9 +248,9 @@ function minetest.handle_node_drops(pos, drops, digger)
local tool local tool
if digger then if digger then
tool = digger:get_wielded_item() tool = digger:get_wielded_item()
tooldef = minetest.registered_items[tool:get_name()] tooldef = minetest.registered_tools[tool:get_name()]
if not mcl_autogroup.can_harvest(dug_node.name, tool:get_name(), digger) then if not mcl_autogroup.can_harvest(dug_node.name, tool:get_name()) then
return return
end end
end end
@ -287,7 +265,7 @@ function minetest.handle_node_drops(pos, drops, digger)
* table: Drop every itemstring in this table when dug by shears _mcl_silk_touch_drop * table: Drop every itemstring in this table when dug by shears _mcl_silk_touch_drop
]] ]]
local enchantments = tool and mcl_enchanting.get_enchantments(tool) local enchantments = tool and mcl_enchanting.get_enchantments(tool, "silk_touch")
local silk_touch_drop = false local silk_touch_drop = false
local nodedef = minetest.registered_nodes[dug_node.name] local nodedef = minetest.registered_nodes[dug_node.name]
@ -316,8 +294,7 @@ function minetest.handle_node_drops(pos, drops, digger)
local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1) local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1)
local chance = fortune_drop.chance or fortune_drop.get_chance and fortune_drop.get_chance(fortune_level) local chance = fortune_drop.chance or fortune_drop.get_chance and fortune_drop.get_chance(fortune_level)
if not chance or math.random() < chance then if not chance or math.random() < chance then
drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count, drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count, fortune_drop.cap)
fortune_drop.cap)
elseif fortune_drop.override then elseif fortune_drop.override then
drops = {} drops = {}
end end
@ -329,13 +306,13 @@ function minetest.handle_node_drops(pos, drops, digger)
end end
if digger and mcl_experience.throw_xp and not silk_touch_drop then if digger and mcl_experience.throw_xp and not silk_touch_drop then
local experience_amount = minetest.get_item_group(dug_node.name, "xp") local experience_amount = minetest.get_item_group(dug_node.name,"xp")
if experience_amount > 0 then if experience_amount > 0 then
mcl_experience.throw_xp(pos, experience_amount) mcl_experience.throw_xp(pos, experience_amount)
end end
end end
for _, item in ipairs(drops) do for _,item in ipairs(drops) do
local count local count
if type(item) == "string" then if type(item) == "string" then
count = ItemStack(item):get_count() count = ItemStack(item):get_count()
@ -344,7 +321,7 @@ function minetest.handle_node_drops(pos, drops, digger)
end end
local drop_item = ItemStack(item) local drop_item = ItemStack(item)
drop_item:set_count(1) drop_item:set_count(1)
for i = 1, count do for i=1,count do
local dpos = table.copy(pos) local dpos = table.copy(pos)
-- Apply offset for plantlike_rooted nodes because of their special shape -- Apply offset for plantlike_rooted nodes because of their special shape
if nodedef and nodedef.drawtype == "plantlike_rooted" and nodedef.walkable then if nodedef and nodedef.drawtype == "plantlike_rooted" and nodedef.walkable then
@ -371,7 +348,7 @@ end
function minetest.item_drop(itemstack, dropper, pos) function minetest.item_drop(itemstack, dropper, pos)
if dropper and dropper:is_player() then if dropper and dropper:is_player() then
local v = dropper:get_look_dir() local v = dropper:get_look_dir()
local p = vector.offset(pos, 0, 1.2, 0) local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
local cs = itemstack:get_count() local cs = itemstack:get_count()
if dropper:get_player_control().sneak then if dropper:get_player_control().sneak then
cs = 1 cs = 1
@ -379,9 +356,9 @@ function minetest.item_drop(itemstack, dropper, pos)
local item = itemstack:take_item(cs) local item = itemstack:take_item(cs)
local obj = minetest.add_item(p, item) local obj = minetest.add_item(p, item)
if obj then if obj then
v.x = v.x * 4 v.x = v.x*4
v.y = v.y * 4 + 2 v.y = v.y*4 + 2
v.z = v.z * 4 v.z = v.z*4
obj:set_velocity(v) obj:set_velocity(v)
-- Force collection delay -- Force collection delay
obj:get_luaentity()._insta_collect = false obj:get_luaentity()._insta_collect = false
@ -399,16 +376,16 @@ end
local function cxcz(o, cw, one, zero) local function cxcz(o, cw, one, zero)
if cw < 0 then if cw < 0 then
table.insert(o, { [one] = 1, y = 0, [zero] = 0 }) table.insert(o, { [one]=1, y=0, [zero]=0 })
table.insert(o, { [one] = -1, y = 0, [zero] = 0 }) table.insert(o, { [one]=-1, y=0, [zero]=0 })
else else
table.insert(o, { [one] = -1, y = 0, [zero] = 0 }) table.insert(o, { [one]=-1, y=0, [zero]=0 })
table.insert(o, { [one] = 1, y = 0, [zero] = 0 }) table.insert(o, { [one]=1, y=0, [zero]=0 })
end end
return o return o
end end
local function hopper_take_item(self, pos) local function hopper_take_item (self, pos)
--mcl_log("self.itemstring: ".. self.itemstring) --mcl_log("self.itemstring: ".. self.itemstring)
--mcl_log("self.itemstring: ".. minetest.pos_to_string(pos)) --mcl_log("self.itemstring: ".. minetest.pos_to_string(pos))
@ -417,17 +394,17 @@ local function hopper_take_item(self, pos)
if objs and self.itemstring then if objs and self.itemstring then
--mcl_log("there is an itemstring. Number of objs: ".. #objs) --mcl_log("there is an itemstring. Number of objs: ".. #objs)
for k, v in pairs(objs) do for k,v in pairs(objs) do
local ent = v:get_luaentity() local ent = v:get_luaentity()
-- Don't forget actual hoppers -- Don't forget actual hoppers
if ent and ent.name == "mcl_minecarts:hopper_minecart" then if ent and ent.name == "mcl_minecarts:hopper_minecart" then
local taken_items = false local taken_items = false
mcl_log("ent.name: " .. tostring(ent.name)) mcl_log("ent.name: ".. tostring(ent.name))
mcl_log("ent pos: " .. tostring(ent.object:get_pos())) mcl_log("ent pos: ".. tostring(ent.object:get_pos()))
local inv = mcl_entity_invs.load_inv(ent, 5) local inv = mcl_entity_invs.load_inv(ent,5)
if not inv then if not inv then
mcl_log("No inv") mcl_log("No inv")
@ -451,7 +428,7 @@ local function hopper_take_item(self, pos)
local items_remaining = current_itemstack:get_count() local items_remaining = current_itemstack:get_count()
-- This will take part of a floating item stack if no slot can hold the full amount -- This will take part of a floating item stack if no slot can hold the full amount
for i = 1, ent._inv_size, 1 do for i = 1, ent._inv_size,1 do
local stack = inv:get_stack("main", i) local stack = inv:get_stack("main", i)
mcl_log("i: " .. tostring(i)) mcl_log("i: " .. tostring(i))
@ -523,13 +500,13 @@ minetest.register_entity(":__builtin:item", {
hp_max = 1, hp_max = 1,
physical = true, physical = true,
collide_with_objects = false, collide_with_objects = false,
collisionbox = { -0.3, -0.3, -0.3, 0.3, 0.3, 0.3 }, collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
pointable = false, pointable = false,
visual = "wielditem", visual = "wielditem",
visual_size = { x = 0.4, y = 0.4 }, visual_size = {x = 0.4, y = 0.4},
textures = { "" }, textures = {""},
spritediv = { x = 1, y = 1 }, spritediv = {x = 1, y = 1},
initial_sprite_basepos = { x = 0, y = 0 }, initial_sprite_basepos = {x = 0, y = 0},
is_visible = false, is_visible = false,
infotext = "", infotext = "",
}, },
@ -567,11 +544,11 @@ minetest.register_entity(":__builtin:item", {
if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then
local v = self.random_velocity local v = self.random_velocity
local x = math.random(5, 10) / 10 * v local x = math.random(5, 10) / 10 * v
if math.random(0, 10) < 5 then x = -x end if math.random(0,10) < 5 then x = -x end
local z = math.random(5, 10) / 10 * v local z = math.random(5, 10) / 10 * v
if math.random(0, 10) < 5 then z = -z end if math.random(0,10) < 5 then z = -z end
local y = math.random(2, 4) local y = math.random(2,4)
self.object:set_velocity(vector.new(x, y, z)) self.object:set_velocity({x=x, y=y, z=z})
end end
self.random_velocity = 0 self.random_velocity = 0
end, end,
@ -599,7 +576,7 @@ minetest.register_entity(":__builtin:item", {
local max_count = stack:get_stack_max() local max_count = stack:get_stack_max()
if count > max_count then if count > max_count then
count = max_count count = max_count
self.itemstring = stack:get_name() .. " " .. max_count self.itemstring = stack:get_name().." "..max_count
end end
local itemtable = stack:to_table() local itemtable = stack:to_table()
local itemname = nil local itemname = nil
@ -620,9 +597,9 @@ minetest.register_entity(":__builtin:item", {
local prop = { local prop = {
is_visible = true, is_visible = true,
visual = "wielditem", visual = "wielditem",
textures = { itemname }, textures = {itemname},
visual_size = { x = s, y = s }, visual_size = {x = s, y = s},
collisionbox = { -c, -c, -c, c, c, c }, collisionbox = {-c, -c, -c, c, c, c},
automatic_rotate = math.pi * 0.5, automatic_rotate = math.pi * 0.5,
infotext = description, infotext = description,
glow = glow, glow = glow,
@ -718,9 +695,9 @@ minetest.register_entity(":__builtin:item", {
self._forcestart = nil self._forcestart = nil
self._forcetimer = 0 self._forcetimer = 0
self.object:set_armor_groups({ immortal = 1 }) self.object:set_armor_groups({immortal = 1})
-- self.object:set_velocity(vector.new(0, 2, 0)) -- self.object:set_velocity({x = 0, y = 2, z = 0})
self.object:set_acceleration(vector.new(0, -get_gravity(), 0)) self.object:set_acceleration({x = 0, y = -get_gravity(), z = 0})
self:set_item(self.itemstring) self:set_item(self.itemstring)
end, end,
@ -768,8 +745,8 @@ minetest.register_entity(":__builtin:item", {
self.object:set_properties({ self.object:set_properties({
physical = false physical = false
}) })
self.object:set_velocity(vector.zero()) self.object:set_velocity({x=0,y=0,z=0})
self.object:set_acceleration(vector.zero()) self.object:set_acceleration({x=0,y=0,z=0})
return return
end end
self.age = self.age + dtime self.age = self.age + dtime
@ -784,22 +761,21 @@ minetest.register_entity(":__builtin:item", {
-- Delete corrupted item entities. The itemstring MUST be non-empty on its first step, -- Delete corrupted item entities. The itemstring MUST be non-empty on its first step,
-- otherwise there might have some data corruption. -- otherwise there might have some data corruption.
if self.itemstring == "" then if self.itemstring == "" then
minetest.log("warning", minetest.log("warning", "Item entity with empty itemstring found at "..minetest.pos_to_string(self.object:get_pos()).. "! Deleting it now.")
"Item entity with empty itemstring found at " .. minetest.pos_to_string(self.object:get_pos()) ..
"! Deleting it now.")
self._removed = true self._removed = true
self.object:remove() self.object:remove()
return return
end end
local p = self.object:get_pos() local p = self.object:get_pos()
-- If hopper has taken item, it has gone, and no operations should be conducted on this item -- If hopper has taken item, it has gone, and no operations should be conducted on this item
if hopper_take_item(self, p) then if hopper_take_item(self, p) then
return return
end end
local node = minetest.get_node(p) local node = minetest.get_node_or_nil(p)
local in_unloaded = node.name == "ignore" local in_unloaded = (node == nil)
if in_unloaded then if in_unloaded then
-- Don't infinetly fall into unloaded map -- Don't infinetly fall into unloaded map
@ -809,13 +785,13 @@ minetest.register_entity(":__builtin:item", {
if self.is_clock then if self.is_clock then
self.object:set_properties({ self.object:set_properties({
textures = { "mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame) } textures = {"mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame)}
}) })
end end
local nn = node.name local nn = node.name
local is_in_water = (minetest.get_item_group(nn, "liquid") ~= 0) local is_in_water = (minetest.get_item_group(nn, "liquid") ~= 0)
local nn_above = minetest.get_node(vector.offset(p, 0, 0.1, 0)).name local nn_above = minetest.get_node({x=p.x, y=p.y+0.1, z=p.z}).name
-- make sure it's more or less stationary and is at water level -- make sure it's more or less stationary and is at water level
local sleep_threshold = 0.3 local sleep_threshold = 0.3
local is_floating = false local is_floating = false
@ -828,8 +804,8 @@ minetest.register_entity(":__builtin:item", {
end end
if is_floating and self.physical_state == true then if is_floating and self.physical_state == true then
self.object:set_velocity(vector.zero()) self.object:set_velocity({x = 0, y = 0, z = 0})
self.object:set_acceleration(vector.zero()) self.object:set_acceleration({x = 0, y = 0, z = 0})
disable_physics(self.object, self) disable_physics(self.object, self)
end end
-- If no collector was found for a long enough time, declare the magnet as disabled -- If no collector was found for a long enough time, declare the magnet as disabled
@ -849,7 +825,7 @@ minetest.register_entity(":__builtin:item", {
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed. --Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then
if dg ~= 2 then if dg ~= 2 then
minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 }) minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5})
end end
self._removed = true self._removed = true
self.object:remove() self.object:remove()
@ -889,7 +865,7 @@ minetest.register_entity(":__builtin:item", {
end end
-- Check which one of the 4 sides is free -- Check which one of the 4 sides is free
for o = 1, #order do for o=1, #order do
local nn = minetest.get_node(vector.add(p, order[o])).name local nn = minetest.get_node(vector.add(p, order[o])).name
local def = minetest.registered_nodes[nn] local def = minetest.registered_nodes[nn]
if def and def.walkable == false and nn ~= "ignore" then if def and def.walkable == false and nn ~= "ignore" then
@ -899,7 +875,7 @@ minetest.register_entity(":__builtin:item", {
end end
-- If none of the 4 sides is free, shoot upwards -- If none of the 4 sides is free, shoot upwards
if shootdir == nil then if shootdir == nil then
shootdir = vector.new(0, 1, 0) shootdir = { x=0, y=1, z=0 }
local nn = minetest.get_node(vector.add(p, shootdir)).name local nn = minetest.get_node(vector.add(p, shootdir)).name
if nn == "ignore" then if nn == "ignore" then
-- Do not push into ignore -- Do not push into ignore
@ -909,7 +885,7 @@ minetest.register_entity(":__builtin:item", {
-- Set new item moving speed accordingly -- Set new item moving speed accordingly
local newv = vector.multiply(shootdir, 3) local newv = vector.multiply(shootdir, 3)
self.object:set_acceleration(vector.zero()) self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity(newv) self.object:set_velocity(newv)
disable_physics(self.object, self, false, false) disable_physics(self.object, self, false, false)
@ -931,10 +907,10 @@ minetest.register_entity(":__builtin:item", {
if self._forcetimer > 0 then if self._forcetimer > 0 then
local cbox = self.object:get_properties().collisionbox local cbox = self.object:get_properties().collisionbox
local ok = false local ok = false
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1])/2)) then ok = true
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1])/2)) then ok = true
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3])/2)) then ok = true
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3])/2)) then ok = true end
-- Item was successfully forced out. No more pushing -- Item was successfully forced out. No more pushing
if ok then if ok then
self._forcetimer = -1 self._forcetimer = -1
@ -965,7 +941,7 @@ minetest.register_entity(":__builtin:item", {
-- Set new item moving speed into the direciton of the liquid -- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f) local newv = vector.multiply(vec, f)
-- Swap to acceleration instead of a static speed to better mimic MC mechanics. -- Swap to acceleration instead of a static speed to better mimic MC mechanics.
self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z)) self.object:set_acceleration({x = newv.x, y = -0.22, z = newv.z})
self.physical_state = true self.physical_state = true
self._flowing = true self._flowing = true
@ -978,10 +954,9 @@ minetest.register_entity(":__builtin:item", {
local cur_vec = self.object:get_velocity() local cur_vec = self.object:get_velocity()
-- apply some acceleration in the opposite direction so it doesn't slide forever -- apply some acceleration in the opposite direction so it doesn't slide forever
local vec = { local vec = {
x = 0 - cur_vec.x * 0.9, x = 0 -cur_vec.x*0.9,
y = 3 - cur_vec.y * 0.9, y = 3 -cur_vec.y*0.9,
z = 0 - cur_vec.z * 0.9 z = 0 -cur_vec.z*0.9}
}
self.object:set_acceleration(vec) self.object:set_acceleration(vec)
-- slow down the item in water -- slow down the item in water
local vel = self.object:get_velocity() local vel = self.object:get_velocity()
@ -1005,7 +980,7 @@ minetest.register_entity(":__builtin:item", {
end end
-- If node is not registered or node is walkably solid and resting on nodebox -- If node is not registered or node is walkably solid and resting on nodebox
local nn = minetest.get_node(vector.offset(p, 0, -0.5, 0)).name local nn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name
local def = minetest.registered_nodes[nn] local def = minetest.registered_nodes[nn]
local v = self.object:get_velocity() local v = self.object:get_velocity()
local is_on_floor = def and (def.walkable local is_on_floor = def and (def.walkable

View File

@ -2,6 +2,8 @@ local mob_class = mcl_mobs.mob_class
local mob_class_meta = {__index = mcl_mobs.mob_class} local mob_class_meta = {__index = mcl_mobs.mob_class}
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
-- API for Mobs Redo: MineClone 2 Edition (MRM) -- API for Mobs Redo: MineClone 2 Edition (MRM)
local MAX_MOB_NAME_LENGTH = 30
local DEFAULT_FALL_SPEED = -9.81*1.5
local PATHFINDING = "gowp" local PATHFINDING = "gowp"
@ -15,9 +17,21 @@ local function mcl_log (message)
end end
end end
-- Invisibility mod check -- Invisibility mod check
mcl_mobs.invis = {} mcl_mobs.invis = {}
-- localize math functions
local atann = math.atan
local function atan(x)
if not x or x ~= x then
return 0
else
return atann(x)
end
end
local remove_far = true local remove_far = true
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
@ -283,65 +297,51 @@ function mob_class:mob_activate(staticdata, def, dtime)
end end
end end
-- execute current state (stand, walk, run, attacks)
-- returns true if mob has died
function mob_class:do_states(dtime)
--if self.can_open_doors then check_doors(self) end
if self.state == "stand" then
self:do_states_stand()
elseif self.state == PATHFINDING then
self:check_gowp(dtime)
elseif self.state == "walk" then
self:do_states_walk()
elseif self.state == "runaway" then
-- runaway when punched
self:do_states_runaway()
elseif self.state == "attack" then
-- attack routines (explode, dogfight, shoot, dogshoot)
if self:do_states_attack(dtime) then
return true
end
end
end
local function update_timers (self, dtime)
-- knockback timer. set in on_punch
if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime
return true
end
-- attack timer
self.timer = self.timer + dtime
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.timer < 1 then
return true
end
self.timer = 0
end
-- never go over 100
if self.timer > 100 then
self.timer = 1
end
end
-- main mob function -- main mob function
function mob_class:on_step(dtime) function mob_class:on_step(dtime)
self.lifetimer = self.lifetimer - dtime
local pos = self.object:get_pos() local pos = self.object:get_pos()
if not pos then return end if not pos then return end
if self:check_despawn(pos) then return true end
if self:check_despawn(pos, dtime) then return true end local d = 0.85
if self:check_dying() then d = 0.92 end
if self:check_death_and_slow_mob() then local v = self.object:get_velocity()
--minetest.log("action", "Mob is dying: ".. tostring(self.name)) if v then
-- Do we abandon out of here now? --diffuse object velocity
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
end end
if self:falling(pos) then return end if self:falling(pos) then return end
self:check_suspend() self:check_suspend()
self:check_water_flow()
local yaw = 0
if self:is_at_water_danger() and self.state ~= "attack" then
if math.random(1, 10) <= 6 then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
else
if self.move_in_group ~= false then
self:check_herd(dtime)
end
end
if self:is_at_cliff_or_danger() then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
end
if not self.fire_resistant then if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self) mcl_burning.tick(self.object, dtime, self)
@ -349,24 +349,25 @@ function mob_class:on_step(dtime)
if not self.object:get_pos() then return end if not self.object:get_pos() then return end
end end
if self.state == "die" then return end
self:check_water_flow()
self:env_danger_movement_checks (dtime)
if mobs_debug then self:update_tag() end if mobs_debug then self:update_tag() end
self:follow_flop() -- Mob following code. if self.state == "die" then return end
self:set_animation_speed() -- set animation speed relitive to velocity
self:check_smooth_rotation(dtime)
self:check_head_swivel(dtime)
if self.jump_sound_cooloff > 0 then if self.jump_sound_cooloff > 0 then
self.jump_sound_cooloff = self.jump_sound_cooloff - dtime self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
end end
self:do_jump() if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
--Mob following code.
self:follow_flop()
--set animation speed relitive to velocity
self:set_animation_speed()
self:check_smooth_rotation(dtime)
self:check_head_swivel(dtime)
self:do_jump()
self:set_armor_texture() self:set_armor_texture()
self:check_runaway_from() self:check_runaway_from()
@ -377,26 +378,63 @@ function mob_class:on_step(dtime)
-- run custom function (defined in mob lua file) -- run custom function (defined in mob lua file)
if self.do_custom then if self.do_custom then
-- when false skip going any further
if self.do_custom(self, dtime) == false then if self.do_custom(self, dtime) == false then
return return
end end
end end
if update_timers(self, dtime) then return end -- knockback timer
if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime
return
end
-- attack timer
self.timer = self.timer + dtime
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.timer < 1 then
return
end
self.timer = 0
end
self:check_particlespawners(dtime) self:check_particlespawners(dtime)
self:check_item_pickup() self:check_item_pickup()
if self.opinion_sound_cooloff > 0 then -- never go over 100
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime if self.timer > 100 then
self.timer = 1
end end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
-- mob plays random sound at times
if math.random(1, 70) == 1 then if math.random(1, 70) == 1 then
self:mob_sound("random", true) self:mob_sound("random", true)
end end
if self:env_damage (dtime, pos) then return end -- environmental damage timer (every 1 second)
if self:do_states(dtime) then return end self.env_damage_timer = self.env_damage_timer + dtime
if (self.state == "attack" and self.env_damage_timer > 1)
or self.state ~= "attack" then
self:check_entity_cramming()
self.env_damage_timer = 0
-- check for environmental damage (water, fire, lava etc.)
if self:do_env_damage() then
return
end
-- node replace check (cow eats grass etc.)
self:replace(pos)
end
if self:do_states(dtime) then
return
end
if not self.object:get_luaentity() then if not self.object:get_luaentity() then
return false return false

View File

@ -1,8 +1,9 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class local mob_class = mcl_mobs.mob_class
local HORNY_TIME = 30*20 local MAX_MOB_NAME_LENGTH = 30
local HORNY_AGAIN_TIME = 30*20 -- was 300 or 15*20 local HORNY_TIME = 30
local HORNY_AGAIN_TIME = 300
local CHILD_GROW_TIME = 60*20 local CHILD_GROW_TIME = 60*20
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false) local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
@ -178,7 +179,7 @@ function mob_class:check_breeding()
-- jump when fully grown so as not to fall into ground -- jump when fully grown so as not to fall into ground
self.object:set_velocity({ self.object:set_velocity({
x = 0, x = 0,
y = self.jump_height, y = self.jump_height*3,
z = 0 z = 0
}) })
end end
@ -190,10 +191,13 @@ function mob_class:check_breeding()
end end
return return
else end
-- horny animal can mate for HORNY_TIME seconds, -- horny animal can mate for HORNY_TIME seconds,
-- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds -- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds
if self.horny == true then if self.horny == true
and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then
self.hornytimer = self.hornytimer + 1 self.hornytimer = self.hornytimer + 1
if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then
@ -201,7 +205,6 @@ function mob_class:check_breeding()
self.horny = false self.horny = false
end end
end end
end
-- find another same animal who is also horny and mate if nearby -- find another same animal who is also horny and mate if nearby
if self.horny == true if self.horny == true

View File

@ -8,18 +8,6 @@ local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
local stuck_path_timeout = 10 -- how long will mob follow path before giving up local stuck_path_timeout = 10 -- how long will mob follow path before giving up
local enable_pathfinding = true
local atann = math.atan
local function atan(x)
if not x or x ~= x then
return 0
else
return atann(x)
end
end
-- check if daytime and also if mob is docile during daylight hours -- check if daytime and also if mob is docile during daylight hours
function mob_class:day_docile() function mob_class:day_docile()
if self.docile_by_day == false then if self.docile_by_day == false then
@ -746,7 +734,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
local name = hitter:get_player_name() or "" local name = hitter:get_player_name() or ""
-- attack puncher -- attack puncher and call other mobs for help
if self.passive == false if self.passive == false
and self.state ~= "flop" and self.state ~= "flop"
and (self.child == false or self.type == "monster") and (self.child == false or self.type == "monster")
@ -758,7 +746,6 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
self:do_attack(hitter) self:do_attack(hitter)
self._aggro= true self._aggro= true
end end
end
-- alert others to the attack -- alert others to the attack
local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range) local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)
@ -777,7 +764,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
obj:do_attack(hitter) obj:do_attack(hitter)
elseif type(obj.group_attack) == "table" then elseif type(obj.group_attack) == "table" then
for i=1, #obj.group_attack do for i=1, #obj.group_attack do
if obj.group_attack[i] == self.name then if obj.name == obj.group_attack[i] then
obj._aggro = true obj._aggro = true
obj:do_attack(hitter) obj:do_attack(hitter)
break break
@ -792,6 +779,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
end end
end end
end end
end
end end
function mob_class:check_aggro(dtime) function mob_class:check_aggro(dtime)
@ -806,397 +794,3 @@ function mob_class:check_aggro(dtime)
end end
self._check_aggro_timer = self._check_aggro_timer + dtime self._check_aggro_timer = self._check_aggro_timer + dtime
end end
function mob_class:do_states_attack (dtime)
local yaw = self.object:get_yaw() or 0
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 self:object_in_range(self.attack)
or self.attack:get_hp() <= 0
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
self.state = "stand"
self:set_velocity( 0)
self:set_animation( "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) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( 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 self:line_of_sight( s, p, 2) then
self.v_start = true
self.timer = 0
self.blinktimer = 0
self:mob_sound("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 self:line_of_sight( s, p, 2)) then
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
self:remove_texture_mod("^[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
self:set_velocity( 0)
else
self:set_velocity( self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation( "run")
else
self:set_animation( "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
self:remove_texture_mod("^[brighten")
else
self:add_texture_mod("^[brighten")
end
self.blinkstatus = not self.blinkstatus
end
if self.timer > self.explosion_timer then
local pos = self.object:get_pos()
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)
self:entity_physics(pos,entity_damage_radius)
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
end
mcl_burning.extinguish(self.object)
self.object:remove()
return true
end
end
elseif self.attack_type == "dogfight"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
if self.fly
and dist > self.reach then
local p1 = s
local me_y = math.floor(p1.y)
local p2 = p
local p_y = math.floor(p2.y + 1)
local v = self.object:get_velocity()
if self:flight_check( 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 math.abs(p1.x-s.x) + math.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) + math.pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + math.pi end
yaw = self:set_yaw( 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
self:smart_mobs(s, p, dist, dtime)
end
if self:is_at_cliff_or_danger() then
self:set_velocity( 0)
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
if self.path.stuck then
self:set_velocity( self.walk_velocity)
else
self:set_velocity( self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation( "run")
else
self:set_animation( "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
self:set_velocity( 0)
if not self.custom_attack then
if self.timer > 1 then
self.timer = 0
if self.double_melee_attack
and math.random(1, 2) == 1 then
self:set_animation( "punch2")
else
self:set_animation( "punch")
end
local p2 = p
local s2 = s
p2.y = p2.y + .5
s2.y = s2.y + .5
if self:line_of_sight( p2, s2) == true then
-- play attack sound
self:mob_sound("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
elseif self.attack_type == "shoot"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
p.y = p.y - .5
s.y = s.y + .5
local dist = vector.distance(p, s)
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
local stay_away_from_player = vector.new(0,0,0)
--strafe back and fourth
--stay away from player so as to shoot them
if dist < self.avoid_distance and self.shooter_avoid_enemy then
self:set_animation( "shoot")
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
end
if self.strafes then
if not self.strafe_direction then
self.strafe_direction = 1.57
end
if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1
end
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
else
self:set_velocity( 0)
end
local p = self.object:get_pos()
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
if self.shoot_interval
and self.timer > self.shoot_interval
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
and math.random(1, 100) <= 60 then
self.timer = 0
self:set_animation( "shoot")
-- play shoot attack sound
self:mob_sound("shoot_attack")
-- Shoot arrow
if minetest.registered_entities[self.arrow] then
local arrow, ent
local v = 1
if not self.shoot_arrow then
self.firing = true
minetest.after(1, function()
self.firing = false
end)
arrow = minetest.add_entity(p, self.arrow)
ent = arrow:get_luaentity()
if ent.velocity then
v = ent.velocity
end
ent.switch = 1
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
-- important for mcl_shields
ent._shooter = self.object
ent._saved_shooter_pos = self.object:get_pos()
end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
-- offset makes shoot aim accurate
vec.y = vec.y + self.shoot_offset
vec.x = vec.x * (v / amount)
vec.y = vec.y * (v / amount)
vec.z = vec.z * (v / amount)
if self.shoot_arrow then
vec = vector.normalize(vec)
self:shoot_arrow(p, vec)
else
arrow:set_velocity(vec)
end
end
end
else
end
end

View File

@ -116,7 +116,6 @@ function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
-- randomize the pitch a bit -- randomize the pitch a bit
pitch = pitch + math.random(-10, 10) * 0.005 pitch = pitch + math.random(-10, 10) * 0.005
end end
-- Should be 0.1 to 0.2 for mobs. Cow and zombie farms loud. At least have cool down.
minetest.sound_play(sound, { minetest.sound_play(sound, {
object = self.object, object = self.object,
gain = 1.0, gain = 1.0,
@ -280,55 +279,30 @@ local function dir_to_pitch(dir)
return -math.atan2(-dir.y, xz) return -math.atan2(-dir.y, xz)
end end
local function who_are_you_looking_at (self) function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
local final_rotation = vector.new(0,0,0)
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
local pos = self.object:get_pos() local pos = self.object:get_pos()
local stop_look_at_player_chance = math.random(833/self.curiosity) for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do
-- was 10000 - div by 12 for avg entities as outside loop if obj:is_player() and not self.attack or obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity() then
if not self._locked_object then
local stop_look_at_player = stop_look_at_player_chance == 1 if math.random(5000/self.curiosity) == 1 or vector.distance(pos,obj:get_pos())<4 and obj:is_player() then
self._locked_object = obj
end
else
if math.random(10000/self.curiosity) == 1 then
self._locked_object = nil
end
end
end
end
if self.attack or self.following then if self.attack or self.following then
self._locked_object = self.attack or self.following self._locked_object = self.attack or self.following
elseif self._locked_object then
if stop_look_at_player then
--minetest.log("Stop look: ".. self.name)
self._locked_object = nil
end end
elseif not self._locked_object then
if math.random(1, 30) then
--minetest.log("Change look check: ".. self.name)
local look_at_player_chance = math.random(20/self.curiosity)
-- was 5000 but called in loop based on entities. so div by 12 as estimate avg of entities found,
-- then div by 20 as less freq lookup
local look_at_player = look_at_player_chance == 1
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 8)) do
if obj:is_player() and vector.distance(pos,obj:get_pos()) < 4 then
--minetest.log("Change look to player: ".. self.name)
self._locked_object = obj
break
elseif obj:is_player() or (obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity()) then
if look_at_player then
--minetest.log("Change look to mob: ".. self.name)
self._locked_object = obj
break
end
end
end
end
end
end
function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
who_are_you_looking_at (self)
local final_rotation = vector.new(0,0,0)
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
local _locked_object_eye_height = 1.5 local _locked_object_eye_height = 1.5
@ -343,7 +317,6 @@ function mob_class:check_head_swivel(dtime)
if self.object:get_attach() then if self.object:get_attach() then
self_rot = self.object:get_attach():get_rotation() self_rot = self.object:get_attach():get_rotation()
end end
if self.rot then if self.rot then
local player_pos = self._locked_object:get_pos() local player_pos = self._locked_object:get_pos()
local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0))) local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
@ -372,7 +345,7 @@ function mob_class:check_head_swivel(dtime)
elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then
final_rotation = vector.multiply(oldr, 0.9) final_rotation = vector.multiply(oldr, 0.9)
else else
--final_rotation = vector.new(0,0,0) final_rotation = vector.new(0,0,0)
end end
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation) mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)

View File

@ -4,6 +4,7 @@ local DEFAULT_FALL_SPEED = -9.81*1.5
local FLOP_HEIGHT = 6 local FLOP_HEIGHT = 6
local FLOP_HOR_SPEED = 1.5 local FLOP_HOR_SPEED = 1.5
local PATHFINDING = "gowp" local PATHFINDING = "gowp"
local enable_pathfinding = true
local node_ice = "mcl_core:ice" local node_ice = "mcl_core:ice"
local node_snowblock = "mcl_core:snowblock" local node_snowblock = "mcl_core:snowblock"
@ -268,32 +269,6 @@ function mob_class:is_at_water_danger()
return false return false
end end
function mob_class:env_danger_movement_checks(dtime)
local yaw = 0
if self:is_at_water_danger() and self.state ~= "attack" then
if math.random(1, 10) <= 6 then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
else
-- This code should probably be moved to movement code
if self.move_in_group ~= false then
self:check_herd(dtime)
end
end
if self:is_at_cliff_or_danger() then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
end
end
-- jump if facing a solid node (not fences or gates) -- jump if facing a solid node (not fences or gates)
function mob_class:do_jump() function mob_class:do_jump()
if not self.jump if not self.jump
@ -794,9 +769,70 @@ function mob_class:teleport(target)
end end
end end
function mob_class:do_states_walk() -- execute current state (stand, walk, run, attacks)
-- returns true if mob has died
function mob_class:do_states(dtime)
--if self.can_open_doors then check_doors(self) end
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
if self.state == "stand" then
if math.random(1, 4) == 1 then
local s = self.object:get_pos()
local objs = minetest.get_objects_inside_radius(s, 3)
local lp
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 lp and self.look_at_players then
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if lp.x > s.x then yaw = yaw +math.pi end
else
yaw = yaw + math.random(-0.5, 0.5)
end
yaw = self:set_yaw( yaw, 8)
end
if self.order == "sit" then
self:set_animation( "sit")
self:set_velocity(0)
else
self:set_animation( "stand")
self:set_velocity(0)
end
-- npc's ordered to stand stay standing
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
else
if self.walk_chance ~= 0
and self.facing_fence ~= true
and math.random(1, 100) <= self.walk_chance
and self:is_at_cliff_or_danger() == false then
self:set_velocity(self.walk_velocity)
self.state = "walk"
self:set_animation( "walk")
end
end
elseif self.state == PATHFINDING then
self:check_gowp(dtime)
elseif self.state == "walk" then
local s = self.object:get_pos() local s = self.object:get_pos()
local lp = nil local lp = nil
@ -804,13 +840,21 @@ function mob_class:do_states_walk()
if (self.water_damage > 0 if (self.water_damage > 0
and self.lava_damage > 0) and self.lava_damage > 0)
or self.breath_max ~= -1 then or self.breath_max ~= -1 then
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"}) lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
elseif self.water_damage > 0 then elseif self.water_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:water"}) lp = minetest.find_node_near(s, 1, {"group:water"})
elseif self.lava_damage > 0 then elseif self.lava_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:lava"}) lp = minetest.find_node_near(s, 1, {"group:lava"})
elseif self.fire_damage > 0 then elseif self.fire_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:fire"}) lp = minetest.find_node_near(s, 1, {"group:fire"})
end end
local is_in_danger = false local is_in_danger = false
@ -895,66 +939,9 @@ function mob_class:do_states_walk()
self:set_animation( "walk") self:set_animation( "walk")
end end
end end
end
function mob_class:do_states_stand() -- runaway when punched
local yaw = self.object:get_yaw() or 0 elseif self.state == "runaway" then
if math.random(1, 4) == 1 then
local s = self.object:get_pos()
local objs = minetest.get_objects_inside_radius(s, 3)
local lp
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 lp and self.look_at_players then
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if lp.x > s.x then yaw = yaw +math.pi end
else
yaw = yaw + math.random(-0.5, 0.5)
end
yaw = self:set_yaw( yaw, 8)
end
if self.order == "sit" then
self:set_animation( "sit")
self:set_velocity(0)
else
self:set_animation( "stand")
self:set_velocity(0)
end
-- npc's ordered to stand stay standing
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
else
if self.walk_chance ~= 0
and self.facing_fence ~= true
and math.random(1, 100) <= self.walk_chance
and self:is_at_cliff_or_danger() == false then
self:set_velocity(self.walk_velocity)
self.state = "walk"
self:set_animation( "walk")
end
end
end
function mob_class:do_states_runaway()
local yaw = self.object:get_yaw() or 0
self.runaway_timer = self.runaway_timer + 1 self.runaway_timer = self.runaway_timer + 1
@ -971,13 +958,402 @@ function mob_class:do_states_runaway()
self:set_velocity( self.run_velocity) self:set_velocity( self.run_velocity)
self:set_animation( "run") self:set_animation( "run")
end 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 self:object_in_range(self.attack)
or self.attack:get_hp() <= 0
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
self.state = "stand"
self:set_velocity( 0)
self:set_animation( "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) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( 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 self:line_of_sight( s, p, 2) then
self.v_start = true
self.timer = 0
self.blinktimer = 0
self:mob_sound("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 self:line_of_sight( s, p, 2)) then
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
self:remove_texture_mod("^[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
self:set_velocity( 0)
else
self:set_velocity( self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation( "run")
else
self:set_animation( "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
self:remove_texture_mod("^[brighten")
else
self:add_texture_mod("^[brighten")
end
self.blinkstatus = not self.blinkstatus
end
if self.timer > self.explosion_timer then
local pos = self.object:get_pos()
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)
self:entity_physics(pos,entity_damage_radius)
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
end
mcl_burning.extinguish(self.object)
self.object:remove()
return true
end
end
elseif self.attack_type == "dogfight"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
if self.fly
and dist > self.reach then
local p1 = s
local me_y = math.floor(p1.y)
local p2 = p
local p_y = math.floor(p2.y + 1)
local v = self.object:get_velocity()
if self:flight_check( 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 math.abs(p1.x-s.x) + math.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) + math.pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + math.pi end
yaw = self:set_yaw( 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
self:smart_mobs(s, p, dist, dtime)
end
if self:is_at_cliff_or_danger() then
self:set_velocity( 0)
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
if self.path.stuck then
self:set_velocity( self.walk_velocity)
else
self:set_velocity( self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation( "run")
else
self:set_animation( "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
self:set_velocity( 0)
if not self.custom_attack then
if self.timer > 1 then
self.timer = 0
if self.double_melee_attack
and math.random(1, 2) == 1 then
self:set_animation( "punch2")
else
self:set_animation( "punch")
end
local p2 = p
local s2 = s
p2.y = p2.y + .5
s2.y = s2.y + .5
if self:line_of_sight( p2, s2) == true then
-- play attack sound
self:mob_sound("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
elseif self.attack_type == "shoot"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
p.y = p.y - .5
s.y = s.y + .5
local dist = vector.distance(p, s)
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
local stay_away_from_player = vector.new(0,0,0)
--strafe back and fourth
--stay away from player so as to shoot them
if dist < self.avoid_distance and self.shooter_avoid_enemy then
self:set_animation( "shoot")
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
end
if self.strafes then
if not self.strafe_direction then
self.strafe_direction = 1.57
end
if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1
end
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
else
self:set_velocity( 0)
end
local p = self.object:get_pos()
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
if self.shoot_interval
and self.timer > self.shoot_interval
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
and math.random(1, 100) <= 60 then
self.timer = 0
self:set_animation( "shoot")
-- play shoot attack sound
self:mob_sound("shoot_attack")
-- Shoot arrow
if minetest.registered_entities[self.arrow] then
local arrow, ent
local v = 1
if not self.shoot_arrow then
self.firing = true
minetest.after(1, function()
self.firing = false
end)
arrow = minetest.add_entity(p, self.arrow)
ent = arrow:get_luaentity()
if ent.velocity then
v = ent.velocity
end
ent.switch = 1
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
-- important for mcl_shields
ent._shooter = self.object
ent._saved_shooter_pos = self.object:get_pos()
end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
-- offset makes shoot aim accurate
vec.y = vec.y + self.shoot_offset
vec.x = vec.x * (v / amount)
vec.y = vec.y * (v / amount)
vec.z = vec.z * (v / amount)
if self.shoot_arrow then
vec = vector.normalize(vec)
self:shoot_arrow(p, vec)
else
arrow:set_velocity(vec)
end
end
end
else
end
end
end end
function mob_class:check_smooth_rotation(dtime) function mob_class:check_smooth_rotation(dtime)
-- smooth rotation by ThomasMonroe314 -- smooth rotation by ThomasMonroe314
if self._turn_to then if self._turn_to then

View File

@ -1,24 +1,11 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class local mob_class = mcl_mobs.mob_class
local PATHFINDING_FAIL_THRESHOLD = 100 -- no. of ticks to fail before giving up. 20p/s. 5s helps them get through door local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
local PATHFINDING_FAIL_WAIT = 30 -- how long to wait before trying to path again
local PATHFINDING = "gowp" local PATHFINDING = "gowp"
local enable_pathfinding = true
local one_down = vector.new(0,-1,0) local LOG_MODULE = "[Mobs]"
local one_up = vector.new(0,1,0)
local plane_adjacents = {
vector.new(1,0,0),
vector.new(-1,0,0),
vector.new(0,0,1),
vector.new(0,0,-1),
}
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_pathfinding",false)
local LOG_MODULE = "[Mobs Pathfinding]"
local function mcl_log (message) local function mcl_log (message)
if LOGGING_ON and message then if LOGGING_ON and message then
minetest.log(LOG_MODULE .. " " .. message) minetest.log(LOG_MODULE .. " " .. message)
@ -34,7 +21,7 @@ function output_table (wp)
end end
function append_paths (wp1, wp2) function append_paths (wp1, wp2)
--mcl_log("Start append") mcl_log("Start append")
if not wp1 or not wp2 then if not wp1 or not wp2 then
mcl_log("Cannot append wp's") mcl_log("Cannot append wp's")
return return
@ -44,7 +31,7 @@ function append_paths (wp1, wp2)
for _,a in pairs (wp2) do for _,a in pairs (wp2) do
table.insert(wp1, a) table.insert(wp1, a)
end end
--mcl_log("End append") mcl_log("End append")
end end
local function output_enriched (wp_out) local function output_enriched (wp_out)
@ -56,12 +43,11 @@ local function output_enriched (wp_out)
local action = outy["action"] local action = outy["action"]
if action then if action then
--mcl_log("Pos ".. i ..":" .. minetest.pos_to_string(outy["pos"]))
mcl_log("type: " .. action["type"]) mcl_log("type: " .. action["type"])
mcl_log("action: " .. action["action"]) mcl_log("action: " .. action["action"])
mcl_log("target: " .. minetest.pos_to_string(action["target"])) mcl_log("target: " .. minetest.pos_to_string(action["target"]))
end end
--mcl_log("failed attempts: " .. outy["failed_attempts"]) mcl_log("failed attempts: " .. outy["failed_attempts"])
end end
end end
@ -70,26 +56,34 @@ end
-- an action, such as to open or close a door where we know that pos requires that action -- an action, such as to open or close a door where we know that pos requires that action
local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_door_pos) local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_door_pos)
local wp_out = {} local wp_out = {}
-- TODO Just pass in door position and the index before is open, the index after is close
local current_door_index = -1
for i, cur_pos in pairs(wp_in) do for i, cur_pos in pairs(wp_in) do
local action = nil local action = nil
local one_down = vector.new(0,-1,0)
local cur_pos_to_add = vector.add(cur_pos, one_down) local cur_pos_to_add = vector.add(cur_pos, one_down)
if door_open_pos and vector.equals (cur_pos, door_open_pos) then if door_open_pos and vector.equals (cur_pos, door_open_pos) then
mcl_log ("Door open match") mcl_log ("Door open match")
action = {type = "door", action = "open", target = cur_door_pos} --action = {type = "door", action = "open"}
action = {}
action["type"] = "door"
action["action"] = "open"
action["target"] = cur_door_pos
cur_pos_to_add = vector.add(cur_pos, one_down) cur_pos_to_add = vector.add(cur_pos, one_down)
elseif door_close_pos and vector.equals(cur_pos, door_close_pos) then elseif door_close_pos and vector.equals(cur_pos, door_close_pos) then
mcl_log ("Door close match") mcl_log ("Door close match")
action = {type = "door", action = "close", target = cur_door_pos} --action = {type = "door", action = "closed"}
action = {}
action["type"] = "door"
action["action"] = "close"
action["target"] = cur_door_pos
cur_pos_to_add = vector.add(cur_pos, one_down) cur_pos_to_add = vector.add(cur_pos, one_down)
elseif cur_door_pos and vector.equals(cur_pos, cur_door_pos) then elseif cur_door_pos and vector.equals(cur_pos, cur_door_pos) then
mcl_log("Current door pos") mcl_log("Current door pos")
action = {type = "door", action = "open", target = cur_door_pos}
cur_pos_to_add = vector.add(cur_pos, one_down) cur_pos_to_add = vector.add(cur_pos, one_down)
action = {}
action["type"] = "door"
action["action"] = "open"
action["target"] = cur_door_pos
else else
cur_pos_to_add = cur_pos cur_pos_to_add = cur_pos
--mcl_log ("Pos doesn't match") --mcl_log ("Pos doesn't match")
@ -107,156 +101,106 @@ local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_
return wp_out return wp_out
end end
function mob_class:ready_to_path() local plane_adjacents = {
mcl_log("Check ready to path") vector.new(1,0,0),
if self._pf_last_failed and (os.time() - self._pf_last_failed) < PATHFINDING_FAIL_WAIT then vector.new(-1,0,0),
mcl_log("Not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed)) vector.new(0,0,1),
return false vector.new(0,0,-1),
else }
mcl_log("We are ready to pathfind, no previous fail or we are past threshold")
return true
end
end
-- This function is used to see if we can path. We could use to check a route, rather than making people move. -- This function is used to see if we can path. We could use to check a route, rather than making people move.
local function calculate_path_through_door (p, cur_door_pos, t) local function calculate_path_through_door (p, t, target)
if t then -- target is the same as t, just 1 square difference. Maybe we don't need target
mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t)) mcl_log("Plot route from mob: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t))
else
mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p))
end
local enriched_path = nil local enriched_path = nil
local wp, prospective_wp
local cur_door_pos = nil
local pos_closest_to_door = nil local pos_closest_to_door = nil
local other_side_of_door = nil local other_side_of_door = nil
--Path to door first
local wp = minetest.find_path(p,t,150,1,4)
if not wp then
mcl_log("No direct path. Path through door")
-- This could improve. There could be multiple doors. Check you can path from door to target first.
local cur_door_pos = minetest.find_node_near(target,16,{"group:door"})
if cur_door_pos then if cur_door_pos then
mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos)) mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos))
for _,v in pairs(plane_adjacents) do for _,v in pairs(plane_adjacents) do
pos_closest_to_door = vector.add(cur_door_pos,v) pos_closest_to_door = vector.add(cur_door_pos,v)
other_side_of_door = vector.add(cur_door_pos,-v)
local n = minetest.get_node(pos_closest_to_door) local n = minetest.get_node(pos_closest_to_door)
if n.name == "air" then if n.name == "air" then
mcl_log("We have air space next to door at: " .. minetest.pos_to_string(pos_closest_to_door)) wp = minetest.find_path(p,pos_closest_to_door,150,1,4)
if wp then
prospective_wp = minetest.find_path(p,pos_closest_to_door,150,1,4)
if prospective_wp then
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door)) mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
other_side_of_door = vector.add(cur_door_pos,-v)
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door)) mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
table.insert(prospective_wp, cur_door_pos)
if t then
mcl_log("We have t, lets go from door to target")
local wp_otherside_door_to_target = minetest.find_path(other_side_of_door,t,150,1,4) local wp_otherside_door_to_target = minetest.find_path(other_side_of_door,t,150,1,4)
if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then
append_paths (prospective_wp, wp_otherside_door_to_target) table.insert(wp, cur_door_pos)
append_paths (wp, wp_otherside_door_to_target)
wp = prospective_wp enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
mcl_log("We have a path from outside door to target") mcl_log("We have a path from outside door to target")
else else
mcl_log("We cannot path from outside door to target") mcl_log("We cannot path from outside door to target")
end end
break
else else
mcl_log("No t, just add other side of door") mcl_log("This block next to door doesn't work.")
table.insert(prospective_wp, other_side_of_door) end
wp = prospective_wp else
mcl_log("Block is not air, it is: ".. n.name)
end end
if wp then
enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
break
end
else
mcl_log("Cannot path to this air block next to door.")
end
end
end end
else else
mcl_log("No door found") mcl_log("No door found")
end end
else
mcl_log("We have a direct route")
end
if wp and not enriched_path then if wp and not enriched_path then
mcl_log("Wp but not enriched")
enriched_path = generate_enriched_path(wp) enriched_path = generate_enriched_path(wp)
end end
return enriched_path return enriched_path
end end
local gopath_last = os.time()
function mob_class:gopath(target,callback_arrived) function mob_class:gopath(target,callback_arrived)
if self.state == PATHFINDING then mcl_log("Already pathfinding, don't set another until done.") return end if self.state == PATHFINDING then mcl_log("Already pathfinding, don't set another until done.") return end
if not self:ready_to_path() then return end
if self._pf_last_failed and (os.time() - self._pf_last_failed) < 30 then
mcl_log("We are not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
return
else
mcl_log("We are ready to pathfind, no previous fail or we are past threshold")
end
--if os.time() - gopath_last < 5 then
-- mcl_log("Not ready to path yet")
-- return
--end
--gopath_last = os.time()
self.order = nil self.order = nil
local p = self.object:get_pos() local p = self.object:get_pos()
local t = vector.offset(target,0,1,0) local t = vector.offset(target,0,1,0)
--Check direct route local wp = calculate_path_through_door(p, t, target)
local wp = minetest.find_path(p,t,150,1,4)
if not wp then
mcl_log("### No direct path. Path through door closest to target.")
local door_near_target = minetest.find_node_near(target, 16, {"group:door"})
wp = calculate_path_through_door(p, door_near_target, t)
if not wp then
mcl_log("### No path though door closest to target. Try door closest to origin.")
local door_closest = minetest.find_node_near(p, 16, {"group:door"})
wp = calculate_path_through_door(p, door_closest, t)
-- Path through 2 doors
if not wp then
mcl_log("### Still not wp. Need to path through 2 doors.")
local path_through_closest_door = calculate_path_through_door(p, door_closest)
if path_through_closest_door and #path_through_closest_door > 0 then
mcl_log("We have path through first door")
mcl_log("Number of pos in path through door: " .. tostring(#path_through_closest_door))
local pos_after_door_entry = path_through_closest_door[#path_through_closest_door]
if pos_after_door_entry then
local pos_after_door = vector.add(pos_after_door_entry["pos"], one_up)
mcl_log("pos_after_door: " .. minetest.pos_to_string(pos_after_door))
local path_after_door = calculate_path_through_door(pos_after_door, door_near_target, t)
if path_after_door and #path_after_door > 1 then
mcl_log("We have path after first door")
table.remove(path_after_door, 1) -- Remove duplicate
wp = path_through_closest_door
append_paths (wp, path_after_door)
else
mcl_log("Path after door is not good")
end
else
mcl_log("No pos after door")
end
else
mcl_log("Path through closest door empty or null")
end
else
mcl_log("ok, we have a path through 1 door")
end
end
else
wp = generate_enriched_path(wp)
mcl_log("We have a direct route")
end
if not wp then if not wp then
mcl_log("Could not calculate path") mcl_log("Could not calculate path")
self._pf_last_failed = os.time() self._pf_last_failed = os.time()
-- If cannot path, don't immediately try again -- Cover for a flaw in pathfind where it chooses the wrong door and gets stuck. Take a break, allow others.
end end
--output_table(wp)
if wp and #wp > 0 then if wp and #wp > 0 then
--output_table(wp)
self._target = t self._target = t
self.callback_arrived = callback_arrived self.callback_arrived = callback_arrived
local current_location = table.remove(wp,1) local current_location = table.remove(wp,1)
@ -325,7 +269,17 @@ function mob_class:do_pathfind_action(action)
end end
end end
local gowp_etime = 0
function mob_class:check_gowp(dtime) function mob_class:check_gowp(dtime)
gowp_etime = gowp_etime + dtime
-- 0.1 is optimal.
--less frequently = villager will get sent back after passing a point.
--more frequently = villager will fail points they shouldn't they just didn't get there yet
--if gowp_etime < 0.05 then return end
--gowp_etime = 0
local p = self.object:get_pos() local p = self.object:get_pos()
-- no destination -- no destination
@ -338,7 +292,7 @@ function mob_class:check_gowp(dtime)
-- arrived at location, finish gowp -- arrived at location, finish gowp
local distance_to_targ = vector.distance(p,self._target) local distance_to_targ = vector.distance(p,self._target)
--mcl_log("Distance to targ: ".. tostring(distance_to_targ)) --mcl_log("Distance to targ: ".. tostring(distance_to_targ))
if distance_to_targ < 1.8 then if distance_to_targ < 2 then
mcl_log("Arrived at _target") mcl_log("Arrived at _target")
self.waypoints = nil self.waypoints = nil
self._target = nil self._target = nil
@ -349,8 +303,6 @@ function mob_class:check_gowp(dtime)
self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_acceleration({x = 0, y = 0, z = 0})
if self.callback_arrived then return self.callback_arrived(self) end if self.callback_arrived then return self.callback_arrived(self) end
return true return true
elseif not self.current_target then
mcl_log("Not close enough to targ: ".. tostring(distance_to_targ))
end end
-- More pathing to be done -- More pathing to be done
@ -363,7 +315,7 @@ function mob_class:check_gowp(dtime)
-- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning -- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning
-- 0.9 and 1.0 is also good. Stick with unless door open or closing issues -- 0.9 and 1.0 is also good. Stick with unless door open or closing issues
if self.waypoints and #self.waypoints > 0 and ( not self.current_target or not self.current_target["pos"] or distance_to_current_target < 0.9 ) then if self.waypoints and #self.waypoints > 0 and ( not self.current_target or not self.current_target["pos"] or distance_to_current_target < 0.9 ) then
-- We have waypoints, and are at current_target or have no current target. We need a new current_target. -- We have waypoints, and no current target, or we're at it. We need a new current_target.
self:do_pathfind_action (self.current_target["action"]) self:do_pathfind_action (self.current_target["action"])
local failed_attempts = self.current_target["failed_attempts"] local failed_attempts = self.current_target["failed_attempts"]
@ -373,11 +325,10 @@ function mob_class:check_gowp(dtime)
self:go_to_pos(self.current_target["pos"]) self:go_to_pos(self.current_target["pos"])
return return
elseif self.current_target and self.current_target["pos"] then elseif self.current_target and self.current_target["pos"] then
-- No waypoints left, but have current target and not close enough. Potentially last waypoint to go to. -- No waypoints left, but have current target. Potentially last waypoint to go to.
self.current_target["failed_attempts"] = self.current_target["failed_attempts"] + 1 self.current_target["failed_attempts"] = self.current_target["failed_attempts"] + 1
local failed_attempts = self.current_target["failed_attempts"] local failed_attempts = self.current_target["failed_attempts"]
if failed_attempts >= PATHFINDING_FAIL_THRESHOLD then if failed_attempts >= 50 then
mcl_log("Failed to reach position (" .. minetest.pos_to_string(self.current_target["pos"]) .. ") too many times. Abandon route. Times tried: " .. failed_attempts) mcl_log("Failed to reach position (" .. minetest.pos_to_string(self.current_target["pos"]) .. ") too many times. Abandon route. Times tried: " .. failed_attempts)
self.state = "stand" self.state = "stand"
self.current_target = nil self.current_target = nil
@ -397,22 +348,9 @@ function mob_class:check_gowp(dtime)
-- Is a little sensitive and could take 1 - 7 times. A 10 fail count might be a good exit condition. -- Is a little sensitive and could take 1 - 7 times. A 10 fail count might be a good exit condition.
mcl_log("We don't have waypoints or a current target. Let's try to path to target") mcl_log("We don't have waypoints or a current target. Let's try to path to target")
if self.waypoints then
mcl_log("WP: " .. tostring(self.waypoints))
mcl_log("WP num: " .. tostring(#self.waypoints))
else
mcl_log("No wp set")
end
if self.current_target then
mcl_log("Current target: " .. tostring(self.current_target))
else
mcl_log("No current target")
end
local final_wp = minetest.find_path(p,self._target,150,1,4) local final_wp = minetest.find_path(p,self._target,150,1,4)
if final_wp then if final_wp then
mcl_log("We can get to target here.") mcl_log("We might be able to get to target here.")
-- self.waypoints = final_wp -- self.waypoints = final_wp
self:go_to_pos(self._target) self:go_to_pos(self._target)
else else
@ -436,9 +374,9 @@ function mob_class:check_gowp(dtime)
self:go_to_pos(self._current_target) self:go_to_pos(self._current_target)
else else
mcl_log("close to current target: ".. minetest.pos_to_string(self.current_target["pos"])) mcl_log("close to current target: ".. minetest.pos_to_string(self.current_target["pos"]))
mcl_log("target is: ".. minetest.pos_to_string(self._target))
self.current_target = nil self.current_target = nil
end end
return return
end end
end end

View File

@ -5,7 +5,8 @@ local ENTITY_CRAMMING_MAX = 24
local CRAMMING_DAMAGE = 3 local CRAMMING_DAMAGE = 3
local DEATH_DELAY = 0.5 local DEATH_DELAY = 0.5
local DEFAULT_FALL_SPEED = -9.81*1.5 local DEFAULT_FALL_SPEED = -9.81*1.5
local FLOP_HEIGHT = 6
local FLOP_HOR_SPEED = 1.5
local PATHFINDING = "gowp" local PATHFINDING = "gowp"
local mobs_debug = minetest.settings:get_bool("mobs_debug", false) local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
@ -47,8 +48,7 @@ end
function mob_class:player_in_active_range() function mob_class:player_in_active_range()
for _,p in pairs(minetest.get_connected_players()) do for _,p in pairs(minetest.get_connected_players()) do
local pos = self.object:get_pos() if vector.distance(self.object:get_pos(),p:get_pos()) <= mob_active_range then return true end
if pos and vector.distance(pos, p:get_pos()) <= mob_active_range then return true end
-- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning. -- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning.
end end
end end
@ -183,19 +183,6 @@ function mob_class:collision()
return({x,z}) return({x,z})
end end
function mob_class:check_death_and_slow_mob()
local d = 0.85
local dying = self:check_dying()
if dying then d = 0.92 end
local v = self.object:get_velocity()
if v then
--diffuse object velocity
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
end
return dying
end
-- move mob in facing direction -- move mob in facing direction
function mob_class:set_velocity(v) function mob_class:set_velocity(v)
local c_x, c_y = 0, 0 local c_x, c_y = 0, 0
@ -522,16 +509,17 @@ function mob_class:check_for_death(cause, cmi_cause)
self:set_velocity(0) self:set_velocity(0)
local acc = self.object:get_acceleration() local acc = self.object:get_acceleration()
if acc then
acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0 acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
self.object:set_acceleration(acc) self.object:set_acceleration(acc)
end
local length local length
-- default death function and die animation (if defined) -- default death function and die animation (if defined)
if self.instant_death then if self.instant_death then
length = 0 length = 0
elseif self.animation and self.animation.die_start and self.animation.die_end then elseif self.animation
and self.animation.die_start
and self.animation.die_end then
local frames = self.animation.die_end - self.animation.die_start local frames = self.animation.die_end - self.animation.die_start
local speed = self.animation.die_speed or 15 local speed = self.animation.die_speed or 15
length = math.max(frames / speed, 0) + DEATH_DELAY length = math.max(frames / speed, 0) + DEATH_DELAY
@ -547,6 +535,7 @@ function mob_class:check_for_death(cause, cmi_cause)
if not self.object:get_luaentity() then if not self.object:get_luaentity() then
return return
end end
death_handle(self) death_handle(self)
local dpos = self.object:get_pos() local dpos = self.object:get_pos()
local cbox = self.collisionbox local cbox = self.collisionbox
@ -555,7 +544,6 @@ function mob_class:check_for_death(cause, cmi_cause)
self.object:remove() self.object:remove()
mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death) mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death)
end end
if length <= 0 then if length <= 0 then
kill(self) kill(self)
else else
@ -790,25 +778,6 @@ function mob_class:do_env_damage()
return self:check_for_death("", {type = "unknown"}) return self:check_for_death("", {type = "unknown"})
end end
function mob_class:env_damage (dtime, pos)
-- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime
if (self.state == "attack" and self.env_damage_timer > 1)
or self.state ~= "attack" then
self:check_entity_cramming()
self.env_damage_timer = 0
-- check for environmental damage (water, fire, lava etc.)
if self:do_env_damage() then
return true
end
-- node replace check (cow eats grass etc.)
self:replace(pos)
end
end
function mob_class:damage_mob(reason,damage) function mob_class:damage_mob(reason,damage)
if not self.health then return end if not self.health then return end
damage = math.floor(damage) damage = math.floor(damage)
@ -872,8 +841,9 @@ function mob_class:falling(pos)
-- floating in water (or falling) -- floating in water (or falling)
local v = self.object:get_velocity() local v = self.object:get_velocity()
if v then
if v.y > 0 then if v.y > 0 then
-- apply gravity when moving up -- apply gravity when moving up
self.object:set_acceleration({ self.object:set_acceleration({
x = 0, x = 0,
@ -882,6 +852,7 @@ function mob_class:falling(pos)
}) })
elseif v.y <= 0 and v.y > self.fall_speed then elseif v.y <= 0 and v.y > self.fall_speed then
-- fall downwards at set speed -- fall downwards at set speed
self.object:set_acceleration({ self.object:set_acceleration({
x = 0, x = 0,
@ -892,12 +863,11 @@ function mob_class:falling(pos)
-- stop accelerating once max fall speed hit -- stop accelerating once max fall speed hit
self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_acceleration({x = 0, y = 0, z = 0})
end end
end
local acc = self.object:get_acceleration()
if minetest.registered_nodes[node_ok(pos).name].groups.lava then if minetest.registered_nodes[node_ok(pos).name].groups.lava then
if acc and self.floats_on_lava == 1 then
if self.floats_on_lava == 1 then
self.object:set_acceleration({ self.object:set_acceleration({
x = 0, x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2), y = -self.fall_speed / (math.max(1, v.y) ^ 2),
@ -908,7 +878,9 @@ function mob_class:falling(pos)
-- in water then float up -- in water then float up
if minetest.registered_nodes[node_ok(pos).name].groups.water then if minetest.registered_nodes[node_ok(pos).name].groups.water then
if acc and self.floats == 1 then
if self.floats == 1 then
self.object:set_acceleration({ self.object:set_acceleration({
x = 0, x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2), y = -self.fall_speed / (math.max(1, v.y) ^ 2),
@ -916,8 +888,10 @@ function mob_class:falling(pos)
}) })
end end
else else
-- fall damage onto solid ground -- fall damage onto solid ground
if self.fall_damage == 1 and self.object:get_velocity().y == 0 then if self.fall_damage == 1
and self.object:get_velocity().y == 0 then
local n = node_ok(vector.offset(pos,0,-1,0)).name local n = node_ok(vector.offset(pos,0,-1,0)).name
local d = (self.old_y or 0) - self.object:get_pos().y local d = (self.old_y or 0) - self.object:get_pos().y
@ -978,24 +952,18 @@ end
function mob_class:check_dying() function mob_class:check_dying()
if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then
local rot = self.object:get_rotation() local rot = self.object:get_rotation()
if rot then
rot.z = ((math.pi/2-rot.z)*.2)+rot.z rot.z = ((math.pi/2-rot.z)*.2)+rot.z
self.object:set_rotation(rot) self.object:set_rotation(rot)
end
return true return true
end end
end end
function mob_class:check_suspend() function mob_class:check_suspend()
if not self:player_in_active_range() then
local pos = self.object:get_pos() local pos = self.object:get_pos()
if pos and not self:player_in_active_range() then
local node_under = node_ok(vector.offset(pos,0,-1,0)).name local node_under = node_ok(vector.offset(pos,0,-1,0)).name
self:set_animation( "stand", true)
local acc = self.object:get_acceleration() local acc = self.object:get_acceleration()
if acc then self:set_animation( "stand", true)
if acc.y > 0 or node_under ~= "air" then if acc.y > 0 or node_under ~= "air" then
self.object:set_acceleration(vector.new(0,0,0)) self.object:set_acceleration(vector.new(0,0,0))
self.object:set_velocity(vector.new(0,0,0)) self.object:set_velocity(vector.new(0,0,0))
@ -1003,7 +971,6 @@ function mob_class:check_suspend()
if acc.y == 0 and node_under == "air" then if acc.y == 0 and node_under == "air" then
self:falling(pos) self:falling(pos)
end end
end
return true return true
end end
end end

View File

@ -169,8 +169,6 @@ local list_of_all_biomes = {
"MushroomIslandShore", "MushroomIslandShore",
"JungleM_shore", "JungleM_shore",
"Jungle_shore", "Jungle_shore",
"BambooJungleM_shore",
"BambooJungle_shore",
"MangroveSwamp_shore", "MangroveSwamp_shore",
-- dimension biome: -- dimension biome:
@ -218,10 +216,6 @@ local list_of_all_biomes = {
"JungleEdge", "JungleEdge",
"SavannaM", "SavannaM",
"MangroveSwamp", "MangroveSwamp",
"BambooJungle",
"BambooJungleEdge",
"BambooJungleEdgeM",
"BambooJungleM",
} }
-- count how many mobs are in an area -- count how many mobs are in an area
@ -250,24 +244,6 @@ local function count_mobs_total(mob_type)
return num return num
end end
local function count_mobs_all()
local mobs_found = {}
local num = 0
for _,entity in pairs(minetest.luaentities) do
if entity.is_mob then
local mob_type = entity.type -- animal / monster / npc
local mob_name = entity.name
if mobs_found[mob_name] then
mobs_found[mob_name] = mobs_found[mob_name] + 1
else
mobs_found[mob_name] = 1
end
num = num + 1
end
end
return mobs_found, num
end
local function count_mobs_total_cap(mob_type) local function count_mobs_total_cap(mob_type)
local num = 0 local num = 0
for _,l in pairs(minetest.luaentities) do for _,l in pairs(minetest.luaentities) do
@ -652,9 +628,6 @@ if mobs_spawn then
local perlin_noise local perlin_noise
-- Get pos to spawn, x and z are randomised, y is range
local function spawn_a_mob(pos, dimension, y_min, y_max) local function spawn_a_mob(pos, dimension, y_min, y_max)
--create a disconnected clone of the spawn dictionary --create a disconnected clone of the spawn dictionary
--prevents memory leak --prevents memory leak
@ -749,9 +722,7 @@ if mobs_spawn then
end) end)
end end
function mob_class:check_despawn(pos, dtime) function mob_class:check_despawn(pos)
self.lifetimer = self.lifetimer - dtime
-- Despawning: when lifetimer expires, remove mob -- Despawning: when lifetimer expires, remove mob
if remove_far if remove_far
and self.can_despawn == true and self.can_despawn == true
@ -784,18 +755,5 @@ minetest.register_chatcommand("mobstats",{
minetest.chat_send_player(n,"total mobs:"..count_mobs_total()) minetest.chat_send_player(n,"total mobs:"..count_mobs_total())
minetest.chat_send_player(n,"spawning attempts since server start:"..dbg_spawn_attempts) minetest.chat_send_player(n,"spawning attempts since server start:"..dbg_spawn_attempts)
minetest.chat_send_player(n,"successful spawns since server start:"..dbg_spawn_succ) minetest.chat_send_player(n,"successful spawns since server start:"..dbg_spawn_succ)
local mob_counts, total_mobs = count_mobs_all()
if (total_mobs) then
minetest.log("action", "Total mobs found: " .. total_mobs)
end
if mob_counts then
for k, v1 in pairs(mob_counts) do
minetest.log("action", "k: " .. tostring(k))
minetest.log("action", "v1: " .. tostring(v1))
end
end
end end
}) })

View File

@ -12,13 +12,13 @@ mcl_mobs.register_mob("mobs_mc:chicken", {
description = S("Chicken"), description = S("Chicken"),
type = "animal", type = "animal",
spawn_class = "passive", spawn_class = "passive",
passive = true,
runaway = true,
hp_min = 4, hp_min = 4,
hp_max = 4, hp_max = 4,
xp_min = 1, xp_min = 1,
xp_max = 3, xp_max = 3,
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2}, collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2},
runaway = true,
floats = 1, floats = 1,
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 4, bone_eye_height = 4,

View File

@ -7,7 +7,6 @@ local cow_def = {
type = "animal", type = "animal",
spawn_class = "passive", spawn_class = "passive",
passive = true, passive = true,
runaway = true,
hp_min = 10, hp_min = 10,
hp_max = 10, hp_max = 10,
xp_min = 1, xp_min = 1,
@ -41,6 +40,7 @@ local cow_def = {
max = 2, max = 2,
looting = "common",}, looting = "common",},
}, },
runaway = true,
sounds = { sounds = {
random = "mobs_mc_cow", random = "mobs_mc_cow",
damage = "mobs_mc_cow_hurt", damage = "mobs_mc_cow_hurt",

View File

@ -259,7 +259,6 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
description = S("Enderman"), description = S("Enderman"),
type = "monster", type = "monster",
spawn_class = "passive", spawn_class = "passive",
can_despawn = true,
passive = true, passive = true,
pathfinding = 1, pathfinding = 1,
hp_min = 40, hp_min = 40,
@ -443,7 +442,6 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
end end
end end
end end
-- TAKE AND PLACE STUFF BEHAVIOUR BELOW. -- TAKE AND PLACE STUFF BEHAVIOUR BELOW.
if not mobs_griefing then if not mobs_griefing then
return return
@ -471,7 +469,6 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
local dug = minetest.get_node_or_nil(take_pos) local dug = minetest.get_node_or_nil(take_pos)
if dug and dug.name == "air" then if dug and dug.name == "air" then
self._taken_node = node.name self._taken_node = node.name
self.can_despawn = false
local def = minetest.registered_nodes[self._taken_node] local def = minetest.registered_nodes[self._taken_node]
-- Update animation and texture accordingly (adds visibly carried block) -- Update animation and texture accordingly (adds visibly carried block)
local block_type local block_type
@ -522,7 +519,6 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
if success then if success then
local def = minetest.registered_nodes[self._taken_node] local def = minetest.registered_nodes[self._taken_node]
-- Update animation accordingly (removes visible block) -- Update animation accordingly (removes visible block)
self.can_despawn = true
self.animation = select_enderman_animation("normal") self.animation = select_enderman_animation("normal")
self:set_animation(self.animation.current) self:set_animation(self.animation.current)
if def.sounds and def.sounds.place then if def.sounds and def.sounds.place then

View File

@ -15,7 +15,7 @@ mcl_mobs.register_mob("mobs_mc:iron_golem", {
description = S("Iron Golem"), description = S("Iron Golem"),
type = "npc", type = "npc",
spawn_class = "passive", spawn_class = "passive",
passive = false, passive = true,
hp_min = 100, hp_min = 100,
hp_max = 100, hp_max = 100,
breath_max = -1, breath_max = -1,
@ -42,7 +42,7 @@ mcl_mobs.register_mob("mobs_mc:iron_golem", {
damage = 14, damage = 14,
knock_back = false, knock_back = false,
reach = 3, reach = 3,
group_attack = { "mobs_mc:villager" }, group_attack = true,
attacks_monsters = true, attacks_monsters = true,
attack_type = "dogfight", attack_type = "dogfight",
_got_poppy = false, _got_poppy = false,

View File

@ -164,7 +164,7 @@ cat.on_spawn = function(self)
if not self._texture then if not self._texture then
self._texture = cat.textures[math.random(#cat.textures)] self._texture = cat.textures[math.random(#cat.textures)]
end end
self.object:set_properties({textures = self._texture}) self.object:set_properties({textures = {self._texture}})
end end
mcl_mobs.register_mob("mobs_mc:cat", cat) mcl_mobs.register_mob("mobs_mc:cat", cat)

View File

@ -6,7 +6,6 @@ mcl_mobs.register_mob("mobs_mc:pig", {
description = S("Pig"), description = S("Pig"),
type = "animal", type = "animal",
spawn_class = "passive", spawn_class = "passive",
passive = true,
runaway = true, runaway = true,
hp_min = 10, hp_min = 10,
hp_max = 10, hp_max = 10,

View File

@ -56,7 +56,6 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
description = S("Sheep"), description = S("Sheep"),
type = "animal", type = "animal",
spawn_class = "passive", spawn_class = "passive",
passive = true,
hp_min = 8, hp_min = 8,
hp_max = 8, hp_max = 8,
xp_min = 1, xp_min = 1,

View File

@ -235,7 +235,7 @@ local professions = {
librarian = { librarian = {
name = N("Librarian"), name = N("Librarian"),
texture = "mobs_mc_villager_librarian.png", texture = "mobs_mc_villager_librarian.png",
jobsite = "mcl_lectern:lectern", jobsite = "mcl_books:bookshelf", --FIXME: lectern
trades = { trades = {
{ {
{ { "mcl_core:paper", 24, 36 }, E1 }, { { "mcl_core:paper", 24, 36 }, E1 },
@ -641,7 +641,7 @@ function get_activity(tod)
else else
activity = "chill" activity = "chill"
end end
--mcl_log("Time is " .. tod ..". Activity is: ".. activity) mcl_log("Time is " .. tod ..". Activity is: ".. activity)
return activity return activity
end end
@ -770,7 +770,7 @@ local function check_bed (entity)
local n = minetest.get_node(b) local n = minetest.get_node(b)
local is_bed_bottom = string.find(n.name,"_bottom") local is_bed_bottom = string.find(n.name,"_bottom")
--mcl_log("is bed bottom: " .. tostring(is_bed_bottom)) mcl_log("" .. tostring(is_bed_bottom))
if n and not is_bed_bottom then if n and not is_bed_bottom then
mcl_log("Where did my bed go?!") mcl_log("Where did my bed go?!")
entity._bed = nil --the stormtroopers have killed uncle owen entity._bed = nil --the stormtroopers have killed uncle owen
@ -836,7 +836,6 @@ end
local function take_bed (entity) local function take_bed (entity)
if not entity then return end if not entity then return end
if not entity:ready_to_path() then return end
local p = entity.object:get_pos() local p = entity.object:get_pos()
@ -1060,9 +1059,9 @@ local function look_for_job(self, requested_jobsites)
end end
local function get_a_job(self) local function get_a_job(self)
if self.order == WORK then self.order = nil end if self.order == WORK then self.order = nil end
if not self:ready_to_path() then return end
mcl_log("I'm unemployed or lost my job block and have traded. Can I get a job?") mcl_log("I'm unemployed or lost my job block and have traded. Can I get a job?")
@ -1136,19 +1135,22 @@ local function validate_jobsite(self)
end end
local function do_work (self) local function do_work (self)
--debug_trades(self)
if not self or self.child then if self.child then
mcl_log("No self, or a child so don't work") mcl_log("A child so don't send to work")
return return
end end
--mcl_log("Time for work") --mcl_log("Time for work")
local jobsite_node = retrieve_my_jobsite (self)
if jobsite_node then -- Don't try if looking_for_work, or gowp possibly
if validate_jobsite(self) then
--mcl_log("My jobsite is valid. Do i need to travel?")
local jobsite2 = retrieve_my_jobsite (self)
local jobsite = self._jobsite local jobsite = self._jobsite
local distance_to_jobsite = vector.distance(self.object:get_pos(), jobsite) if self and jobsite2 and self._jobsite then
local distance_to_jobsite = vector.distance(self.object:get_pos(),self._jobsite)
--mcl_log("Villager: ".. minetest.pos_to_string(self.object:get_pos()) .. ", jobsite: " .. minetest.pos_to_string(self._jobsite) .. ", distance to jobsite: ".. distance_to_jobsite) --mcl_log("Villager: ".. minetest.pos_to_string(self.object:get_pos()) .. ", jobsite: " .. minetest.pos_to_string(self._jobsite) .. ", distance to jobsite: ".. distance_to_jobsite)
if distance_to_jobsite < 2 then if distance_to_jobsite < 2 then
@ -1165,7 +1167,7 @@ local function do_work (self)
self.order = nil self.order = nil
return return
end end
self:gopath(jobsite, function(self, jobsite) self:gopath(jobsite, function(self,jobsite)
if not self then if not self then
--mcl_log("missing self. not good") --mcl_log("missing self. not good")
return false return false
@ -1183,38 +1185,18 @@ local function do_work (self)
end) end)
end end
end end
elseif self._profession == "unemployed" or has_traded(self) then
end get_a_job(self)
local below_vec = vector.new(0, -1, 0)
local function get_ground_below_floating_object (float_pos)
local pos = float_pos
repeat
mcl_log("Current pos: " .. minetest.pos_to_string(pos))
pos = vector.add(pos, below_vec)
local node = minetest.get_node(pos)
mcl_log("First non air materials: ".. tostring(node.name))
until node.name ~= "air"
-- If pos is 1 below float_pos, then just return float_pos as there is no air below it
if pos.y == float_pos.y - 1 then
--mcl_log("pos is only 1 lower than float pos so no air below")
return float_pos
else
--mcl_log("pos is more than 1 lower than float pos so air is below")
return pos
end end
return pos
end end
local function go_to_town_bell(self) local function go_to_town_bell(self)
if self.order == GATHERING then return if self.order == GATHERING then
else mcl_log("Current order" .. self.order) end mcl_log("Already gathering")
return
if not self:ready_to_path() then return end else
mcl_log("Current order" .. self.order)
end
mcl_log("Go to town bell") mcl_log("Go to town bell")
local looking_for_type={} local looking_for_type={}
@ -1226,9 +1208,8 @@ local function go_to_town_bell(self)
--Ideally should check for closest available. It'll make pathing easier. --Ideally should check for closest available. It'll make pathing easier.
for _,n in pairs(nn) do for _,n in pairs(nn) do
mcl_log("Found bell") mcl_log("Found bell")
local target_point = get_ground_below_floating_object(n)
local gp = self:gopath(target_point,function(self) local gp = self:gopath(n,function(self)
if self then if self then
self.order = GATHERING self.order = GATHERING
mcl_log("Callback has a self") mcl_log("Callback has a self")
@ -1296,45 +1277,22 @@ local function validate_bed(self)
end end
local function do_activity (self) local function do_activity (self)
-- Maybe just check we're pathfinding first?
if self.following then if self.following then
mcl_log("Following, so do not do activity.") mcl_log("Following, so do not do activity.")
return return
end end
if self.state == PATHFINDING then
mcl_log("Pathfinding, so do not do activity.")
return
end
local jobsite_valid = false if not validate_bed(self) and self.state ~= PATHFINDING then
if not mcl_beds.is_night() then
if self.order == SLEEP then self.order = nil end if self.order == SLEEP then self.order = nil end
mcl_log("Villager has no bed. Currently at location: "..minetest.pos_to_string(self.object:get_pos()))
if not validate_jobsite(self) then
--debug_trades(self)
if self._profession == "unemployed" or has_traded(self) then
get_a_job(self)
return
end
else
jobsite_valid = true
--mcl_log("My jobsite is valid. Do i need to travel?")
end
else
if self.order == WORK then self.order = nil end
if not validate_bed(self) then
if self.order == SLEEP then self.order = nil end
mcl_log("Villager at this location has no bed: " .. minetest.pos_to_string(self.object:get_pos()))
take_bed (self) take_bed (self)
end end
end
-- Only check in day or during thunderstorm but wandered_too_far code won't work -- Only check in day or during thunderstorm but wandered_too_far code won't work
local wandered_too_far = false local wandered_too_far = false
if check_bed (self) then if check_bed (self) then
wandered_too_far = vector.distance(self.object:get_pos(),self._bed) > 50 wandered_too_far = ( self.state ~= PATHFINDING ) and (vector.distance(self.object:get_pos(),self._bed) > 50 )
end end
if wandered_too_far then if wandered_too_far then
@ -1342,7 +1300,7 @@ local function do_activity (self)
go_home(self, false) go_home(self, false)
elseif get_activity() == SLEEP then elseif get_activity() == SLEEP then
go_home(self, true) go_home(self, true)
elseif get_activity() == WORK and jobsite_valid then elseif get_activity() == WORK then
do_work(self) do_work(self)
elseif get_activity() == GATHERING then elseif get_activity() == GATHERING then
go_to_town_bell(self) go_to_town_bell(self)
@ -1351,6 +1309,13 @@ local function do_activity (self)
self.order = nil self.order = nil
end end
-- Daytime is work and play time
if not mcl_beds.is_night() then
if self.order == SLEEP then self.order = nil end
else
if self.order == WORK then self.order = nil end
end
end end
local function update_max_tradenum(self) local function update_max_tradenum(self)
@ -1930,6 +1895,8 @@ end)
--[=======[ MOB REGISTRATION AND SPAWNING ]=======] --[=======[ MOB REGISTRATION AND SPAWNING ]=======]
local pick_up = { "mcl_farming:bread", "mcl_farming:carrot_item", "mcl_farming:beetroot_item" , "mcl_farming:potato_item" }
mcl_mobs.register_mob("mobs_mc:villager", { mcl_mobs.register_mob("mobs_mc:villager", {
description = S("Villager"), description = S("Villager"),
type = "npc", type = "npc",
@ -1974,7 +1941,7 @@ mcl_mobs.register_mob("mobs_mc:villager", {
head_shake_start = 131, head_shake_end = 141, head_shake_loop = false, head_shake_start = 131, head_shake_end = 141, head_shake_loop = false,
head_nod_start = 121, head_nod_end = 131, head_nod_loop = false, head_nod_start = 121, head_nod_end = 131, head_nod_loop = false,
}, },
follow = { "mcl_farming:bread", "mcl_farming:carrot_item", "mcl_farming:beetroot_item" , "mcl_farming:potato_item" }, follow = pick_up,
nofollow = true, nofollow = true,
view_range = 16, view_range = 16,
fear_height = 4, fear_height = 4,
@ -1984,7 +1951,7 @@ mcl_mobs.register_mob("mobs_mc:villager", {
_id = nil, _id = nil,
_profession = "unemployed", _profession = "unemployed",
look_at_player = true, look_at_player = true,
pick_up = { "mcl_farming:bread", "mcl_farming:carrot_item", "mcl_farming:beetroot_item" , "mcl_farming:potato_item" }, pick_up = pick_up,
can_open_doors = true, can_open_doors = true,
on_pick_up = function(self,itementity) on_pick_up = function(self,itementity)
local clicker local clicker
@ -2001,7 +1968,6 @@ mcl_mobs.register_mob("mobs_mc:villager", {
return it return it
end, end,
on_rightclick = function(self, clicker) on_rightclick = function(self, clicker)
--minetest.log("In villager right click")
if self.child or self._profession == "unemployed" or self._profession == "nitwit" then if self.child or self._profession == "unemployed" or self._profession == "nitwit" then
self.order = nil self.order = nil
return return

View File

@ -109,7 +109,6 @@ mcl_mobs.register_mob("mobs_mc:villager_zombie", {
clicker:set_wielded_item(wielditem) clicker:set_wielded_item(wielditem)
self._curing = math.random(3 * 60, 5 * 60) self._curing = math.random(3 * 60, 5 * 60)
self.shaking = true self.shaking = true
self.can_despawn = false
end end
end end
end, end,

View File

@ -109,7 +109,7 @@ mcl_mobs.register_mob("mobs_mc:zombie", zombie)
local baby_zombie = table.copy(zombie) local baby_zombie = table.copy(zombie)
baby_zombie.description = S("Baby Zombie") baby_zombie.description = S("Baby Zombie")
baby_zombie.collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.98, 0.25} baby_zombie.collisionbox = {-0.25, -0.01, -0.25, 0.25, 1, 0.25}
baby_zombie.xp_min = 12 baby_zombie.xp_min = 12
baby_zombie.xp_max = 12 baby_zombie.xp_max = 12
baby_zombie.walk_velocity = 1.2 baby_zombie.walk_velocity = 1.2

View File

@ -136,16 +136,9 @@ mcl_weather.skycolor = {
local biomesky local biomesky
local biomefog local biomefog
if mg_name ~= "v6" and mg_name ~= "singlenode" then if mg_name ~= "v6" and mg_name ~= "singlenode" then
local biome_index = minetest.get_biome_data(player:get_pos()).biome local biome = minetest.get_biome_name(minetest.get_biome_data(player:get_pos()).biome)
local biome_name = minetest.get_biome_name(biome_index) biomesky = minetest.registered_biomes[biome]._mcl_skycolor
local biome = minetest.registered_biomes[biome_name] biomefog = minetest.registered_biomes[biome]._mcl_fogcolor
if biome then
--minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name))
biomesky = biome._mcl_skycolor
biomefog = biome._mcl_fogcolor
else
--minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name))
end
end end
if (mcl_weather.state == "none") then if (mcl_weather.state == "none") then
-- Clear weather -- Clear weather
@ -210,23 +203,9 @@ mcl_weather.skycolor = {
end end
end end
elseif dim == "end" then elseif dim == "end" then
local biomesky = "#000000"
local biomefog = "#A080A0"
if mg_name ~= "v6" and mg_name ~= "singlenode" then
local biome_index = minetest.get_biome_data(player:get_pos()).biome
local biome_name = minetest.get_biome_name(biome_index)
local biome = minetest.registered_biomes[biome_name]
if biome then
--minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name))
biomesky = biome._mcl_skycolor
biomefog = biome._mcl_fogcolor -- The End biomes seemingly don't use the fog colour, despite having this value according to the wiki. The sky colour is seemingly used for both sky and fog?
else
--minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name))
end
end
local t = "mcl_playerplus_end_sky.png" local t = "mcl_playerplus_end_sky.png"
player:set_sky({ type = "skybox", player:set_sky({ type = "skybox",
base_color = biomesky, base_color = "#000000",
textures = {t,t,t,t,t,t}, textures = {t,t,t,t,t,t},
clouds = false, clouds = false,
}) })
@ -235,29 +214,24 @@ mcl_weather.skycolor = {
player:set_stars({visible = false}) player:set_stars({visible = false})
mcl_weather.skycolor.override_day_night_ratio(player, 0.5) mcl_weather.skycolor.override_day_night_ratio(player, 0.5)
elseif dim == "nether" then elseif dim == "nether" then
local biomesky = "#6EB1FF" local nether_sky = {
local biomefog = "#330808" Nether = "#300808",
if mg_name ~= "v6" and mg_name ~= "singlenode" then BasaltDelta = "#685F70",
local biome_index = minetest.get_biome_data(player:get_pos()).biome SoulsandValley = "#1B4745",
local biome_name = minetest.get_biome_name(biome_index) CrimsonForest = "#330303",
local biome = minetest.registered_biomes[biome_name] WarpedForest = "#1A051A"
if biome then }
--minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name)) local biometint = nether_sky[minetest.get_biome_name(minetest.get_biome_data(player:get_pos()).biome)]
biomesky = biome._mcl_skycolor -- The Nether biomes seemingly don't use the sky colour, despite having this value according to the wiki. The fog colour is used for both sky and fog.
biomefog = biome._mcl_fogcolor
else
--minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name))
end
end
mcl_weather.set_sky_color(player, { mcl_weather.set_sky_color(player, {
type = "regular", type = "regular",
sky_color = { sky_color = {
day_sky = biomefog, day_sky = "#300808",
day_horizon = biomefog, day_horizon = biometint,
dawn_sky = biomefog, dawn_sky = "#300808",
dawn_horizon = biomefog, dawn_horizon = biometint,
night_sky = biomefog, night_sky = "#300808",
night_horizon = biomefog, night_horizon = biometint,
}, },
clouds = false, clouds = false,
}) })

View File

@ -1,4 +1,3 @@
local zombie_siege_enabled = minetest.settings:get_bool("mcl_raids_zombie_siege", false)
local function check_spawn_pos(pos) local function check_spawn_pos(pos)
return minetest.get_natural_light(pos) < 7 return minetest.get_natural_light(pos) < 7
@ -34,13 +33,6 @@ mcl_events.register_event("zombie_siege",{
--minetest.log("Cond start zs") --minetest.log("Cond start zs")
local r = {} local r = {}
if not zombie_siege_enabled then
--minetest.log("action", "Zombie siege disabled")
return r
else
--minetest.log("action", "Zombie siege start check")
end
local t = minetest.get_timeofday() local t = minetest.get_timeofday()
local pr = PseudoRandom(minetest.get_day_count()) local pr = PseudoRandom(minetest.get_day_count())
local rnd = pr:next(1,10) local rnd = pr:next(1,10)
@ -50,7 +42,7 @@ mcl_events.register_event("zombie_siege",{
for _,p in pairs(minetest.get_connected_players()) do for _,p in pairs(minetest.get_connected_players()) do
local village = mcl_raids.find_village(p:get_pos()) local village = mcl_raids.find_village(p:get_pos())
if village then if village then
minetest.log("action", "Zombie siege is starting") --minetest.log("Found village")
table.insert(r,{ player = p:get_player_name(), pos = village}) table.insert(r,{ player = p:get_player_name(), pos = village})
end end
end end

View File

@ -305,7 +305,7 @@ function awards.unlock(name, award)
local one = player:hud_add({ local one = player:hud_add({
hud_elem_type = "image", hud_elem_type = "image",
name = "award_bg", name = "award_bg",
scale = {x = 1.25, y = 1}, scale = {x = 1, y = 1},
text = background, text = background,
position = {x = 0.5, y = 0}, position = {x = 0.5, y = 0},
offset = {x = 0, y = 138}, offset = {x = 0, y = 138},
@ -329,7 +329,7 @@ function awards.unlock(name, award)
scale = {x = 100, y = 20}, scale = {x = 100, y = 20},
text = hud_announce, text = hud_announce,
position = {x = 0.5, y = 0}, position = {x = 0.5, y = 0},
offset = {x = 30, y = 40}, offset = {x = 0, y = 40},
alignment = {x = 0, y = -1}, alignment = {x = 0, y = -1},
z_index = 102, z_index = 102,
}) })
@ -340,7 +340,7 @@ function awards.unlock(name, award)
scale = {x = 100, y = 20}, scale = {x = 100, y = 20},
text = title, text = title,
position = {x = 0.5, y = 0}, position = {x = 0.5, y = 0},
offset = {x = 35, y = 100}, offset = {x = 30, y = 100},
alignment = {x = 0, y = -1}, alignment = {x = 0, y = -1},
z_index = 102, z_index = 102,
}) })
@ -355,7 +355,7 @@ function awards.unlock(name, award)
number = 2, number = 2,
text = icon, text = icon,
position = {x = 0.5, y = 0}, position = {x = 0.5, y = 0},
offset = {x = -138, y = 62}, offset = {x = -110, y = 62},
alignment = {x = 0, y = 0}, alignment = {x = 0, y = 0},
direction = 0, direction = 0,
z_index = 102, z_index = 102,

View File

@ -337,7 +337,7 @@ awards.register_achievement("mcl:fishyBusiness", {
-- Triggered in mcl_compass -- Triggered in mcl_compass
awards.register_achievement("mcl:countryLode", { awards.register_achievement("mcl:countryLode", {
title = S("Country Lode, Take Me Home"), title = S("Country Lode,\nTake Me Home"),
description = S("Use a compass on a Lodestone."), description = S("Use a compass on a Lodestone."),
icon = "lodestone_side4.png", icon = "lodestone_side4.png",
type = "Advancement", type = "Advancement",

View File

@ -67,7 +67,7 @@ Withering Heights=Les Witherables
Summon the wither from the dead.=Invoquez le Wither d'entre les morts. Summon the wither from the dead.=Invoquez le Wither d'entre les morts.
Fishy Business=Merci pour le poisson 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. Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=Attrapez un poisson. \nAstuce : attrapez un poisson, saumon, poisson-clown, ou poisson-globe.
Country Lode, Take Me Home=Petit Poucet Country Lode,@nTake Me Home=Petit Poucet
Use a compass on a Lodestone.=utiliser une boussole sur une magnétite. Use a compass on a Lodestone.=utiliser une boussole sur une magnétite.
Serious Dedication=Sérieux dévouement 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. 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.

View File

@ -69,7 +69,7 @@ The Cutest Predator=いちばんカワイイ捕食者
Catch an Axolotl with a bucket!=バケツでウーパールーパーを捕まえよう! Catch an Axolotl with a bucket!=バケツでウーパールーパーを捕まえよう!
Fishy Business=フィッシー・ビジネス Fishy Business=フィッシー・ビジネス
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=魚を獲ろう。@nヒントタラ、サケ、クマミ、フグ等を釣ります。 Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=魚を獲ろう。@nヒントタラ、サケ、クマミ、フグ等を釣ります。
Country Lode, Take Me Home=この道ずっとゆけば 鉱脈につづいてる Country Lode,@nTake Me Home=この道ずっとゆけば@n鉱脈につづいてる
Use a compass on a Lodestone.=ロードストーンにコンパスを使おう。 Use a compass on a Lodestone.=ロードストーンにコンパスを使おう。
Serious Dedication=真摯な取り組み Serious Dedication=真摯な取り組み
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=ネザライトインゴットでクワをアップグレードしたら、人生設計の完全な見直しを図ろう。 Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=ネザライトインゴットでクワをアップグレードしたら、人生設計の完全な見直しを図ろう。

View File

@ -69,7 +69,7 @@ The Cutest Predator=
Catch an Axolotl with a bucket! Catch an Axolotl with a bucket!
Fishy Business= Fishy Business=
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.= Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=
Country Lode, Take Me Home= Country Lode,@nTake Me Home=
Use a compass on a Lodestone.= Use a compass on a Lodestone.=
Serious Dedication= Serious Dedication=
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.= Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=

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@ -36,8 +36,7 @@ return {
"SumianVoice", "SumianVoice",
"MrRar", "MrRar",
"talamh", "talamh",
"Faerraven / Michieal", "Faerraven",
"FossFanatic",
}}, }},
{S("Contributors"), 0x52FF00, { {S("Contributors"), 0x52FF00, {
"Laurent Rocher", "Laurent Rocher",
@ -97,9 +96,6 @@ return {
"anarquimico", "anarquimico",
"TheOnlyJoeEnderman", "TheOnlyJoeEnderman",
"Ranko Saotome", "Ranko Saotome",
"Gregor Parzefall",
"Wbjitscool",
"b3nderman",
}}, }},
{S("MineClone5"), 0xA60014, { {S("MineClone5"), 0xA60014, {
"kay27", "kay27",
@ -151,13 +147,11 @@ return {
"jordan4ibanez", "jordan4ibanez",
"paramat", "paramat",
"cora", "cora",
"Faerraven / Michieal",
}}, }},
{S("3D Models"), 0x0019FF, { {S("3D Models"), 0x0019FF, {
"22i", "22i",
"tobyplowy", "tobyplowy",
"epCode", "epCode",
"Faerraven / Michieal",
}}, }},
{S("Textures"), 0xFF9705, { {S("Textures"), 0xFF9705, {
"XSSheep", "XSSheep",
@ -172,7 +166,6 @@ return {
"RandomLegoBrick", "RandomLegoBrick",
"cora", "cora",
"Faerraven / Michieal", "Faerraven / Michieal",
"Nicu",
}}, }},
{S("Translations"), 0x00FF60, { {S("Translations"), 0x00FF60, {
"Wuzzy", "Wuzzy",
@ -186,12 +179,9 @@ return {
"Emojigit", "Emojigit",
"snowyu", "snowyu",
"3raven", "3raven",
"SakuraRiu",
}}, }},
{S("Funders"), 0xF7FF00, { {S("Funders"), 0xF7FF00, {
"40W", "40W",
"bauknecht",
"Cora",
}}, }},
{S("Special thanks"), 0x00E9FF, { {S("Special thanks"), 0x00E9FF, {
"celeron55 for creating Minetest", "celeron55 for creating Minetest",
@ -199,6 +189,5 @@ return {
"wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.", "wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.",
"The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game", "The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game",
"Notch and Jeb for being the major forces behind Minecraft", "Notch and Jeb for being the major forces behind Minecraft",
"Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/",
}}, }},
} }

View File

@ -1,7 +1,5 @@
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator(minetest.get_current_modname())
local ASSIST_TIMEOUT_SEC = 5
mcl_death_messages = { mcl_death_messages = {
assist = {}, assist = {},
messages = { messages = {
@ -151,11 +149,6 @@ mcl_death_messages = {
plain = "@1 went off with a bang", plain = "@1 went off with a bang",
item = "@1 went off with a bang due to a firework fired from @3 by @2", -- order is intentional item = "@1 went off with a bang due to a firework fired from @3 by @2", -- order is intentional
}, },
sweet_berry = {
_translator = S,
plain = "@1 died a sweet death",
assist = "@1 was poked to death by a sweet berry bush whilst trying to escape @2",
},
-- Missing snowballs: The Minecraft wiki mentions them but the MC source code does not. -- Missing snowballs: The Minecraft wiki mentions them but the MC source code does not.
}, },
} }
@ -183,10 +176,8 @@ local function get_killer_message(obj, messages, reason)
end end
local function get_assist_message(obj, messages, reason) local function get_assist_message(obj, messages, reason)
-- Avoid a timing issue if the assist passes its timeout. if messages.assist and mcl_death_messages.assist[obj] then
local assist_details = mcl_death_messages.assist[obj] return messages._translator(messages.assist, mcl_util.get_object_name(obj), mcl_death_messages.assist[obj].name)
if messages.assist and assist_details then
return messages._translator(messages.assist, mcl_util.get_object_name(obj), assist_details.name)
end end
end end
@ -236,17 +227,20 @@ mcl_damage.register_on_death(function(obj, reason)
end) end)
mcl_damage.register_on_damage(function(obj, damage, reason) mcl_damage.register_on_damage(function(obj, damage, reason)
if (obj:get_hp() - damage > 0) and reason.source and if obj:get_hp() - damage > 0 then
(reason.source:is_player() or obj:get_luaentity()) then if reason.source then
-- To avoid timing issues we cancel the previous job before adding a new one. mcl_death_messages.assist[obj] = {name = mcl_util.get_object_name(reason.source), timeout = 5}
if mcl_death_messages.assist[obj] then else
mcl_death_messages.assist[obj].job:cancel()
end
-- Add a new assist object with a timeout job.
local new_job = minetest.after(ASSIST_TIMEOUT_SEC, function()
mcl_death_messages.assist[obj] = nil mcl_death_messages.assist[obj] = nil
end) end
mcl_death_messages.assist[obj] = {name = mcl_util.get_object_name(reason.source), job = new_job} end
end)
minetest.register_globalstep(function(dtime)
for obj, tbl in pairs(mcl_death_messages.assist) do
tbl.timeout = tbl.timeout - dtime
if not obj:is_player() and not obj:get_luaentity() or tbl.timeout > 0 then
mcl_death_messages.assist[obj] = nil
end
end end
end) end)

View File

@ -156,7 +156,6 @@ local function set_inv_page(page, player)
creative_list = inventory_lists[page] creative_list = inventory_lists[page]
end end
inv:set_size("main", #creative_list) inv:set_size("main", #creative_list)
players[playername].inv_size = #creative_list
inv:set_list("main", creative_list) inv:set_list("main", creative_list)
end end
@ -305,21 +304,37 @@ minetest.register_on_joinplayer(function (player)
end end
end) end)
function mcl_inventory.set_creative_formspec(player) function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size, show, page, filter)
local playername = player:get_player_name() --reset_menu_item_bg()
if not players[playername] then return end pagenum = math.floor(pagenum) or 1
local start_i = players[playername].start_i local playername = player:get_player_name()
local pagenum = start_i / (9*5) + 1
local name = players[playername].page if not inv_size then
local inv_size = players[playername].inv_size if page == "nix" then
local filter = players[playername].filter local inv = minetest.get_inventory({type="detached", name="creative_"..playername})
inv_size = inv:get_size("main")
elseif page and page ~= "inv" then
inv_size = #(inventory_lists[page])
else
inv_size = 0
end
end
local pagemax = math.max(1, math.floor((inv_size-1) / (9*5) + 1)) local pagemax = math.max(1, math.floor((inv_size-1) / (9*5) + 1))
local name = "nix"
local main_list local main_list
local listrings = "listring[detached:creative_"..playername..";main]".. local listrings = "listring[detached:creative_"..playername..";main]"..
"listring[current_player;main]".. "listring[current_player;main]"..
"listring[detached:trash;main]" "listring[detached:trash;main]"
if page then
name = page
if players[playername] then
players[playername].page = page
end
end
--bg[name] = "crafting_creative_bg.png"
local inv_bg = "crafting_inventory_creative.png" local inv_bg = "crafting_inventory_creative.png"
if name == "inv" then if name == "inv" then
inv_bg = "crafting_inventory_creative_survival.png" inv_bg = "crafting_inventory_creative_survival.png"
@ -478,6 +493,9 @@ function mcl_inventory.set_creative_formspec(player)
listrings listrings
if name == "nix" then if name == "nix" then
if filter == nil then
filter = ""
end
formspec = formspec .. "field[5.3,1.34;4,0.75;search;;"..minetest.formspec_escape(filter).."]" formspec = formspec .. "field[5.3,1.34;4,0.75;search;;"..minetest.formspec_escape(filter).."]"
formspec = formspec .. "field_close_on_enter[search;false]" formspec = formspec .. "field_close_on_enter[search;false]"
end end
@ -564,11 +582,16 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
if page then if page then
players[name].page = page players[name].page = page
else end
if players[name].page then
page = players[name].page page = players[name].page
end end
-- Figure out current scroll bar from formspec
--local formspec = player:get_inventory_formspec()
local start_i = players[name].start_i local start_i = players[name].start_i
if fields.creative_prev then if fields.creative_prev then
start_i = start_i - 9*5 start_i = start_i - 9*5
elseif fields.creative_next then elseif fields.creative_next then
@ -590,7 +613,6 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
else else
inv_size = 0 inv_size = 0
end end
players[name].inv_size = inv_size
if start_i >= inv_size then if start_i >= inv_size then
start_i = start_i - 9*5 start_i = start_i - 9*5
@ -600,19 +622,72 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
end end
players[name].start_i = start_i players[name].start_i = start_i
if not fields.nix and fields.search then local filter = ""
players[name].filter = fields.search if not fields.nix and fields.search and fields.search ~= "" then
else filter = fields.search
players[name].filter = "" players[name].filter = filter
end end
mcl_inventory.set_creative_formspec(player) mcl_inventory.set_creative_formspec(player, start_i, start_i / (9*5) + 1, inv_size, false, page, filter)
end) end)
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack) if minetest.is_creative_enabled("") then
return placer and placer:is_player() and minetest.is_creative_enabled(placer:get_player_name()) minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack)
end) -- Place infinite nodes, except for shulker boxes
local group = minetest.get_item_group(itemstack:get_name(), "shulker_box")
return group == 0 or group == nil
end)
function minetest.handle_node_drops(pos, drops, digger)
if not digger or not digger:is_player() then
for _,item in ipairs(drops) do
minetest.add_item(pos, item)
end
end
local inv = digger:get_inventory()
if inv then
for _,item in ipairs(drops) do
if not inv:contains_item("main", item, true) then
inv:add_item("main", item)
end
end
end
end
mcl_inventory.update_inventory_formspec = function(player)
local page
local name = player:get_player_name()
if players[name].page then
page = players[name].page
else
page = "nix"
end
-- Figure out current scroll bar from formspec
--local formspec = player:get_inventory_formspec()
local start_i = players[name].start_i
local inv_size
if page == "nix" then
local inv = minetest.get_inventory({type="detached", name="creative_"..name})
inv_size = inv:get_size("main")
elseif page and page ~= "inv" then
inv_size = #(inventory_lists[page])
else
inv_size = 0
end
local filter = players[name].filter
if filter == nil then
filter = ""
end
mcl_inventory.set_creative_formspec(player, start_i, start_i / (9*5) + 1, inv_size, false, page, filter)
end
end
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
-- Initialize variables and inventory -- Initialize variables and inventory
@ -625,7 +700,7 @@ minetest.register_on_joinplayer(function(player)
end end
init(player) init(player)
-- Setup initial creative inventory to the "nix" page. -- Setup initial creative inventory to the "nix" page.
mcl_inventory.set_creative_formspec(player) mcl_inventory.set_creative_formspec(player, 0, 1, nil, false, "nix", "")
end) end)
minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info) minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info)

View File

@ -46,9 +46,14 @@ function return_fields(player, name)
end end
end end
local function set_inventory(player) local function set_inventory(player, armor_change_only)
if minetest.is_creative_enabled(player:get_player_name()) then if minetest.is_creative_enabled(player:get_player_name()) then
mcl_inventory.set_creative_formspec(player) if armor_change_only then
-- Stay on survival inventory plage if only the armor has been changed
mcl_inventory.set_creative_formspec(player, 0, 0, nil, nil, "inv")
else
mcl_inventory.set_creative_formspec(player, 0, 1)
end
return return
end end
local inv = player:get_inventory() local inv = player:get_inventory()
@ -138,7 +143,11 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
end end
end) end)
mcl_inventory.update_inventory_formspec = set_inventory if not minetest.is_creative_enabled("") then
function mcl_inventory.update_inventory_formspec(player)
set_inventory(player)
end
end
-- Drop crafting grid items on leaving -- Drop crafting grid items on leaving
minetest.register_on_leaveplayer(function(player) minetest.register_on_leaveplayer(function(player)
@ -190,6 +199,24 @@ function minetest.is_creative_enabled(name)
return false return false
end end
--Insta "digging" nodes in gamemode-creative
minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing)
if not puncher or not puncher:is_player() then return end
local name = puncher:get_player_name()
if not minetest.is_creative_enabled(name) then return end
if pointed_thing.type ~= "node" then return end
local def = minetest.registered_nodes[node.name]
if def then
minetest.node_dig(pos,node,puncher)
return true
end
end)
--Don't subtract from inv when placing in gamemode-creative
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
if placer and placer:is_player() and minetest.is_creative_enabled(placer:get_player_name()) then return true end
end)
local function in_table(n,h) local function in_table(n,h)
for k,v in pairs(h) do for k,v in pairs(h) do
if v == n then return true end if v == n then return true end
@ -211,7 +238,6 @@ function mcl_inventory.player_set_gamemode(p,g)
elseif g == "creative" then elseif g == "creative" then
mcl_experience.remove_hud(p) mcl_experience.remove_hud(p)
end end
mcl_meshhand.update_player(p)
set_inventory(p) set_inventory(p)
end end

View File

@ -1,226 +0,0 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright © 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
Preamble
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The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. We, the Free Software Foundation, use the GNU General Public License for most of our software; it applies also to any other work released this way by its authors. You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for them if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you these rights or asking you to surrender the rights. Therefore, you have certain responsibilities if you distribute copies of the software, or if you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether gratis or for a fee, you must pass on to the recipients the same freedoms that you received. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
Developers that use the GNU GPL protect your rights with two steps: (1) assert copyright on the software, and (2) offer you this License giving you legal permission to copy, distribute and/or modify it.
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Nothing in this License shall be construed as excluding or limiting any implied license or other defenses to infringement that may otherwise be available to you under applicable patent law.
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If conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot convey a covered work so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not convey it at all. For example, if you agree to terms that obligate you to collect a royalty for further conveying from those to whom you convey the Program, the only way you could satisfy both those terms and this License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have permission to link or combine any covered work with a work licensed under version 3 of the GNU Affero General Public License into a single combined work, and to convey the resulting work. The terms of this License will continue to apply to the part which is the covered work, but the special requirements of the GNU Affero General Public License, section 13, concerning interaction through a network will apply to the combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License “or any later version” applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of the GNU General Public License, you may choose any version ever published by the Free Software Foundation.
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If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the “copyright” line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”.
You should also get your employer (if you work as a programmer) or school, if any, to sign a “copyright disclaimer” for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <https://www.gnu.org/licenses/why-not-lgpl.html>.

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@ -1,26 +1,19 @@
mcl_bamboo mcl_bamboo
========= =========
This mod adds working, familiar bamboo nodes to your Mineclone 2 world. This mod adds simple bamboo nodes to your Mineclone 2 world.
Code: MineClone2 dev team. Original (basic) bamboo code by: Small Joker. Code redo for Mineclone 2: Michieal. Original bamboo code by: Krock.
License for code: GPLv3. License for code: GPL3; images / textures: CC-BY-SA.
License for images / textures: CC-BY-SA except where noted. Images Created by Michieal, except for:
Images Created by Nicu, except for: Inventory / wield image: created by RandomLegoBrick#8692 and is CC0.
* Inventory / wield image for Bamboo Stalk: created by RandomLegoBrick#8692 and is CC0.
Dependencies: mcl_core, mcl_sounds, mcl_tools Dependencies: mcl_core, mcl_sounds, mcl_tools
Optional Dependencies = mcl_flowerpots, mclx_stairs, mcl_doors, mcl_signs, mesecons_pressureplates, mcl_fences, Optional Dependencies = mcl_flowerpots, mclx_stairs, mcl_doors, mcl_signs, mesecons_pressureplates, mcl_fences, mesecons_button
mesecons_button.
Note that "mcl_boats" may be used at a later date.
Special thanks to Nicu for help with a ton of things from testing, to encouragement, to graphic design and nodebox work. Special thanks to Nicu for help with the nodebox stalk design.
Nicu - You Rock!
Small Joker's bamboo forum topic: Original code's forum topic:
Forum topic: https://forum.minetest.net/viewtopic.php?id=8289 Forum topic: https://forum.minetest.net/viewtopic.php?id=8289
Scaffold inspiration: Cora, because she said that it couldn't be done.

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@ -1,401 +0,0 @@
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by michieal.
--- DateTime: 12/29/22 12:33 PM -- Restructure Date
--- Copyright (C) 2022 - 2023, Michieal. See License.txt
-- CONSTS
local DOUBLE_DROP_CHANCE = 8
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
local BAMBOO_ENDCAP_NAME = "mcl_bamboo:bamboo_endcap"
local BAMBOO_PLANK = BAMBOO .. "_plank"
-- LOCALS
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local node_sound = mcl_sounds.node_sound_wood_defaults()
local pr = PseudoRandom((os.time() + 15766) * 12) -- switched from math.random() to PseudoRandom because the random wasn't very random.
local on_rotate
if minetest.get_modpath("screwdriver") then
on_rotate = screwdriver.disallow
end
-- basic bamboo nodes.
local bamboo_def = {
description = "Bamboo",
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo.png"},
drawtype = "nodebox",
paramtype = "light",
groups = {handy = 1, axey = 1, choppy = 1, flammable = 3},
sounds = node_sound,
drop = {
max_items = 1,
-- From the API:
-- max_items: Maximum number of item lists to drop.
-- The entries in 'items' are processed in order. For each:
-- Item filtering is applied, chance of drop is applied, if both are
-- successful the entire item list is dropped.
-- Entry processing continues until the number of dropped item lists
-- equals 'max_items'.
-- Therefore, entries should progress from low to high drop chance.
items = {
-- Examples:
{
-- 1 in DOUBLE_DROP_CHANCE chance of dropping.
-- Default rarity is '1'.
rarity = DOUBLE_DROP_CHANCE,
items = {BAMBOO .. " 2"},
},
{
-- 1 in 1 chance of dropping. (Note: this means that it will drop 100% of the time.)
-- Default rarity is '1'.
rarity = 1,
items = {BAMBOO},
},
},
},
inventory_image = "mcl_bamboo_bamboo_shoot.png",
wield_image = "mcl_bamboo_bamboo_shoot.png",
_mcl_blast_resistance = 1,
_mcl_hardness = 1.5,
node_box = {
type = "fixed",
fixed = {
{-0.175, -0.5, -0.195, 0.05, 0.5, 0.030},
}
},
collision_box = {
type = "fixed",
fixed = {
{-0.175, -0.5, -0.195, 0.05, 0.5, 0.030},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.175, -0.5, -0.195, 0.05, 0.5, 0.030},
}
},
node_placement_prediction = "",
on_rotate = on_rotate,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
local pos = pointed_thing.under
local nodename = node.name -- intentional use of nodename.
mcl_bamboo.mcl_log("Node placement data:")
mcl_bamboo.mcl_log(dump(pointed_thing))
mcl_bamboo.mcl_log("node name: " .. nodename)
mcl_bamboo.mcl_log("Checking for protected placement of bamboo.")
if mcl_bamboo.is_protected(pos, placer) then
return
end
mcl_bamboo.mcl_log("placement of bamboo is not protected.")
-- Use pointed node's on_rightclick function first, if present
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
mcl_bamboo.mcl_log("Attempting targeted node's on_rightclick.")
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
if mcl_bamboo.is_bamboo(nodename) == false and nodename ~= BAMBOO_ENDCAP_NAME then
-- not bamboo...
mcl_bamboo.mcl_log("not bamboo...")
if nodename ~= "mcl_flowerpots:flower_pot" then
if mcl_bamboo.is_dirt(nodename) == false then
mcl_bamboo.mcl_log("bamboo dirt node not found; node name: " .. nodename)
return
end
end
end
mcl_bamboo.mcl_log("placing bamboo directly.")
local dir = vector.subtract(pointed_thing.under, pointed_thing.above)
local wdir = minetest.dir_to_wallmounted(dir)
local fdir = minetest.dir_to_facedir(dir)
if wdir ~= 1 then
return
end
local place_item = ItemStack(itemstack) -- make a copy so that we don't indirectly mess with the original.
local bamboo_node = mcl_bamboo.is_bamboo(nodename) or 0
mcl_bamboo.mcl_log("node name: " .. nodename .. "\nbamboo_node: " .. bamboo_node)
local rand_height
local BAMBOO_MAX_HEIGHT = 16 -- maximum height of 16, per wiki.
local first_shoot
local meta
if bamboo_node and bamboo_node > 0 then
place_item = ItemStack(mcl_bamboo.bamboo_index[bamboo_node])
-- height check for placing bamboo nodes. because... lmfao bamboo stalk to the sky.
-- variables used in more than one spot.
local chk_pos
local node_name = ""
local dist = 0
local height = -1
local BAMBOO_SOIL_DIST = BAMBOO_MAX_HEIGHT * -1
-- -------------------
for py = -1, BAMBOO_SOIL_DIST, -1 do
chk_pos = vector.offset(pos, 0, py, 0)
node_name = minetest.get_node(chk_pos).name
if mcl_bamboo.is_dirt(node_name) then
first_shoot = vector.offset(chk_pos, 0, 1, 0)
break
end
if mcl_bamboo.is_bamboo(node_name) == false then
break
end
end
-- requires knowing where the soil node is.
if first_shoot == nil then
return
end
meta = minetest.get_meta(first_shoot)
if meta then
height = meta:get_int("height", -1)
end
dist = vector.distance(first_shoot, pos) + 1 -- +1 for the ground offset.
mcl_bamboo.mcl_log("Distance: " .. dist .. " Height: " .. height .. " Bamboo to place: " .. mcl_bamboo.bamboo_index[bamboo_node])
-- okay, so don't go beyond max height...
-- Height is determined when the first node grows or is placed.
-- here, it's not found, so let them do 4-5 nodes up. (should help it grow.)
if dist < 5 and height < 5 then
-- allow
else
-- else, it's complicated.
if dist > 5 and height < 5 then
return
end
end
if dist > height - 1 then
-- height found. here, we let them do it until they reach where the endcap will go.
return
end
else
local placed_type = pr:next(1, 4) -- randomly choose which one to place.
mcl_bamboo.mcl_log("Place_Bamboo_Shoot--Type: " .. placed_type)
place_item = ItemStack(mcl_bamboo.bamboo_index[placed_type])
rand_height = pr:next(BAMBOO_MAX_HEIGHT - 4, BAMBOO_MAX_HEIGHT)
end
local node_above_name = minetest.get_node(pointed_thing.above).name
mcl_bamboo.mcl_log("\n\n\nnode_above name: " .. node_above_name)
if node_above_name ~= "mcl_core:water_source" and node_above_name ~= "mcl_core:lava_source"
and node_above_name ~= "mcl_nether:nether_lava_source" then
local _, position = minetest.item_place(place_item, placer, pointed_thing, fdir)
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
if rand_height and rand_height > 1 then
if position then
mcl_bamboo.mcl_log("Setting Height Data...")
meta = minetest.get_meta(position)
if meta then
meta:set_int("height", rand_height)
end
end
end
return itemstack, pointed_thing.under
else
return
end
end,
on_destruct = function(pos)
-- Node destructor; called before removing node.
local new_pos = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(new_pos)
local bamboo_node = mcl_bamboo.is_bamboo(node_above.name) or 0
local istack = ItemStack(BAMBOO)
local sound_params = {
pos = new_pos,
gain = 1.0, -- default
max_hear_distance = 10, -- default, uses a Euclidean metric
}
if node_above and ((bamboo_node and bamboo_node > 0) or node_above.name == BAMBOO_ENDCAP_NAME) then
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
if pr:next(1, DOUBLE_DROP_CHANCE) == 1 then
minetest.add_item(new_pos, istack)
end
minetest.add_item(new_pos, istack)
end
end,
}
minetest.register_node(BAMBOO, bamboo_def)
local bamboo_top = table.copy(bamboo_def)
bamboo_top.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
bamboo_top.tiles = {"mcl_bamboo_endcap.png"}
bamboo_top.drawtype = "plantlike_rooted" --"plantlike"
--bamboo_top.paramtype2 = "meshoptions"
--bamboo_top.param2 = 2
-- bamboo_top.waving = 2
bamboo_top.special_tiles = {{name = "mcl_bamboo_endcap.png"}}
bamboo_top.nodebox = nil
bamboo_top.selection_box = nil
bamboo_top.collision_box = nil
bamboo_top.on_place = function(itemstack, _, _)
-- Should never occur... but, if it does, then nix it.
itemstack:set_name(BAMBOO)
return itemstack
end
minetest.register_node(BAMBOO_ENDCAP_NAME, bamboo_top)
local bamboo_block_def = {
description = "Bamboo Block",
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_block.png"},
groups = {handy = 1, building_block = 1, axey = 1, flammable = 2, material_wood = 1, bamboo_block = 1, fire_encouragement = 5, fire_flammability = 5},
sounds = node_sound,
paramtype2 = "facedir",
drops = "mcl_bamboo:bamboo_block",
_mcl_blast_resistance = 3,
_mcl_hardness = 2,
_mcl_stripped_variant = "mcl_bamboo:bamboo_block_stripped", -- this allows us to use the built in Axe's strip block.
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
if mcl_bamboo.is_protected(pos, placer) then
return
end
-- Use pointed node's on_rightclick function first, if present
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
end,
}
minetest.register_node("mcl_bamboo:bamboo_block", bamboo_block_def)
local bamboo_stripped_block = table.copy(bamboo_block_def)
bamboo_stripped_block.on_rightclick = nil
bamboo_stripped_block.description = S("Stripped Bamboo Block")
bamboo_stripped_block.tiles = {"mcl_bamboo_bamboo_bottom_stripped.png", "mcl_bamboo_bamboo_bottom_stripped.png",
"mcl_bamboo_bamboo_block_stripped.png"}
minetest.register_node("mcl_bamboo:bamboo_block_stripped", bamboo_stripped_block)
minetest.register_node("mcl_bamboo:bamboo_plank", {
description = S("Bamboo Plank"),
_doc_items_longdesc = S("Bamboo Plank"),
_doc_items_hidden = false,
tiles = {"mcl_bamboo_bamboo_plank.png"},
stack_max = 64,
is_ground_content = false,
groups = {handy = 1, axey = 1, flammable = 3, wood = 1, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 3,
_mcl_hardness = 2,
})
-- Bamboo Part 2 Base nodes.
-- Bamboo Mosaic
local bamboo_mosaic = table.copy(minetest.registered_nodes[BAMBOO_PLANK])
bamboo_mosaic.tiles = {"mcl_bamboo_bamboo_plank_mosaic.png"}
bamboo_mosaic.groups = {handy = 1, axey = 1, flammable = 3, fire_encouragement = 5, fire_flammability = 20}
bamboo_mosaic.description = S("Bamboo Mosaic Plank")
bamboo_mosaic._doc_items_longdesc = S("Bamboo Mosaic Plank")
minetest.register_node("mcl_bamboo:bamboo_mosaic", bamboo_mosaic)
--[[ Bamboo alternative node types. Note that the table.copy's are very important! if you use a common node def and
make changes, even after registering them, the changes overwrite the previous node definitions, and in this case,
you will end up with 4 nodes all being type 3. --]]
local bamboo_one_def = table.copy(bamboo_def)
bamboo_one_def.node_box = {
type = "fixed",
fixed = {
{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
}
}
bamboo_one_def.collision_box = {
-- see [Node boxes] for possibilities
type = "fixed",
fixed = {
{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
}
}
bamboo_one_def.selection_box = {
type = "fixed",
fixed = {
{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
}
}
bamboo_one_def.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
mcl_bamboo.mcl_log(dump(mcl_bamboo.bamboo_index))
minetest.register_node(mcl_bamboo.bamboo_index[2], bamboo_one_def)
local bamboo_two_def = table.copy(bamboo_def)
bamboo_two_def.node_box = {
type = "fixed",
fixed = {
{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
}
}
bamboo_two_def.collision_box = {
-- see [Node boxes] for possibilities
type = "fixed",
fixed = {
{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
}
}
bamboo_two_def.selection_box = {
type = "fixed",
fixed = {
{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
}
}
bamboo_two_def.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
minetest.register_node(mcl_bamboo.bamboo_index[3], bamboo_two_def)
local bamboo_three_def = table.copy(bamboo_def)
bamboo_three_def.node_box = {
type = "fixed",
fixed = {
{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
}
}
bamboo_three_def.collision_box = {
-- see [Node boxes] for possibilities
type = "fixed",
fixed = {
{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
}
}
bamboo_three_def.selection_box = {
type = "fixed",
fixed = {
{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
}
}
bamboo_three_def.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
minetest.register_node(mcl_bamboo.bamboo_index[4], bamboo_three_def)

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@ -1,600 +0,0 @@
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by michieal.
--- DateTime: 12/29/22 12:38 PM -- Restructure Date
--- Copyright (C) 2022 - 2023, Michieal. See License.txt
-- CONSTS
-- Due to door fix #2736, doors are displayed backwards. When this is fixed, set this variable to false.
local BROKEN_DOORS = true
-- FUTURE USE VARIABLE. MUST REMAIN FALSE UNTIL IT HAS BEEN FULLY IMPLEMENTED. DO NOT ENABLE.
local SIDE_SCAFFOLDING = false
local SIDE_SCAFFOLD_NAME = "mcl_bamboo:scaffolding_horizontal"
-- ---------------------------------------------------------------------------
local SCAFFOLDING_NAME = "mcl_bamboo:scaffolding"
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
local BAMBOO_PLANK = BAMBOO .. "_plank"
-- LOCALS
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local adj_nodes = {
vector.new(0, 0, 1),
vector.new(1, 0, 0),
vector.new(0, 0, -1),
vector.new(-1, 0, 0),
}
local node_sound = mcl_sounds.node_sound_wood_defaults()
-- specific bamboo nodes (Items)... Pt. 1
if minetest.get_modpath("mcl_flowerpots") then
mcl_bamboo.mcl_log("FlowerPot Section Entrance. Modpath exists.")
if mcl_flowerpots ~= nil then
-- Flower-potted Bamboo...
local flwr_name = BAMBOO
local flwr_def = {name = "bamboo_plant",
desc = S("Bamboo"),
image = "mcl_bamboo_bamboo_fpm.png", -- use with "register_potted_cube"
-- "mcl_bamboo_flower_pot.png", -- use with "register_potted_flower"
}
-- Chose cube over "potted_flower" as "potted flower" looks bad.
mcl_flowerpots.register_potted_cube(flwr_name, flwr_def) -- mcl_flowerpots.register_potted_flower(flwr_name, flwr_def)
minetest.register_alias("bamboo_flower_pot", "mcl_flowerpots:flower_pot_bamboo_plant")
end
end
if minetest.get_modpath("mcl_doors") then
if mcl_doors then
local top_door_tiles = {}
local bot_door_tiles = {}
if BROKEN_DOORS then
top_door_tiles = {"mcl_bamboo_door_top_alt.png", "mcl_bamboo_door_top.png"}
bot_door_tiles = {"mcl_bamboo_door_bottom_alt.png", "mcl_bamboo_door_bottom.png"}
else
top_door_tiles = {"mcl_bamboo_door_top.png", "mcl_bamboo_door_top.png"}
bot_door_tiles = {"mcl_bamboo_door_bottom.png", "mcl_bamboo_door_bottom.png"}
end
local name = "mcl_bamboo:bamboo_door"
local def = {
description = S("Bamboo Door."),
inventory_image = "mcl_bamboo_door_wield.png",
wield_image = "mcl_bamboo_door_wield.png",
groups = {handy = 1, axey = 1, material_wood = 1, flammable = -1},
_mcl_hardness = 3,
_mcl_blast_resistance = 3,
tiles_bottom = bot_door_tiles,
tiles_top = top_door_tiles,
sounds = mcl_sounds.node_sound_wood_defaults(),
}
mcl_doors:register_door(name, def)
name = "mcl_bamboo:bamboo_trapdoor"
local trap_def = {
description = S("Bamboo Trapdoor."),
inventory_image = "mcl_bamboo_door_complete.png",
groups = {},
tile_front = "mcl_bamboo_trapdoor_side.png",
tile_side = "mcl_bamboo_trapdoor_side.png",
_doc_items_longdesc = S("Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder."),
_doc_items_usagehelp = S("To open or close the trapdoor, rightclick it or send a redstone signal to it."),
wield_image = "mcl_bamboo_trapdoor_side.png",
inventory_image = "mcl_bamboo_trapdoor_side.png",
groups = {handy = 1, axey = 1, mesecon_effector_on = 1, material_wood = 1, flammable = -1},
_mcl_hardness = 3,
_mcl_blast_resistance = 3,
sounds = mcl_sounds.node_sound_wood_defaults(),
}
mcl_doors:register_trapdoor(name, trap_def)
minetest.register_alias("bamboo_door", "mcl_bamboo:bamboo_door")
minetest.register_alias("bamboo_trapdoor", "mcl_bamboo:bamboo_trapdoor")
end
end
if minetest.get_modpath("mcl_stairs") then
if mcl_stairs ~= nil then
mcl_stairs.register_stair_and_slab_simple(
"bamboo_block",
"mcl_bamboo:bamboo_block",
S("Bamboo Stair"),
S("Bamboo Slab"),
S("Double Bamboo Slab")
)
mcl_stairs.register_stair_and_slab_simple(
"bamboo_stripped",
"mcl_bamboo:bamboo_block_stripped",
S("Stripped Bamboo Stair"),
S("Stripped Bamboo Slab"),
S("Double Stripped Bamboo Slab")
)
mcl_stairs.register_stair_and_slab_simple(
"bamboo_plank",
BAMBOO_PLANK,
S("Bamboo Plank Stair"),
S("Bamboo Plank Slab"),
S("Double Bamboo Plank Slab")
)
-- let's add plank slabs to the wood_slab group.
local bamboo_plank_slab = "mcl_stairs:slab_bamboo_plank"
local node_groups = {
wood_slab = 1,
building_block = 1,
slab = 1,
axey = 1,
handy = 1,
stair = 1,
flammable = 1,
fire_encouragement = 5,
fire_flammability = 20
}
minetest.override_item(bamboo_plank_slab, {groups = node_groups})
end
end
if minetest.get_modpath("mesecons_pressureplates") then
if mesecon ~= nil and mesecon.register_pressure_plate ~= nil then
-- make sure that pressure plates are installed.
-- Bamboo Pressure Plate...
-- Register a Pressure Plate (api command doc.)
-- basename: base name of the pressure plate
-- description: description displayed in the player's inventory
-- textures_off:textures of the pressure plate when inactive
-- textures_on: textures of the pressure plate when active
-- image_w: wield image of the pressure plate
-- image_i: inventory image of the pressure plate
-- recipe: crafting recipe of the pressure plate
-- sounds: sound table (like in minetest.register_node)
-- plusgroups: group memberships (attached_node=1 and not_in_creative_inventory=1 are already used)
-- activated_by: optimal table with elements denoting by which entities this pressure plate is triggered
-- Possible table fields:
-- * player=true: Player
-- * mob=true: Mob
-- By default, is triggered by all entities
-- longdesc: Customized long description for the in-game help (if omitted, a dummy text is used)
mesecon.register_pressure_plate(
"mcl_bamboo:pressure_plate_bamboo_wood",
S("Bamboo Pressure Plate"),
{"mcl_bamboo_bamboo_plank.png"},
{"mcl_bamboo_bamboo_plank.png"},
"mcl_bamboo_bamboo_plank.png",
nil,
{{BAMBOO_PLANK, BAMBOO_PLANK}},
mcl_sounds.node_sound_wood_defaults(),
{axey = 1, material_wood = 1},
nil,
S("A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it."))
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:pressure_plate_bamboo_wood_off",
burntime = 15
})
minetest.register_alias("bamboo_pressure_plate", "mcl_bamboo:pressure_plate_bamboo_wood")
end
end
if minetest.get_modpath("mcl_signs") then
mcl_bamboo.mcl_log("Signs Section Entrance. Modpath exists.")
if mcl_signs ~= nil then
-- Bamboo Signs...
mcl_signs.register_sign_custom("mcl_bamboo", "_bamboo", "mcl_bamboo_bamboo_sign.png",
"#ffffff", "mcl_bamboo_bamboo_sign_wield.png", "mcl_bamboo_bamboo_sign_wield.png",
"Bamboo Sign")
mcl_signs.register_sign_craft("mcl_bamboo", BAMBOO_PLANK, "_bamboo")
minetest.register_alias("bamboo_sign", "mcl_signs:wall_sign_bamboo")
end
end
if minetest.get_modpath("mcl_fences") then
mcl_bamboo.mcl_log("Fences Section Entrance. Modpath exists.")
local id = "bamboo_fence"
local wood_groups = {handy = 1, axey = 1, flammable = 2, fence_wood = 1, fire_encouragement = 5, fire_flammability = 20}
local wood_connect = {"group:fence_wood"}
local fence_id = mcl_fences.register_fence(id, S("Bamboo Fence"), "mcl_bamboo_fence_bamboo.png", wood_groups,
2, 15, wood_connect, node_sound)
local gate_id = mcl_fences.register_fence_gate(id, S("Bamboo Fence Gate"), "mcl_bamboo_fence_gate_bamboo.png",
wood_groups, 2, 15, node_sound) -- note: about missing params.. will use defaults.
mcl_bamboo.mcl_log(dump(fence_id))
mcl_bamboo.mcl_log(dump(gate_id))
end
if minetest.get_modpath("mesecons_button") then
if mesecon ~= nil then
mesecon.register_button(
"bamboo",
S("Bamboo Button"),
"mcl_bamboo_bamboo_plank.png",
BAMBOO_PLANK,
node_sound,
{material_wood = 1, handy = 1, pickaxey = 1, flammable = 3, fire_flammability = 20, fire_encouragement = 5, },
1,
false,
S("A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second."),
"mesecons_button_push")
end
end
if minetest.get_modpath("mcl_stairs") then
if mcl_stairs ~= nil then
mcl_stairs.register_stair_and_slab_simple(
"bamboo_mosaic",
"mcl_bamboo:bamboo_mosaic",
S("Bamboo Mosaic Stair"),
S("Bamboo Mosaic Slab"),
S("Double Bamboo Mosaic Slab")
)
end
end
local disallow_on_rotate
if minetest.get_modpath("screwdriver") then
disallow_on_rotate = screwdriver.disallow
end
minetest.register_node(SCAFFOLDING_NAME, {
description = S("Scaffolding"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
doc_items_hidden = false,
tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
drawtype = "nodebox",
paramtype = "light",
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
buildable_to = false,
is_ground_content = false,
walkable = false,
climbable = true,
physical = true,
node_placement_prediction = "",
groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, falling_node = 1, stack_falling = 1},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 0,
_mcl_hardness = 0,
on_rotate = disallow_on_rotate,
on_place = function(itemstack, placer, pointed)
mcl_bamboo.mcl_log("Checking for protected placement of scaffolding.")
local node = minetest.get_node(pointed.under)
local pos = pointed.under
local h = 0
local current_base_node = node -- Current Base Node.
local below_node = minetest.get_node(vector.offset(pos, 0, -1, 0)) -- current node below the current_base_node.
mcl_bamboo.mcl_log("Below Node: " .. below_node.name)
-- check protected placement.
if mcl_bamboo.is_protected(pos, placer) then
return
end
mcl_bamboo.mcl_log("placement of scaffolding is not protected.")
-- place on solid nodes
-- Need to add in a check here... to prevent placing scaffolds against doors, chests, etc.
-- Added in a quick check. need to test it.
if node.name ~= SCAFFOLDING_NAME then
-- Start temp fix: This is a temp fix... will NOT work in final scaffolding implementation.
-- Use pointed node's on_rightclick function first, if present
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
mcl_bamboo.mcl_log("attempting placement of bamboo via targeted node's on_rightclick.")
return minetest.registered_nodes[node.name].on_rightclick(pointed.under, node, placer, itemstack) or itemstack
end
end
-- End: Temp fix
-- A quick check, that may or may not work, to attempt to prevent placing things on the side of other nodes.
local dir = vector.subtract(pointed.under, pointed.above)
local wdir = minetest.dir_to_wallmounted(dir)
if wdir == 1 then
minetest.set_node(pointed.above, {name = SCAFFOLDING_NAME, param2 = 0})
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
return itemstack
else
return
end
end
--build up when placing on existing scaffold
--[[
Quick explanation. scaffolding should be placed at the ground level ONLY. To do this, we look at a few
different nodes. Current node (current_node) is the top node being placed - make sure that it is air / unoccupied.
below_node (below node) is the node below the bottom node; Used to check to see if we are up in the air putting
more scaffolds on the top.. current_base_node (Current Base Node) is the targeted node for placement; we can only place
scaffolding on this one, to stack them up in the air.
--]]
repeat -- loop through, allowing placement.
pos = vector.offset(pos, 0, 1, 0) -- cleaned up vector.
local current_node = minetest.get_node(pos) -- current node.
if current_node.name == "air" then
-- first step to making scaffolding work like scaffolding should.
-- Prevent running up, and putting down new scaffolding
if current_base_node.name == SCAFFOLDING_NAME and below_node == SCAFFOLDING_NAME and SIDE_SCAFFOLDING == false then
return itemstack
end
-- Make sure that the uppermost scaffolding doesn't violate protected areas.
if mcl_bamboo.is_protected(pos, placer) then
return itemstack
end
-- okay, we're good. place the node and take the item unless we are in creative mode.
minetest.set_node(pos, node)
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
-- set the wielded item to the correct itemstack. (possibly unneeded code. but, works.)
placer:set_wielded_item(itemstack)
return itemstack -- finally, return the itemstack to finish on_place.
end
h = h + 1
until current_node.name ~= node.name or itemstack:get_count() == 0 or h >= 128 -- loop check.
end,
on_destruct = function(pos)
-- Node destructor; called before removing node.
local new_pos = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(new_pos)
if node_above and node_above.name == SCAFFOLDING_NAME then
local sound_params = {
pos = new_pos,
gain = 1.0, -- default
max_hear_distance = 10, -- default, uses a Euclidean metric
}
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
local istack = ItemStack(SCAFFOLDING_NAME)
minetest.add_item(new_pos, istack)
end
end,
})
-- FOR FUTURE USE. DO NOT ENABLE. DO NOT UNCOMMENT OUT. THIS WILL BREAK THE SCAFFOLDING, IF NOT FINISHED.
-- YOU HAVE BEEN WARNED.
--[[
if SIDE_SCAFFOLDING then
minetest.register_node(SCAFFOLDING_NAME, {
description = S("Scaffolding"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
doc_items_hidden = false,
tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
drawtype = "nodebox",
paramtype = "light",
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
buildable_to = false,
is_ground_content = false,
walkable = false,
climbable = true,
physical = true,
node_placement_prediction = "",
groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, falling_node = 1, stack_falling = 1},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 0,
_mcl_hardness = 0,
on_rotate = disallow_on_rotate,
on_place = function(itemstack, placer, pointed)
mcl_bamboo.mcl_log("Checking for protected placement of scaffolding.")
local node = minetest.get_node(pointed.under)
local pos = pointed.under
local dir = vector.subtract(pointed.under, pointed.above)
local wdir = minetest.dir_to_wallmounted(dir)
local h = 0
mcl_bamboo.mcl_log("WDIR: " .. wdir)
local fdir = minetest.dir_to_facedir(dir, true)
mcl_bamboo.mcl_log("FDIR: " .. fdir)
local down_two = minetest.get_node(vector.offset(pointed.under, 0, -1, 0))
if wdir == 1 then
-- standing placement.
if mcl_bamboo.is_protected(pos, placer) then
return
end
mcl_bamboo.mcl_log("placement of scaffolding is not protected.")
-- place on solid nodes
if node.name ~= SCAFFOLDING_NAME then
minetest.set_node(pointed.above, {name = SCAFFOLDING_NAME, param2 = 0})
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
return itemstack
end
--build up when placing on existing scaffold
repeat
pos.y = pos.y + 1
local current_node = minetest.get_node(pos)
local current_base_node = node
local below_node = down_two
if current_node.name == "air" then
-- first step to making scaffolding work like Minecraft scaffolding.
if current_base_node.name == SCAFFOLDING_NAME and below_node == SCAFFOLDING_NAME and SIDE_SCAFFOLDING == false then
return itemstack
end
if mcl_bamboo.is_protected(pos, placer) then
return
end
minetest.set_node(pos, node)
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
placer:set_wielded_item(itemstack)
return itemstack
end
h = h + 1
until current_node.name ~= node.name or itemstack:get_count() == 0 or h >= 128
-- Commenting out untested code, for commit.
if SIDE_SCAFFOLDING == true then
local meta = minetest.get_meta(pos)
if not meta then
return false
end
-- local count = meta:get_int("count", 0)
h = minetest.get_node(pointed.under).param2
local new_pos = pointed.under
repeat
local ctrl = placer:get_player_control()
if ctrl and ctrl.sneak then
if node.name == SCAFFOLDING_NAME or node.name == SIDE_SCAFFOLD_NAME then
local param_2 = h
local node_param2 = param_2 + 1
fdir = fdir + 1 -- convert fdir to a base of one.
local target_offset = adj_nodes[fdir]
new_pos = vector.offset(new_pos, target_offset.x, 0, target_offset.z)
if mcl_bamboo.is_protected(new_pos, placer) then
-- disallow placement in protected area
return
end
itemstack:take_item(1)
if minetest.get_node(new_pos).name == "air" then
minetest.set_node(new_pos, {name = SIDE_SCAFFOLD_NAME, param2 = node_param2})
if node_param2 >= 6 then
node_param2 = 6
minetest.minetest.dig_node(new_pos)
end
end
return itemstack
end
h = h + 1
end
until h >= 7 or itemstack.get_count() <= 0
end
end
end,
on_destruct = function(pos)
-- Node destructor; called before removing node.
local new_pos = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(new_pos)
if node_above and node_above.name == SCAFFOLDING_NAME then
local sound_params = {
pos = new_pos,
gain = 1.0, -- default
max_hear_distance = 10, -- default, uses a Euclidean metric
}
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
local istack = ItemStack(SCAFFOLDING_NAME)
minetest.add_item(new_pos, istack)
end
end,
})
minetest.register_node(SIDE_SCAFFOLD_NAME, {
description = S("Scaffolding"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
doc_items_hidden = false,
tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
drop = "mcl_bamboo:scaffolding",
drawtype = "nodebox",
paramtype = "light",
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
{-0.5, -0.5, -0.5, 0.5, -0.375, 0.5},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, not_in_creative_inventory = 1, falling_node = 1},
_mcl_after_falling = function(pos)
if minetest.get_node(pos).name == "mcl_bamboo:scaffolding_horizontal" then
if minetest.get_node(vector.offset(pos, 0, 0, 0)).name ~= SCAFFOLDING_NAME then
minetest.remove_node(pos)
minetest.add_item(pos, SCAFFOLDING_NAME)
else
minetest.set_node(vector.offset(pos, 0, 1, 0), {name = SIDE_SCAFFOLD_NAME})
end
end
end,
buildable_to = false,
is_ground_content = false,
walkable = false,
climbable = true,
physical = true,
on_rotate = disallow_on_rotate,
on_place = function(itemstack, placer, pointed_thing)
-- this function shouldn't be called, as this is never placed by the user.
-- it's placed only as a variant of regular scaffolding.
return false
end
})
end
--]]

View File

@ -1,269 +0,0 @@
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by michieal.
--- DateTime: 12/29/22 12:34 PM -- Restructure Date
--- Copyright (C) 2022 - 2023, Michieal. See License.txt
local DEBUG = false
local rand = math.random
math.randomseed((os.time() + 31) * 31415) -- try to make a valid seed
local BAMBOO_MAX_HEIGHT = 16 -- base height check.
local BAMBOO_SOIL_DIST = BAMBOO_MAX_HEIGHT * -1
local BAM_MAX_HEIGHT_STPCHK = BAMBOO_MAX_HEIGHT - 5
local BAM_MAX_HEIGHT_TOP = BAMBOO_MAX_HEIGHT - 1
local GROW_DOUBLE_CHANCE = 32
--Bamboo can be planted on moss blocks, grass blocks, dirt, coarse dirt, rooted dirt, gravel, mycelium, podzol, sand, red sand, or mud
mcl_bamboo.bamboo_dirt_nodes = {
"mcl_core:redsand",
"mcl_core:sand",
"mcl_core:dirt",
"mcl_core:coarse_dirt",
"mcl_core:dirt_with_grass",
"mcl_core:podzol",
"mcl_core:mycelium",
"mcl_lush_caves:rooted_dirt",
"mcl_lush_caves:moss",
"mcl_mud:mud",
}
function mcl_bamboo.is_dirt(node_name)
local index = table.indexof(mcl_bamboo.bamboo_dirt_nodes, node_name)
if index == -1 then
return false
else
return true
end
end
mcl_bamboo.bamboo_index = {
"mcl_bamboo:bamboo",
"mcl_bamboo:bamboo_1",
"mcl_bamboo:bamboo_2",
"mcl_bamboo:bamboo_3",
}
function mcl_bamboo.is_bamboo(node_name)
local index = table.indexof(mcl_bamboo.bamboo_index, node_name)
if index == -1 then
return false
else
return index
end
end
--- pos: node position; placer: ObjectRef that is placing the item
--- returns: true if protected, otherwise false.
function mcl_bamboo.is_protected(pos, placer)
local name = placer:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return true
end
return false
end
local BAMBOO_ENDCAP_NAME = "mcl_bamboo:bamboo_endcap"
function mcl_bamboo.grow_bamboo(pos, bonemeal_applied)
local node_above = minetest.get_node(vector.offset(pos, 0, 1, 0))
mcl_bamboo.mcl_log("Grow bamboo called; bonemeal: " .. tostring(bonemeal_applied))
if not bonemeal_applied and mcl_bamboo.is_bamboo(node_above.name) ~= false then
return false -- short circuit this function if we're trying to grow (std) the bamboo and it's not the top shoot.
end
if minetest.get_node_light(pos) < 8 then
return false
end
-- variables used in more than one spot.
local first_shoot
local chk_pos
local soil_pos
local node_name = ""
local dist = 0
local node_below
-- -------------------
mcl_bamboo.mcl_log("Grow bamboo; checking for soil: ")
-- the soil node below the bamboo.
for py = -1, BAMBOO_SOIL_DIST, -1 do
chk_pos = vector.offset(pos, 0, py, 0)
node_name = minetest.get_node(chk_pos).name
if mcl_bamboo.is_dirt(node_name) then
soil_pos = chk_pos
break
end
if mcl_bamboo.is_bamboo(node_name) == false then
break
end
end
-- requires knowing where the soil node is.
if soil_pos == nil then
return false -- returning false means don't use up the bonemeal.
end
mcl_bamboo.mcl_log("Grow bamboo; soil found. ")
local grow_amount = rand(1, GROW_DOUBLE_CHANCE)
grow_amount = rand(1, GROW_DOUBLE_CHANCE)
grow_amount = rand(1, GROW_DOUBLE_CHANCE) -- because yeah, not truly random, or even a good prng.
grow_amount = rand(1, GROW_DOUBLE_CHANCE)
local init_height = rand(BAM_MAX_HEIGHT_STPCHK + 1, BAM_MAX_HEIGHT_TOP + 1)
mcl_bamboo.mcl_log("Grow bamboo; random height: " .. init_height)
node_name = ""
-- update: add randomized max height to first node's meta data.
first_shoot = vector.offset(soil_pos, 0, 1, 0)
local meta = minetest.get_meta(first_shoot)
node_below = minetest.get_node(first_shoot).name
mcl_bamboo.mcl_log("Grow bamboo; checking height meta ")
-- check the meta data for the first node, to see how high to make the stalk.
if not meta then
-- if no metadata, set the metadata!!!
meta:set_int("height", init_height)
end
local height = meta:get_int("height", -1)
mcl_bamboo.mcl_log("Grow bamboo; meta-height: " .. height)
if height <= 10 then
height = init_height
meta:set_int("height", init_height)
end
mcl_bamboo.mcl_log("Grow bamboo; height: " .. height)
-- Bonemeal: Grows the bamboo by 1-2 stems. (per the minecraft wiki.)
if bonemeal_applied then
-- handle applying bonemeal.
for py = 1, BAM_MAX_HEIGHT_TOP do
-- find the top node of bamboo.
chk_pos = vector.offset(pos, 0, py, 0)
node_name = minetest.get_node(chk_pos).name
dist = vector.distance(soil_pos, chk_pos)
if mcl_bamboo.is_bamboo(node_name) == false or node_name == BAMBOO_ENDCAP_NAME then
break
end
end
mcl_bamboo.mcl_log("Grow bamboo; dist: " .. dist)
if node_name == BAMBOO_ENDCAP_NAME then
-- prevent overgrowth
return false
end
-- check to see if we have a full stalk of bamboo.
if dist >= height - 1 then
if dist == height - 1 then
-- equals top of the stalk before the cap
if node_name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; Placing endcap")
minetest.set_node(vector.offset(chk_pos, 0, 1, 0), {name = BAMBOO_ENDCAP_NAME})
return true -- returning true means use up the bonemeal.
else
return false
end
else
-- okay, we're higher than the end cap, fail out.
return false -- returning false means don't use up the bonemeal.
end
end
-- and now, the meat of the section... add bamboo to the stalk.
-- at this point, we should be lower than the generated maximum height. ~ about height -2 or lower.
if dist <= height - 2 then
if node_name == "air" then
-- here we can check to see if we can do up to 2 bamboo shoots onto the stalk
mcl_bamboo.mcl_log("Grow bamboo; Placing bamboo.")
minetest.set_node(chk_pos, {name = node_below})
-- handle growing a second node.
if grow_amount == 2 then
chk_pos = vector.offset(chk_pos, 0, 1, 0)
if minetest.get_node(chk_pos).name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; OOOH! It's twofer day!")
minetest.set_node(chk_pos, {name = node_below})
end
end
return true -- exit out with a success. We've added 1-2 nodes, per the wiki.
end
end
end
-- Non-Bonemeal growth.
for py = 1, BAM_MAX_HEIGHT_TOP do
-- Find the topmost node above the stalk, and check it for "air"
chk_pos = vector.offset(pos, 0, py, 0)
node_below = minetest.get_node(pos).name
node_name = minetest.get_node(chk_pos).name
dist = vector.distance(soil_pos, chk_pos)
if node_name ~= "air" and mcl_bamboo.is_bamboo(node_name) == false then
break
end
-- stop growing check. ie, handle endcap placement.
if dist >= height - 1 then
local above_node_name = minetest.get_node(vector.offset(chk_pos, 0, 1, 0)).name
if node_name == "air" and above_node_name == "air" then
if height - 1 == dist then
mcl_bamboo.mcl_log("Grow bamboo; Placing endcap")
minetest.set_node(chk_pos, {name = BAMBOO_ENDCAP_NAME})
end
end
break
end
-- handle regular node placement.
-- find the air node above the top shoot. place a node. And then, if short enough,
-- check for second node placement.
if node_name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; dist: " .. dist)
mcl_bamboo.mcl_log("Grow bamboo; Placing bamboo.")
minetest.set_node(chk_pos, {name = node_below})
-- handle growing a second node. (1 in 32 chance.)
if grow_amount == 2 and dist <= height - 2 then
chk_pos = vector.offset(chk_pos, 0, 1, 0)
if minetest.get_node(chk_pos).name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; OOOH! It's twofer day!")
minetest.set_node(chk_pos, {name = node_below})
end
end
break
end
end
end
-- Add Groups function, courtesy of Warr1024.
function mcl_bamboo.add_groups(name, ...)
local def = minetest.registered_items[name] or error(name .. " not found")
local groups = {}
for k, v in pairs(def.groups) do
groups[k] = v
end
local function add_all(x, ...)
if not x then
return
end
groups[x] = 1
return add_all(...)
end
addall(...)
return minetest.override_item(name, {groups = groups})
end
function mcl_bamboo.mcl_log(m, l)
if not m then
minetest.log("error", "expected string, received: " .. m)
return
end
if DEBUG then
if not l then
minetest.log("[mcl_bamboo]: " .. m)
else
minetest.log(l, "[mcl_bamboo]: " .. m)
end
end
end

View File

@ -1,73 +1,841 @@
-- [bamboo] mod by SmallJoker, Made for MineClone 2 by Michieal (as mcl_bamboo). -- [bamboo] mod by Krock, modified by SmallJoker, Made for MineClone 2 by Michieal (as mcl_bamboo).
-- Parts of mcl_scaffolding were used. Mcl_scaffolding originally created by Cora; Fixed and heavily reworked -- Parts of mcl_scaffolding were used. Mcl_scaffolding originally created by Cora; modified for mcl_bamboo by Michieal.
-- for mcl_bamboo by Michieal.
-- Creation date: 12-01-2022 (Dec 1st, 2022) -- Creation date: 12-01-2022 (Dec 1st, 2022)
-- License for Media: CC-BY-SA 4.0 (except where noted); Code: GPLv3 -- License for everything: GPL3
-- Copyright (C) 2022 - 2023, Michieal. See License.txt -- Bamboo max height: 12-16
-- LOCALS -- LOCALS
local modname = minetest.get_current_modname() local modname = minetest.get_current_modname()
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it... local S = minetest.get_translator(modname)
-- "BAMBOO" goes here. local bamboo = "mcl_bamboo:bamboo"
local BAMBOO = "mcl_bamboo:bamboo" local adj_nodes = {
vector.new(0, 0, 1),
vector.new(0, 0, -1),
vector.new(1, 0, 0),
vector.new(-1, 0, 0),
}
local node_sound = mcl_sounds.node_sound_wood_defaults()
mcl_bamboo = {} -- CONSTS
local SIDE_SCAFFOLDING = false
local MAKE_STAIRS = true
local DEBUG = false
local USE_END_CAPS = false
-- BAMBOO GLOBALS -- Due to door fix #2736, doors are displayed backwards. When this is fixed, set this variable to false.
dofile(minetest.get_modpath(modname) .. "/globals.lua") local BROKEN_DOORS = true
-- BAMBOO Base Nodes
dofile(minetest.get_modpath(modname) .. "/bamboo_base.lua")
-- BAMBOO ITEMS
dofile(minetest.get_modpath(modname) .. "/bamboo_items.lua")
-- BAMBOO RECIPES
dofile(minetest.get_modpath(modname) .. "/recipes.lua")
-- ------------------------------------------------------------ -- LOCAL FUNCTIONS
-- Add Groups function, courtesy of Warr1024.
function addgroups(name, ...)
local def = minetest.registered_items[name] or error(name .. " not found")
local groups = {}
for k, v in pairs(def.groups) do
groups[k] = v
end
local function addall(x, ...)
if not x then
return
end
groups[x] = 1
return addall(...)
end
addall(...)
return minetest.override_item(name, {groups = groups})
end
local function create_nodes()
local bamboo_def = {
description = "Bamboo",
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo.png"},
drawtype = "nodebox",
paramtype = "light",
groups = {handy = 1, axey = 1, choppy = 1, flammable = 3},
sounds = node_sound,
drops = "mcl_bamboo:bamboo",
inventory_image = "mcl_bamboo_bamboo_shoot.png",
wield_image = "mcl_bamboo_bamboo_shoot.png",
_mcl_blast_resistance = 1,
_mcl_hardness = 2,
node_box = {
type = "fixed",
fixed = {
-- {0.1875, -0.5, -0.125, 0.4125, 0.5, 0.0625},
-- {-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
-- {-0.25, -0.5, -0.3125, 0, 0.5, -0.125},
{-0.175, -0.5, -0.195, 0.05, 0.5, 0.030},
}
},
--[[
Node Box definitions for alternative styles.
{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
--]]
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
local pos = pointed_thing.under
if DEBUG then
minetest.log("mcl_bamboo::Node placement data:")
minetest.log(dump(pointed_thing))
minetest.log(dump(node))
end
if DEBUG then
minetest.log("mcl_bamboo::Checking for protected placement of bamboo.")
end
local pname = placer:get_player_name()
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return
end
if DEBUG then
minetest.log("mcl_bamboo::placement of bamboo is not protected.")
end
-- Use pointed node's on_rightclick function first, if present
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
if DEBUG then
minetest.log("mcl_bamboo::attempting placement of bamboo via targeted node's on_rightclick.")
end
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
if node.name ~= "mcl_bamboo:bamboo" then
if node.name ~= "mcl_flowerpots:flower_pot" then
if minetest.get_item_group(node.name, "dirt") == 0 then
return itemstack
end
end
end
if DEBUG then
minetest.log("mcl_bamboo::placing bamboo directly.")
end
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
end,
on_destruct = function(pos)
-- Node destructor; called before removing node.
local new_pos = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(new_pos)
if node_above and node_above.name == "mcl_bamboo:bamboo" then
local sound_params = {
pos = new_pos,
gain = 1.0, -- default
max_hear_distance = 10, -- default, uses a Euclidean metric
}
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
local istack = ItemStack("mcl_bamboo:bamboo")
minetest.add_item(new_pos, istack)
end
end,
}
minetest.register_node("mcl_bamboo:bamboo", bamboo_def)
local bamboo_top = table.copy(bamboo_def)
bamboo_top.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
bamboo_top.on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
local pos = pointed_thing.under
if DEBUG then
minetest.log("mcl_bamboo::Node placement data:")
minetest.log(dump(pointed_thing))
minetest.log(dump(node))
end
if DEBUG then
minetest.log("mcl_bamboo::Checking for protected placement of bamboo.")
end
local pname = placer:get_player_name()
if pname then
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return
end
--not for player use.
if minetest.is_creative_enabled(pname) == false then
itemstack:set_count(0)
return itemstack
end
end
if DEBUG then
minetest.log("mcl_bamboo::placement of bamboo is not protected.")
end
if node.name ~= "mcl_bamboo:bamboo" then
return itemstack
end
if DEBUG then
minetest.log("mcl_bamboo::placing bamboo directly.")
end
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
end,
minetest.register_node("mcl_bamboo:bamboo_top", bamboo_top)
local bamboo_block_def = {
description = "Bamboo Block",
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_block.png"},
groups = {handy = 1, building_block = 1, axey = 1, flammable = 2, material_wood = 1, bamboo_block = 1, fire_encouragement = 5, fire_flammability = 5},
sounds = node_sound,
paramtype2 = "facedir",
drops = "mcl_bamboo:bamboo_block",
_mcl_blast_resistance = 3,
_mcl_hardness = 2,
_mcl_stripped_variant = "mcl_bamboo:bamboo_block_stripped", -- this allows us to use the built in Axe's strip block.
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
local pname = placer:get_player_name()
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return
end
-- Use pointed node's on_rightclick function first, if present
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
end,
}
-- basic bamboo nodes.
minetest.register_node("mcl_bamboo:bamboo_block", bamboo_block_def)
local bamboo_stripped_block = table.copy(bamboo_block_def)
bamboo_stripped_block.on_rightclick = nil
bamboo_stripped_block.description = S("Stripped Bamboo Block")
bamboo_stripped_block.tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_block_stripped.png"}
minetest.register_node("mcl_bamboo:bamboo_block_stripped", bamboo_stripped_block)
minetest.register_node("mcl_bamboo:bamboo_plank", {
description = S("Bamboo Plank"),
_doc_items_longdesc = S("Bamboo Plank"),
_doc_items_hidden = false,
tiles = {"mcl_bamboo_bamboo_plank.png"},
stack_max = 64,
is_ground_content = false,
groups = {handy = 1, axey = 1, flammable = 3, wood = 1, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 3,
_mcl_hardness = 2,
})
-- specific bamboo nodes...
if minetest.get_modpath("mcl_flowerpots") then
if DEBUG then
minetest.log("mcl_bamboo::FlowerPot Section Entrance. Modpath exists.")
end
if mcl_flowerpots ~= nil then
-- Flower-potted Bamboo...
local flwr_name = "mcl_bamboo:bamboo"
local flwr_def = {name = "bamboo_plant",
desc = S("Bamboo"),
image = "mcl_bamboo_bamboo_fpm.png", -- use with "register_potted_cube"
-- "mcl_bamboo_flower_pot.png", -- use with "register_potted_flower"
}
mcl_flowerpots.register_potted_cube(flwr_name, flwr_def)
-- mcl_flowerpots.register_potted_flower(flwr_name, flwr_def)
minetest.register_alias("bamboo_flower_pot", "mcl_flowerpots:flower_pot_bamboo_plant")
end
end
if minetest.get_modpath("mcl_doors") then
if mcl_doors then
local top_door_tiles = {}
local bot_door_tiles = {}
if BROKEN_DOORS then
top_door_tiles = {"mcl_bamboo_door_top_alt.png", "mcl_bamboo_door_top.png"}
bot_door_tiles = {"mcl_bamboo_door_bottom_alt.png", "mcl_bamboo_door_bottom.png"}
else
top_door_tiles = {"mcl_bamboo_door_top.png", "mcl_bamboo_door_top.png"}
bot_door_tiles = {"mcl_bamboo_door_bottom.png", "mcl_bamboo_door_bottom.png"}
end
local name = "mcl_bamboo:bamboo_door"
local def = {
description = S("Bamboo Door."),
inventory_image = "mcl_bamboo_door_wield.png",
wield_image = "mcl_bamboo_door_wield.png",
groups = {handy = 1, axey = 1, material_wood = 1, flammable = -1},
_mcl_hardness = 3,
_mcl_blast_resistance = 3,
tiles_bottom = bot_door_tiles,
tiles_top = top_door_tiles,
sounds = mcl_sounds.node_sound_wood_defaults(),
}
--[[ Registers a door
-- name: The name of the door
-- def: a table with the folowing fields:
-- description
-- inventory_image
-- groups
-- tiles_bottom: the tiles of the bottom part of the door {front, side}
-- tiles_top: the tiles of the bottom part of the door {front, side}
-- If the following fields are not defined the default values are used
-- node_box_bottom
-- node_box_top
-- selection_box_bottom
-- selection_box_top
-- only_placer_can_open: if true only the player who placed the door can
-- open it
-- only_redstone_can_open: if true, the door can only be opened by redstone,
-- not by rightclicking it
--]]
mcl_doors:register_door(name, def)
name = "mcl_bamboo:bamboo_trapdoor"
local trap_def = {
description = S("Bamboo Trapdoor."),
inventory_image = "mcl_bamboo_door_complete.png",
groups = {},
tile_front = "mcl_bamboo_trapdoor_top.png",
tile_side = "mcl_bamboo_trapdoor_side.png",
_doc_items_longdesc = S("Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder."),
_doc_items_usagehelp = S("To open or close the trapdoor, rightclick it or send a redstone signal to it."),
wield_image = "mcl_bamboo_trapdoor_wield.png",
inventory_image = "mcl_bamboo_trapdoor_wield.png",
groups = {handy = 1, axey = 1, mesecon_effector_on = 1, material_wood = 1, flammable = -1},
_mcl_hardness = 3,
_mcl_blast_resistance = 3,
sounds = mcl_sounds.node_sound_wood_defaults(),
}
mcl_doors:register_trapdoor(name, trap_def)
minetest.register_alias("bamboo_door", "mcl_bamboo:bamboo_door")
minetest.register_alias("bamboo_trapdoor", "mcl_bamboo:bamboo_trapdoor")
end
end
if MAKE_STAIRS then
if minetest.get_modpath("mcl_stairs") then
if mcl_stairs ~= nil then
mcl_stairs.register_stair_and_slab_simple(
"bamboo_block",
"mcl_bamboo:bamboo_block",
S("Bamboo Stair"),
S("Bamboo Slab"),
S("Double Bamboo Slab")
)
mcl_stairs.register_stair_and_slab_simple(
"bamboo_stripped",
"mcl_bamboo:bamboo_block_stripped",
S("Stripped Bamboo Stair"),
S("Stripped Bamboo Slab"),
S("Double Stripped Bamboo Slab")
)
mcl_stairs.register_stair_and_slab_simple(
"bamboo_plank",
"mcl_bamboo:bamboo_plank",
S("Bamboo Plank Stair"),
S("Bamboo Plank Slab"),
S("Double Bamboo Plank Slab")
)
-- let's add plank slabs to the wood_slab group.
local bamboo_plank_slab = "mcl_stairs:slab_bamboo_plank"
local node_groups = {
wood_slab = 1,
building_block = 1,
slab = 1,
axey = 1,
handy = 1,
stair = 1,
flammable = 1,
fire_encouragement = 5,
fire_flammability = 20
}
minetest.override_item(bamboo_plank_slab, {groups = node_groups})
end
end
end
if minetest.get_modpath("mesecons_pressureplates") then
if mesecon ~= nil and mesecon.register_pressure_plate ~= nil then
-- make sure that pressure plates are installed.
-- Bamboo Pressure Plate...
-- Register a Pressure Plate (api command doc.)
-- basename: base name of the pressure plate
-- description: description displayed in the player's inventory
-- textures_off:textures of the pressure plate when inactive
-- textures_on: textures of the pressure plate when active
-- image_w: wield image of the pressure plate
-- image_i: inventory image of the pressure plate
-- recipe: crafting recipe of the pressure plate
-- sounds: sound table (like in minetest.register_node)
-- plusgroups: group memberships (attached_node=1 and not_in_creative_inventory=1 are already used)
-- activated_by: optimal table with elements denoting by which entities this pressure plate is triggered
-- Possible table fields:
-- * player=true: Player
-- * mob=true: Mob
-- By default, is triggered by all entities
-- longdesc: Customized long description for the in-game help (if omitted, a dummy text is used)
mesecon.register_pressure_plate(
"mcl_bamboo:pressure_plate_bamboo_wood",
S("Bamboo Pressure Plate"),
{"mcl_bamboo_bamboo_plank.png"},
{"mcl_bamboo_bamboo_plank.png"},
"mcl_bamboo_bamboo_plank.png",
nil,
{{"mcl_bamboo:bamboo_plank", "mcl_bamboo:bamboo_plank"}},
mcl_sounds.node_sound_wood_defaults(),
{axey = 1, material_wood = 1},
nil,
S("A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it."))
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:pressure_plate_bamboo_wood_off",
burntime = 15
})
minetest.register_alias("bamboo_pressure_plate", "mcl_bamboo:pressure_plate_bamboo_wood")
end
end
if minetest.get_modpath("mcl_signs") then
if DEBUG then
minetest.log("mcl_bamboo::Signs Section Entrance. Modpath exists.")
end
if mcl_signs ~= nil then
-- Bamboo Signs...
mcl_signs.register_sign_custom("mcl_bamboo", "_bamboo", "mcl_signs_sign_greyscale.png",
"#f6dc91", "default_sign_greyscale.png", "default_sign_greyscale.png",
"Bamboo Sign")
mcl_signs.register_sign_craft("mcl_bamboo", "mcl_bamboo:bamboo_plank", "_bamboo")
minetest.register_alias("bamboo_sign", "mcl_signs:wall_sign_bamboo")
end
end
if minetest.get_modpath("mcl_fences") then
if DEBUG then
minetest.log("mcl_bamboo::Fences Section Entrance. Modpath exists.")
end
local id = "bamboo_fence"
local id_gate = "bamboo_fence_gate"
local wood_groups = {handy = 1, axey = 1, flammable = 2, fence_wood = 1, fire_encouragement = 5, fire_flammability = 20}
local wood_connect = {"group:fence_wood"}
local fence_id = mcl_fences.register_fence(id, S("Bamboo Fence"), "mcl_bamboo_fence_bamboo.png", wood_groups,
2, 15, wood_connect, node_sound)
local gate_id = mcl_fences.register_fence_gate(id, S("Bamboo Fence Gate"), "mcl_bamboo_fence_gate_bamboo.png",
wood_groups, 2, 15, node_sound) -- note: about missing params.. will use defaults.
if DEBUG then
minetest.log(dump(fence_id))
minetest.log(dump(gate_id))
end
local craft_wood = "mcl_bamboo:bamboo_plank"
minetest.register_craft({
output = "mcl_bamboo:" .. id .. " 3",
recipe = {
{craft_wood, "mcl_core:stick", craft_wood},
{craft_wood, "mcl_core:stick", craft_wood},
}
})
minetest.register_craft({
output = "mcl_bamboo:" .. id_gate,
recipe = {
{"mcl_core:stick", craft_wood, "mcl_core:stick"},
{"mcl_core:stick", craft_wood, "mcl_core:stick"},
}
})
-- mcl_fences.register_fence("nether_brick_fence", S("Nether Brick Fence"), "mcl_fences_fence_nether_brick.png", {pickaxey=1, deco_block=1, fence_nether_brick=1}, 2, 30, {"group:fence_nether_brick"}, mcl_sounds.node_sound_stone_defaults())
minetest.register_alias("bamboo_fence", "mcl_fences:" .. id)
minetest.register_alias("bamboo_fence_gate", "mcl_fences:" .. id_gate)
end
if minetest.get_modpath("mesecons_button") then
if mesecon ~= nil then
mesecon.register_button(
"bamboo",
S("Bamboo Button"),
"mcl_bamboo_bamboo_plank.png",
"mcl_bamboo:bamboo_plank",
node_sound,
{material_wood = 1, handy = 1, pickaxey = 1, flammable = 3, fire_flammability = 20, fire_encouragement = 5, },
1,
false,
S("A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second."),
"mesecons_button_push")
end
end
minetest.register_node("mcl_bamboo:scaffolding", {
description = S("Scaffolding"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
doc_items_hidden = false,
tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
drawtype = "nodebox",
paramtype = "light",
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
buildable_to = false,
is_ground_content = false,
walkable = false,
climbable = true,
physical = true,
node_placement_prediction = "",
groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, falling_node = 1, stack_falling = 1},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 0,
_mcl_hardness = 0,
on_place = function(itemstack, placer, ptd)
if SIDE_SCAFFOLDING then
-- count param2 up when placing to the sides. Fall when > 6
local ctrl = placer:get_player_control()
if ctrl and ctrl.sneak then
local pp2 = minetest.get_node(ptd.under).param2
local np2 = pp2 + 1
if minetest.get_node(vector.offset(ptd.above, 0, -1, 0)).name == "air" then
minetest.set_node(ptd.above, {name = "mcl_bamboo:scaffolding_horizontal", param2 = np2})
itemstack:take_item(1)
end
if np2 > 6 then
minetest.check_single_for_falling(ptd.above)
end
return itemstack
end
end
--place on solid nodes
local node = minetest.get_node(ptd.under)
if itemstack:get_name() ~= node.name then
minetest.set_node(ptd.above, {name = "mcl_bamboo:scaffolding", param2 = 0})
itemstack:take_item(1)
return itemstack
end
--build up when placing on existing scaffold
local h = 0
local pos = ptd.under
repeat
pos.y = pos.y + 1
h = h + 1
local cn = minetest.get_node(pos)
if cn.name == "air" then
minetest.set_node(pos, node)
itemstack:take_item(1)
placer:set_wielded_item(itemstack)
return itemstack
end
until cn.name ~= node.name or h >= 32
end,
on_destruct = function(pos)
-- Node destructor; called before removing node.
local new_pos = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(new_pos)
if node_above and node_above.name == "mcl_bamboo:scaffolding" then
local sound_params = {
pos = new_pos,
gain = 1.0, -- default
max_hear_distance = 10, -- default, uses a Euclidean metric
}
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
local istack = ItemStack("mcl_bamboo:scaffolding")
minetest.add_item(new_pos, istack)
end
end,
})
if SIDE_SCAFFOLDING then
--currently, disabled.
minetest.register_node("mcl_bamboo:scaffolding_horizontal", {
description = S("Scaffolding (horizontal)"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
doc_items_hidden = false,
tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
drawtype = "nodebox",
paramtype = "light",
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
{-0.5, -0.5, -0.5, 0.5, -0.375, 0.5},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, not_in_creative_inventory = 1, falling_node = 1},
_mcl_after_falling = function(pos)
if minetest.get_node(pos).name == "mcl_bamboo:scaffolding_horizontal" then
if minetest.get_node(vector.offset(pos, 0, 0, 0)).name ~= "mcl_bamboo:scaffolding" then
minetest.remove_node(pos)
minetest.add_item(pos, "mcl_bamboo:scaffolding")
else
minetest.set_node(vector.offset(pos, 0, 1, 0), {name = "mcl_bamboo:scaffolding"})
end
end
end
})
end
end
local function register_craftings()
-- Craftings
minetest.register_craft({
output = bamboo .. "_block",
recipe = {
{bamboo, bamboo, bamboo},
{bamboo, bamboo, bamboo},
{bamboo, bamboo, bamboo},
}
})
minetest.register_craft({
output = bamboo .. "_plank 2",
recipe = {
{bamboo .. "_block"},
}
})
minetest.register_craft({
output = bamboo .. "_plank 2",
recipe = {
{bamboo .. "_block_stripped"},
}
})
minetest.register_craft({
output = "mcl_core:stick",
recipe = {
{bamboo},
{bamboo},
}
})
minetest.register_craft({
output = "mcl_bamboo:scaffolding 6",
recipe = {{bamboo, "mcl_mobitems:string", bamboo},
{bamboo, "", bamboo},
{bamboo, "", bamboo}}
})
minetest.register_craft({
output = "mcl_bamboo:bamboo_door 3",
recipe = {
{bamboo .. "_plank", bamboo .. "_plank"},
{bamboo .. "_plank", bamboo .. "_plank"},
{bamboo .. "_plank", bamboo .. "_plank"}
}
})
minetest.register_craft({
output = "mcl_bamboo:bamboo_trapdoor 2",
recipe = {
{bamboo .. "_plank", bamboo .. "_plank", bamboo .. "_plank"},
{bamboo .. "_plank", bamboo .. "_plank", bamboo .. "_plank"},
}
})
-- Fuels
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:bamboo_door",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:bamboo_trapdoor",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = bamboo,
burntime = 2.5, -- supposed to be 1/2 that of a stick, per minecraft wiki as of JE 1.19.3
})
minetest.register_craft({
type = "fuel",
recipe = bamboo .. "_block",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = bamboo .. "_block_stripped",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = bamboo .. "_plank",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:scaffolding",
burntime = 20
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_plank",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_block",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_stripped",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mesecons_button:button_bamboo_off",
burntime = 5,
})
end
create_nodes()
register_craftings()
-- MAPGEN
dofile(minetest.get_modpath(modname) .. "/mapgen.lua")
local BAMBOO_MAX_HEIGHT_CHECK = -16
--ABMs --ABMs
minetest.register_abm({ minetest.register_abm({
nodenames = mcl_bamboo.bamboo_index, nodenames = {"mcl_bamboo:bamboo"},
interval = 10, interval = 40,
chance = 20, chance = 40,
action = function(pos, _) action = function(pos, node)
mcl_bamboo.grow_bamboo(pos, false) local soil_pos = nil
if minetest.get_node_light(pos) < 8 then
return
end
local found_soil = false
for py = -1, BAMBOO_MAX_HEIGHT_CHECK, -1 do
local chk_pos = vector.offset(pos, 0, py, 0)
local name = minetest.get_node(chk_pos).name
if minetest.get_item_group(name, "soil") ~= 0 then
found_soil = true
soil_pos = chk_pos
break
elseif name ~= "mcl_bamboo:bamboo" then
break
end
end
if not found_soil then
return
end
for py = 1, 14 do
local npos = vector.offset(pos, 0, py, 0)
local name = minetest.get_node(npos).name
if vector.distance(soil_pos, npos) >= 15 then
-- stop growing check.
if USE_END_CAPS then
if name == "air" then
minetest.set_node(npos, {name = "mcl_bamboo:bamboo_top"})
end
end
break
end
if name == "air" then
minetest.set_node(npos, {name = "mcl_bamboo:bamboo"})
break
elseif name ~= "mcl_bamboo:bamboo" then
break
end
end
end, end,
}) })
-- Base Aliases. -- Base Aliases.
local SCAFFOLDING_NAME = "mcl_bamboo:scaffolding"
minetest.register_alias("bamboo_block", "mcl_bamboo:bamboo_block") minetest.register_alias("bamboo_block", "mcl_bamboo:bamboo_block")
minetest.register_alias("bamboo_strippedblock", "mcl_bamboo:bamboo_block_stripped") minetest.register_alias("bamboo_strippedblock", "mcl_bamboo:bamboo_block_stripped")
minetest.register_alias("bamboo", BAMBOO) minetest.register_alias("bamboo", "mcl_bamboo:bamboo")
minetest.register_alias("bamboo_plank", "mcl_bamboo:bamboo_plank") minetest.register_alias("bamboo_plank", "mcl_bamboo:bamboo_plank")
minetest.register_alias("bamboo_mosaic", "mcl_bamboo:bamboo_mosaic")
minetest.register_alias("mcl_stairs:stair_bamboo", "mcl_stairs:stair_bamboo_block") minetest.register_alias("mcl_stairs:stair_bamboo", "mcl_stairs:stair_bamboo_block")
minetest.register_alias("bamboo_stairs", "mcl_stairs:stair_bamboo_block") minetest.register_alias("bamboo:bamboo", "mcl_bamboo:bamboo")
minetest.register_alias("bamboo:bamboo", BAMBOO)
minetest.register_alias("scaffold", SCAFFOLDING_NAME)
minetest.register_alias("mcl_scaffolding:scaffolding", SCAFFOLDING_NAME)
minetest.register_alias("mcl_scaffolding:scaffolding_horizontal", SCAFFOLDING_NAME)
minetest.register_alias("bamboo_fence", "mcl_fences:bamboo_fence")
minetest.register_alias("bamboo_fence_gate", "mcl_fences:bamboo_fence_gate")
--[[ --[[
todo -- make scaffolds do side scaffold blocks, so that they jut out. (Shelved.) todo -- make scaffolds do side scaffold blocks, so that they jut out.
todo -- Also, make those blocks collapse (break) when a nearby connected scaffold breaks. todo -- Also, make those blocks collapse (break) when a nearby connected scaffold breaks.
todo -- add in alternative bamboo styles to simulate random placement. (see commented out nde box definitions.
todo -- make endcap node for bamboo, so that they can be 12-16 nodes high and stop growing.
todo -- mash all of that together so that it drops as one item, and chooses what version to be, in on_place.
todo -- Raft
todo -- Raft with Chest.
todo -- Add in Extras.
todo: Added a new "Mosaic" plank variant that is unique to Bamboo called Bamboo Mosaic
It can be crafted with 1x2 Bamboo Slabs in a vertical strip
You can craft Stair and Slab variants of Bamboo Mosaic
Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be
used as fuel.
waiting on specific things: todo -- add in fuel recipes for:
todo -- Raft -- need model [-] bamboo slab + stripped bamboo slab
todo -- Raft with Chest. same. [-] bamboo stair + stripped bamboo stair + bamboo plank stair
todo -- handle bonemeal... (shelved until after redoing the bonemeal api).
-----------------------------------------------------------
todo -- Add in Extras. -- Moved to Official Mod Pack.
Notes:
When bone meal is used on it, it grows by 12 blocks. Bamboo can grow up to 1216 blocks tall.
The top of a bamboo plant requires a light level of 9 or above to grow.
Design Decision - to not make bamboo saplings, and not make them go through a ton of transformations.
--]] --]]

View File

@ -1,12 +1,7 @@
# textdomain: mcl_bamboo # textdomain: mcl_bamboo
### bamboo_base.lua ###
Bamboo Mosaic Plank= ### init.lua ###
Bamboo Plank=
Stripped Bamboo Block=
### bamboo_items.lua ###
A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.= A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=
@ -17,18 +12,18 @@ Bamboo Button=
Bamboo Door.= Bamboo Door.=
Bamboo Fence= Bamboo Fence=
Bamboo Fence Gate= Bamboo Fence Gate=
Bamboo Mosaic Slab= Bamboo Plank=
Bamboo Mosaic Stair=
Bamboo Plank Slab= Bamboo Plank Slab=
Bamboo Plank Stair= Bamboo Plank Stair=
Bamboo Pressure Plate= Bamboo Pressure Plate=
Bamboo Sign=
Bamboo Slab= Bamboo Slab=
Bamboo Stair= Bamboo Stair=
Bamboo Trapdoor.= Bamboo Trapdoor.=
Double Bamboo Mosaic Slab=
Double Bamboo Plank Slab= Double Bamboo Plank Slab=
Double Bamboo Slab= Double Bamboo Slab=
Double Stripped Bamboo Slab= Double Stripped Bamboo Slab=
Nether Brick Fence=
Scaffolding= Scaffolding=
Scaffolding (horizontal)= Scaffolding (horizontal)=
Scaffolding block used to climb up or out across areas.= Scaffolding block used to climb up or out across areas.=
@ -38,3 +33,4 @@ Stripped Bamboo Stair=
To open or close the trapdoor, rightclick it or send a redstone signal to it.= To open or close the trapdoor, rightclick it or send a redstone signal to it.=
Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.= Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=

View File

@ -0,0 +1,60 @@
local item_water, item_dirt, item_grass
item_water = "mcl_core:water_source"
item_dirt = "mcl_core:dirt"
item_grass = "mcl_core:dirt_with_grass"
local function make_bamboo(pos, size)
for y = 0, size - 1 do
local p = {x = pos.x, y = pos.y + y, z = pos.z}
if minetest.get_node(p).name ~= "air" then
return
end
minetest.set_node(p, {name = "mcl_bamboo:bamboo"})
end
end
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.y < 2 and minp.y > 0 then
return
end
local c_grass = minetest.get_content_id(item_grass)
local n_bamboo = minetest.get_perlin(8234, 3, 0.6, 100)
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(minp, maxp)
local area = VoxelArea:new {MinEdge = emin, MaxEdge = emax}
local data = vm:get_data()
local rand = PseudoRandom(seed % 8000)
for z = minp.z + 2, maxp.z - 2, 4 do
for x = minp.x + 2, maxp.x - 2, 4 do
local bamboo_amount = math.floor(n_bamboo:get_2d({x = x, y = z}) * 7 - 3)
for i = 1, bamboo_amount do
local p_pos = {
x = rand:next(x - 2, x + 2),
y = 0,
z = rand:next(z - 2, z + 2)
}
local found = false
local node = -1
for y = 4, 0, -1 do
p_pos.y = y
node = data[area:index(p_pos.x, p_pos.y, p_pos.z)]
if node == c_grass then
found = true
break
end
end
if found and
minetest.find_node_near(p_pos, 5, {"group:water", item_water}) then
p_pos.y = p_pos.y + 1
make_bamboo(p_pos, rand:next(4, 12))
end
end
end
end
end
)

View File

@ -1,200 +0,0 @@
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by michieal.
--- DateTime: 12/29/22 12:46 PM -- Restructure Date
--- These are all of the fuel recipes and all of the crafting recipes, consolidated into one place.
--- Copyright (C) 2022 - 2023, Michieal. See License.txt
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
local BAMBOO_PLANK = BAMBOO .. "_plank"
-- Craftings
-- Basic Bamboo craftings
minetest.register_craft({
output = "mcl_core:stick",
recipe = {
{BAMBOO},
{BAMBOO},
}
})
minetest.register_craft({
output = BAMBOO .. "_block",
recipe = {
{BAMBOO, BAMBOO, BAMBOO},
{BAMBOO, BAMBOO, BAMBOO},
{BAMBOO, BAMBOO, BAMBOO},
}
})
minetest.register_craft({
output = BAMBOO_PLANK .. " 2",
recipe = {
{BAMBOO .. "_block"},
}
})
minetest.register_craft({
output = BAMBOO_PLANK .. " 2",
recipe = {
{BAMBOO .. "_block_stripped"},
}
})
minetest.register_craft({
output = BAMBOO .. "_mosaic",
recipe = {
{"mcl_stair:slab_bamboo_plank"},
{"mcl_stair:slab_bamboo_plank"},
}
})
-- Bamboo specific items
if minetest.get_modpath("mcl_doors") and mcl_doors then
minetest.register_craft({
output = "mcl_bamboo:bamboo_door 3",
recipe = {
{BAMBOO_PLANK, BAMBOO_PLANK},
{BAMBOO_PLANK, BAMBOO_PLANK},
{BAMBOO_PLANK, BAMBOO_PLANK}
}
})
minetest.register_craft({
output = "mcl_bamboo:bamboo_trapdoor 2",
recipe = {
{BAMBOO_PLANK, BAMBOO_PLANK, BAMBOO_PLANK},
{BAMBOO_PLANK, BAMBOO_PLANK, BAMBOO_PLANK},
}
})
end
if minetest.get_modpath("mcl_fences") then
minetest.register_craft({
output = "mcl_bamboo:bamboo_fence 3",
recipe = {
{BAMBOO_PLANK, "mcl_core:stick", BAMBOO_PLANK},
{BAMBOO_PLANK, "mcl_core:stick", BAMBOO_PLANK},
}
})
minetest.register_craft({
output = "mcl_bamboo:bamboo_fence_gate",
recipe = {
{"mcl_core:stick", BAMBOO_PLANK, "mcl_core:stick"},
{"mcl_core:stick", BAMBOO_PLANK, "mcl_core:stick"},
}
})
end
minetest.register_craft({
output = "mcl_bamboo:scaffolding 6",
recipe = {{BAMBOO, "mcl_mobitems:string", BAMBOO},
{BAMBOO, "", BAMBOO},
{BAMBOO, "", BAMBOO}}
})
-- Fuels
-- Basic Bamboo nodes
minetest.register_craft({
type = "fuel",
recipe = BAMBOO,
burntime = 2.5, -- supposed to be 1/2 that of a stick, per minecraft wiki as of JE 1.19.3
})
minetest.register_craft({
type = "fuel",
recipe = BAMBOO .. "_block",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = BAMBOO .. "_block_stripped",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = BAMBOO_PLANK,
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = BAMBOO .. "_mosaic",
burntime = 7.5,
})
-- Bamboo Items
if minetest.get_modpath("mcl_doors") then
if mcl_doors then
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:bamboo_door",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:bamboo_trapdoor",
burntime = 15,
})
end
end
if minetest.get_modpath("mcl_stairs") then
if mcl_stairs ~= nil then
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_plank",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_block",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_stripped",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:stair_bamboo_plank",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:stair_bamboo_block",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:stair_bamboo_stripped",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_mosaic",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:stair_bamboo_mosaic",
burntime = 15,
})
end
end
minetest.register_craft({
type = "fuel",
recipe = "mesecons_button:button_bamboo_off",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:scaffolding",
burntime = 20
})

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View File

@ -139,7 +139,7 @@ local function bucket_get_pointed_thing(user)
local start = user:get_pos() local start = user:get_pos()
start.y = start.y + user:get_properties().eye_height start.y = start.y + user:get_properties().eye_height
local look_dir = user:get_look_dir() local look_dir = user:get_look_dir()
local _end = vector.add(start, vector.multiply(look_dir, 5)) _end = vector.add(start, vector.multiply(look_dir, 5))
local ray = raycast(start, _end, false, true) local ray = raycast(start, _end, false, true)
for pointed_thing in ray do for pointed_thing in ray do

View File

@ -3,7 +3,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
mcl_cocoas = {} mcl_cocoas = {}
-- Place cocoa -- Place cocoa
local function cocoa_place(itemstack, placer, pt, plantname) function mcl_cocoas.place(itemstack, placer, pt, plantname)
-- check if pointing at a node -- check if pointing at a node
if not pt or pt.type ~= "node" then if not pt or pt.type ~= "node" then
return return
@ -90,11 +90,7 @@ local crop_def = {
}, },
}, },
groups = { groups = {
handy = 1, axey = 1, handy=1,axey=1, cocoa=1, not_in_creative_inventory=1, dig_by_water=1, destroy_by_lava_flow=1, dig_by_piston=1, attached_node_facedir=1,
dig_by_water=1, destroy_by_lava_flow=1, dig_by_piston=1,
attached_node_facedir=1,
not_in_creative_inventory=1,
cocoa=1
}, },
sounds = mcl_sounds.node_sound_wood_defaults(), sounds = mcl_sounds.node_sound_wood_defaults(),
on_rotate = false, on_rotate = false,

View File

@ -809,7 +809,7 @@ function mcl_core.get_grass_palette_index(pos)
local biome_name = minetest.get_biome_name(biome) local biome_name = minetest.get_biome_name(biome)
local reg_biome = minetest.registered_biomes[biome_name] local reg_biome = minetest.registered_biomes[biome_name]
if reg_biome then if reg_biome then
index = reg_biome._mcl_grass_palette_index index = reg_biome._mcl_palette_index
end end
end end
return index return index
@ -939,7 +939,7 @@ minetest.register_lbm({
else else
node.name = "mcl_core:dirt_with_grass" node.name = "mcl_core:dirt_with_grass"
end end
node.param2 = reg_biome._mcl_grass_palette_index node.param2 = reg_biome._mcl_palette_index
-- Fall back to savanna palette index -- Fall back to savanna palette index
if not node.param2 then if not node.param2 then
node.param2 = SAVANNA_INDEX node.param2 = SAVANNA_INDEX

View File

@ -24,7 +24,7 @@ Andesite is an igneous rock.=Andesit ist ein magmatisches Gestein.
Apple=Apfel Apple=Apfel
Apples are food items which can be eaten.=Äpfel sind essbare Gegenstände. Apples are food items which can be eaten.=Äpfel sind essbare Gegenstände.
Barrier=Barriere Barrier=Barriere
Barriers are invisible walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Barrieren sind unsichtbare feste Blöcke. Sie sind nützlich, um Grenzen für Abenteuerkarten und ähnliches zu bauen. Monster und Tiere werden auf Barrieren nicht auftauchen, und Zäune verbinden sich nicht mit Barrieren. Andere Blöcke können an Barrieren gebaut werden, wie bei allen anderen Blöcken. Barriers are invisble walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Barrieren sind unsichtbare feste Blöcke. Sie sind nützlich, um Grenzen für Abenteuerkarten und ähnliches zu bauen. Monster und Tiere werden auf Barrieren nicht auftauchen, und Zäune verbinden sich nicht mit Barrieren. Andere Blöcke können an Barrieren gebaut werden, wie bei allen anderen Blöcken.
Bedrock=Grundgestein Bedrock=Grundgestein
Bedrock is a very hard type of rock. It can not be broken, destroyed, collected or moved by normal means, unless in Creative Mode.=Grundgestein ist ein sehr harter Gesteinstyp. Er kann unter normalen Umständen nicht abgebaut, zerstört, aufgesammelt oder verschoben werden, außer im Kreativmodus. Bedrock is a very hard type of rock. It can not be broken, destroyed, collected or moved by normal means, unless in Creative Mode.=Grundgestein ist ein sehr harter Gesteinstyp. Er kann unter normalen Umständen nicht abgebaut, zerstört, aufgesammelt oder verschoben werden, außer im Kreativmodus.
Birch Bark=Birkenrinde Birch Bark=Birkenrinde

View File

@ -24,7 +24,7 @@ Andesite is an igneous rock.=La andesita es una roca ígnea.
Apple=Manzana Apple=Manzana
Apples are food items which can be eaten.=Las manzanas son alimentos que se pueden comer. Apples are food items which can be eaten.=Las manzanas son alimentos que se pueden comer.
Barrier=Barrera Barrier=Barrera
Barriers are invisible walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Las barreras son bloques transitables invisibles. Se utilizan para crear límites de mapas de aventura y similares. Los monstruos y los animales no aparecerán en las barreras, y las cercas no se conectan a las barreras. Otros bloques pueden construirse sobre barreras como en cualquier otro bloque. Barriers are invisble walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Las barreras son bloques transitables invisibles. Se utilizan para crear límites de mapas de aventura y similares. Los monstruos y los animales no aparecerán en las barreras, y las cercas no se conectan a las barreras. Otros bloques pueden construirse sobre barreras como en cualquier otro bloque.
Bedrock=Lecho de roca Bedrock=Lecho de roca
Bedrock is a very hard type of rock. It can not be broken, destroyed, collected or moved by normal means, unless in Creative Mode.=El lecho de roca es un tipo de roca muy duro. No se puede romper, destruir, recoger o mover por medios normales, a menos que esté en modo creativo. Bedrock is a very hard type of rock. It can not be broken, destroyed, collected or moved by normal means, unless in Creative Mode.=El lecho de roca es un tipo de roca muy duro. No se puede romper, destruir, recoger o mover por medios normales, a menos que esté en modo creativo.
Birch Bark=Madera de abedul sin corteza Birch Bark=Madera de abedul sin corteza

View File

@ -24,7 +24,7 @@ Andesite is an igneous rock.=L'andésite est une roche ignée.
Apple=Pomme Apple=Pomme
Apples are food items which can be eaten.=Les pommes sont des aliments qui peuvent être consommés. Apples are food items which can be eaten.=Les pommes sont des aliments qui peuvent être consommés.
Barrier=Barrière invisible Barrier=Barrière invisible
Barriers are invisible walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Les barrières sont des blocs accessibles à pied. Ils sont utilisés pour créer des limites de cartes d'aventure et similaires. Les monstres et les animaux n'apparaissent pas sur les barrières, et les clôtures ne se connectent pas aux barrières. D'autres blocs peuvent être construits sur des barrières comme sur n'importe quel autre bloc. Barriers are invisble walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Les barrières sont des blocs accessibles à pied. Ils sont utilisés pour créer des limites de cartes d'aventure et similaires. Les monstres et les animaux n'apparaissent pas sur les barrières, et les clôtures ne se connectent pas aux barrières. D'autres blocs peuvent être construits sur des barrières comme sur n'importe quel autre bloc.
Bedrock=Bedrock Bedrock=Bedrock
Bedrock is a very hard type of rock. It can not be broken, destroyed, collected or moved by normal means, unless in Creative Mode.=Le bedrock est un type de roche très dur. Il ne peut pas être brisé, détruit, collecté ou déplacé par des moyens normaux, sauf en mode créatif. Bedrock is a very hard type of rock. It can not be broken, destroyed, collected or moved by normal means, unless in Creative Mode.=Le bedrock est un type de roche très dur. Il ne peut pas être brisé, détruit, collecté ou déplacé par des moyens normaux, sauf en mode créatif.
Birch Bark=Bois de Bouleau Birch Bark=Bois de Bouleau
@ -286,6 +286,3 @@ Stackable=Empilable
Crying Obsidian=Obsidienne pleureuse Crying Obsidian=Obsidienne pleureuse
Crying obsidian is a luminous obsidian that can generate as part of ruined portals.=L'obsidienne pleureuse est une obsidienne luminause qui peut être générée dans les portails en ruine. Crying obsidian is a luminous obsidian that can generate as part of ruined portals.=L'obsidienne pleureuse est une obsidienne luminause qui peut être générée dans les portails en ruine.
Enchanted Golden Apple=Pomme dorée enchantée Enchanted Golden Apple=Pomme dorée enchantée
Light=Lumière
Lights are invisible blocks. They are used to light up adventure maps and the like.=Les lumières sont des blocs invisibles. Ils sont utilisés pour éclairer les cartes d'aventure.
When you hold a light in hand, you reveal all placed lights in a short distance around you.=Lorsque vous tenez une lumière en main, vous révélez toutes les lumières placées à une courte distance autour de vous.

View File

@ -24,7 +24,7 @@ Andesite is an igneous rock.=Andezyt jest skałą pochodzenia wulkanicznego.
Apple=Jabłko Apple=Jabłko
Apples are food items which can be eaten.=Jabłka to przedmioty które można zjeść. Apples are food items which can be eaten.=Jabłka to przedmioty które można zjeść.
Barrier=Bariera Barrier=Bariera
Barriers are invisible walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Bariery to niewidzialne bloki po których można chodzić. Są użyteczne do tworzenia ograniczeń na mapach przygodowych i im podobnych. Potwory i zwierzęta nie pojawiają się na barierach, a płoty się z nimi nie łączą. Inne bloki mogą być na nich budowane podobnie jak na innych blokach. Barriers are invisble walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Bariery to niewidzialne bloki po których można chodzić. Są użyteczne do tworzenia ograniczeń na mapach przygodowych i im podobnych. Potwory i zwierzęta nie pojawiają się na barierach, a płoty się z nimi nie łączą. Inne bloki mogą być na nich budowane podobnie jak na innych blokach.
Bedrock=Skała macierzysta Bedrock=Skała macierzysta
Bedrock is a very hard type of rock. It can not be broken, destroyed, collected or moved by normal means, unless in Creative Mode.=Skała macierzysta jest rodzajem bardzo twardej skały. Nie może być ona zniszczona, zebrana lub przesunięta normalnymi metodami, jeśli nie jesteś w trybie kreatywnym. Bedrock is a very hard type of rock. It can not be broken, destroyed, collected or moved by normal means, unless in Creative Mode.=Skała macierzysta jest rodzajem bardzo twardej skały. Nie może być ona zniszczona, zebrana lub przesunięta normalnymi metodami, jeśli nie jesteś w trybie kreatywnym.
Birch Bark=Brzozowa kora Birch Bark=Brzozowa kora

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