fork update #10

Merged
chmodsayshello merged 220 commits from VoxeLibre/VoxeLibre:master into master 2023-06-04 12:44:03 +02:00
278 changed files with 3311 additions and 1913 deletions

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@ -76,7 +76,7 @@ in singleplayer, post a screenshot of the message that Minetest showed
when the crash happened (or copy the message into your issue). If you when the crash happened (or copy the message into your issue). If you
are a server admin, you can find error messages in the log file of the are a server admin, you can find error messages in the log file of the
server. server.
* Tell us which MineClone2 and Minetest versions you are using. * Tell us which MineClone2 and Minetest versions you are using (from Minetest 5.7 type /ver, for previous versions, check the game.conf or README.md file).
* Tell us how to reproduce the problem: What you were doing to trigger * Tell us how to reproduce the problem: What you were doing to trigger
the bug, e.g. before the crash happened or what causes the faulty the bug, e.g. before the crash happened or what causes the faulty
behavior. behavior.

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@ -37,6 +37,7 @@
* talamh * talamh
* Faerraven / Michieal * Faerraven / Michieal
* FossFanatic * FossFanatic
* SmokeyDope
## Contributors ## Contributors
* Laurent Rocher * Laurent Rocher
@ -81,15 +82,12 @@
* aldum * aldum
* Dieter44 * Dieter44
* Pepebotella * Pepebotella
* MrRar
* Lazerbeak12345 * Lazerbeak12345
* mrminer * mrminer
* Thunder1035 * Thunder1035
* opfromthestart * opfromthestart
* snowyu * snowyu
* FaceDeer * FaceDeer
* Faerraven / Michieal
* FossFanatic
* Herbert West * Herbert West
* GuyLiner * GuyLiner
* 3raven * 3raven
@ -101,8 +99,8 @@
* b3nderman * b3nderman
* CyberMango * CyberMango
* gldrk * gldrk
* SmokeyDope
* atomdmac * atomdmac
* emptyshore
## MineClone5 ## MineClone5
* kay27 * kay27
@ -176,6 +174,7 @@
* cora * cora
* Faerraven / Michieal * Faerraven / Michieal
* Nicu * Nicu
* Exhale
## Translations ## Translations
* Wuzzy * Wuzzy

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@ -13,15 +13,15 @@ git add game.conf
#git add RELEASE.md #git add RELEASE.md
git commit -m "Pre-release update credits and set version 0.82.0" git commit -m "Pre-release update credits and set version 0.83.0"
git tag 0.82.0 git tag 0.83.0
git push origin 0.82.0 git push origin 0.83.0
#Update version in game.conf to -SNAPSHOT #Update version in game.conf to the next version with -SNAPSHOT suffix
git commit -m "Post-release set version 0.82.0-SNAPSHOT" git commit -m "Post-release set version 0.84.0-SNAPSHOT"
### Hotfix Release ### Hotfix Release

57
TEXTURES.md Normal file
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@ -0,0 +1,57 @@
# Making Textures In Mineclone2
Textures are a crucial asset for all items, nodes, and models in mineclone2. This document is for artist who would like to make and modify textures for mineclone2. While no means comprehensive, this document contains the basic important information for beginners to get started with texture curation and optimization.
## Minetest Wiki
For more detailed information on creating and modifing texture packs for Minetest/Mineclone2, please visit the Minetest wiki's page on creating a texture pack. Click [here](https://wiki.minetest.net/Creating_texture_packs) to view the wiki page on creating texture packs.
## GIMP Tutorials Pixel Art Guide
GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would like further clarification as well as screenshots for what we are about to cover, it is an excellent resource to turn to. Click [here](https://thegimptutorials.com/how-to-make-pixel-art/) to view the guide
## Recommended Software
### GIMP
GIMP (Gnu Image Manipulation Program) is a very popular and free image editing software supported on Windows, MacOS, and most Linux distributions. It is recommended to use GIMP to create and modify textures within the minetest engine.
Download GIMP [here](http://gimp.org/)
# Getting Started
## Creating a new file
the first thing to do is open GIMP and create a new file to work in by opening the File menu and choosing New.
Choose width of 16 and height of 16 for the image size. While higher resolution textures are possible, The default size is 16x16. It is recommended you use this size as well, as it is universally supported on all systems.
## Zoom In
Next, you'll want to zoom in as the canvas is very small at the default zoom level. To do this either use CTRL + mousewheel, +/-, or navigate to the View menu > zoom > zoom in
## Configure Grid
Now, we'll want to turn on the grid. Open the edit menu and enable the 'show grid' option.
The default grid size is 10 pixels, we want to change it to a 1 pixel grid. Go to the Image menu and choose 'configure grid.
In the Spacing section, change both the Horizontal and Vertical pixel settings to 1.00 then click ok and the grid will update.
## Pencil Tool & Color Picking
The most useful brush type for pixel art is the Pencil tool. Its nested under the paintbrush tool in the toolbox, or you can use the keyboard shortcut 'N'.
Once the pencil tool is selected, navigate to the sliders on the left side of the canvas and change brush size to 1 pixel.
Now choose a color! You can do this by clicking on the two colored squares under the toolbox. The Color Picker tool is also a good option if you already have a reference image for color palette.
## How to export optimally
Once you have finished up a texture and are ready to export it, navigate to the file menu > export as... and make sure the file name extention is .png
After clicking 'Export', a menu will appear with a bunch of options checked. Make sure to uncheck all of these options!!! This will drastically reduce the file size from multiple kilobytes to a couple of hundred bytes. Finally click 'Export' one more time.
### Further optimization with OptiPNG
For those running a GNU/linux distribution, you most likely have the 'optipng' command available to you. If it does not come with your system by default, the software homepage can be found [here](https://optipng.sourceforge.net/) where you can download and install from source.
First, Open up the terminal in the directory where your exported texture is located (or navigate to the directory with the 'cd your/directory/path/to/textures'), then run this command
```
optipng -o7 -zm1-9 -nc -clobber *.png
```
This will further optimize all the textures in the directory.
NOTE: If you would like to further edit a texture that has been optipng'd in GIMP, you must manually set the color palette back to RBG after opening. Navigate to Image menu > Mode > select RGB

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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=0.84.0-SNAPSHOT

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@ -352,6 +352,23 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
end end
end end
end end
-- Punch End Crystals to make them explode
if ent and ent.name == "mcl_end:crystal" then
if direct then
local puncher = direct:get_luaentity()
if puncher and puncher.name == "mcl_end:crystal" then
ent.object:punch(direct, 1.0, { -- End Crystal nearby, trigger it.
full_punch_interval = 1.0,
damage_groups = {fleshy = 1},
}, nil, nil)
else
ent.object:remove() -- Direct Exists, but it is not an end crystal, remove crystal.
end
else
ent.object:remove() -- Node exploded the end crystal, remove it.
end
end
end end
local airs, fires = {}, {} local airs, fires = {}, {}

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

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

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@ -0,0 +1,14 @@
# Oxidization API for MineClone 2
This mods adds the oxidization api, so that modders can easily use the same features that copper uses.
## API
To take advantage of the actual oxidization, put `oxidizable = 1` into the list of groups for the oxidizable node.
You would also need to put `_mcl_oxidized_variant = itemstring of node this node will oxidize into` into the node definition.
For example, a copper block oxidizes into exposed copper, so the defintion would be `_mcl_oxidized_variant = "mcl_copper:block_exposed"`.
To utilize the ability to wax the block for protection from oxidization, put `mcl_waxed_variant = item string of waxed variant of node` into the node definition table.
For example, Copper Blocks have the definition arguement of `_mcl_waxed_variant = "mcl_copper:waxed_block"`.
For waxed nodes, scraping is easy. Start by putting `waxed = 1` into the list of groups of the waxed node.
Next put `_mcl_stripped_variant = item string of the unwaxed variant of the node` into the defintion table.
Wxaed Copper Blocks can be scrapped into normal Copper Blocks because of the definition `_mcl_stripped_variant = "mcl_copper:block"`.

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@ -0,0 +1,12 @@
minetest.register_abm({
label = "Oxidatize Nodes",
nodenames = { "group:oxidizable" },
interval = 500,
chance = 3,
action = function(pos, node)
local def = minetest.registered_nodes[node.name]
if def and def._mcl_oxidized_variant then
minetest.set_node(pos, { name = def._mcl_oxidized_variant, param2 = node.param2 })
end
end,
})

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@ -0,0 +1,4 @@
name = mcl_oxidation
title = Oxidation API for MineClone 2
author = PrairieWind, N011, Michael
description = API to allow oxidizing different nodes.

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@ -34,6 +34,64 @@ function mcl_util.mcl_log(message, module, bypass_default_logger)
end end
end end
local player_timers = {}
-- This is a dtime timer than can be used in on_step functions so it works every x seconds
-- self - Object you want to store timer data on. E.g. mob or a minecart, or player_name
-- dtime - The time since last run of on_step, should be passed in to function
-- timer_name - This is the name of the timer and also the key to store the data. No spaces + lowercase.
-- threshold - The time before it returns successful. 0.2 if you want to run it 5 times a second.
function mcl_util.check_dtime_timer(self, dtime, timer_name, threshold)
if not self or not threshold or not dtime then return end
if not timer_name or timer_name == "" then return end
if type(self) == "string" then
local player_name = self
if not player_timers[player_name] then
player_timers[player_name] = {}
end
self = player_timers[player_name]
end
if not self._timers then
self._timers = {}
end
if not self._timers[timer_name] then
self._timers[timer_name] = 0
else
self._timers[timer_name] = self._timers[timer_name] + dtime
--minetest.log("dtime: " .. tostring(self._timers[timer_name]))
end
if self._timers[timer_name] > threshold then
--minetest.log("Over threshold")
self._timers[timer_name] = 0
return true
--else
--minetest.log("Not over threshold")
end
return false
end
-- Minetest 5.3.0 or less can only measure the light level. This came in at 5.4
-- This function has been known to fail in multiple places so the error handling is added increase safety and improve
-- debugging. See:
-- https://git.minetest.land/MineClone2/MineClone2/issues/1392
function mcl_util.get_natural_light (pos, time)
local status, retVal = pcall(minetest.get_natural_light, pos, time)
if status then
return retVal
else
minetest.log("warning", "Failed to get natural light at pos: " .. dump(pos) .. ", time: " .. dump(time))
if (pos) then
local node = minetest.get_node(pos)
minetest.log("warning", "Node at pos: " .. dump(node.name))
end
end
return 0
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)

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@ -8,3 +8,6 @@ Jungle Boat=Barca de la selva
Oak Boat=Barca de roble Oak Boat=Barca de roble
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=Haga clic derecho en una fuente de agua para colocar el barco. Haga clic derecho en el barco para entrar. Utilice [Izquierda] y [Derecha] para dirigir, [Adelante] para acelerar y [Atrás] para reducir la velocidad o retroceder. Haga clic derecho en el barco nuevamente para dejarlo, golpee el barco para que se caiga como un artículo. Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=Haga clic derecho en una fuente de agua para colocar el barco. Haga clic derecho en el barco para entrar. Utilice [Izquierda] y [Derecha] para dirigir, [Adelante] para acelerar y [Atrás] para reducir la velocidad o retroceder. Haga clic derecho en el barco nuevamente para dejarlo, golpee el barco para que se caiga como un artículo.
Spruce Boat=Barca de abeto Spruce Boat=Barca de abeto
Water vehicle=Vehículo acuático
Sneak to dismount=Agáchate para bajar
Obsidian Boat=Barca de obsidiana

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@ -11,3 +11,11 @@ Spruce Boat=Bateau en sapin
Water vehicle=Véhicule aquatique Water vehicle=Véhicule aquatique
Sneak to dismount=Se baisser pour descendre Sneak to dismount=Se baisser pour descendre
Obsidian Boat=Bateau en obsidienne Obsidian Boat=Bateau en obsidienne
Mangrove Boat=Bateau en palétuvier
Oak Chest Boat=Bateau en chêne avec coffre
Spruce Chest Boat=Bateau en sapin avec coffre
Birch Chest Boat=Bateau en bouleau avec coffre
Jungle Chest Boat=Bateau en acajou avec coffre
Acacia Chest Boat=Bateau en acacia avec coffre
Dark Oak Chest Boat=Bateau en chêne noir avec coffre
Mangrove Chest Boat=Bateau en palétuvier avec coffre

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@ -11,3 +11,11 @@ Spruce Boat=
Water vehicle= Water vehicle=
Sneak to dismount= Sneak to dismount=
Obsidian Boat= Obsidian Boat=
Mangrove Boat=
Oak Chest Boat=
Spruce Chest Boat=
Birch Chest Boat=
Jungle Chest Boat=
Acacia Chest Boat=
Dark Oak Chest Boat=
Mangrove Chest Boat=

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@ -5,7 +5,12 @@ function mcl_burning.get_storage(obj)
end end
function mcl_burning.is_burning(obj) function mcl_burning.is_burning(obj)
local storage = mcl_burning.get_storage(obj)
if storage then
return mcl_burning.get_storage(obj).burn_time return mcl_burning.get_storage(obj).burn_time
else
return false
end
end end
function mcl_burning.is_affected_by_rain(obj) function mcl_burning.is_affected_by_rain(obj)

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

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

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

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@ -7,12 +7,7 @@ local pool = {}
local tick = false local tick = false
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_item_entities", false)
local function mcl_log(message)
if LOGGING_ON then
mcl_util.mcl_log(message, "[Item Entities]", true)
end
end
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
pool[player:get_player_name()] = 0 pool[player:get_player_name()] = 0
@ -408,114 +403,176 @@ local function cxcz(o, cw, one, zero)
return o return o
end end
local function hopper_take_item(self, pos) local function nodes_destroy_items (self, moveresult, def, nn)
--mcl_log("self.itemstring: ".. self.itemstring) local lg = minetest.get_item_group(nn, "lava")
--mcl_log("self.itemstring: ".. minetest.pos_to_string(pos)) local fg = minetest.get_item_group(nn, "fire")
local dg = minetest.get_item_group(nn, "destroys_items")
local objs = minetest.get_objects_inside_radius(pos, 2) if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
local item_string = self.itemstring
local item_name = ItemStack(item_string):get_name()
if objs and self.itemstring then --Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
--mcl_log("there is an itemstring. Number of objs: ".. #objs) if self.age > 2 and minetest.get_item_group(item_name, "fire_immune") == 0 then
if dg ~= 2 then
for k, v in pairs(objs) do minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
local ent = v:get_luaentity() end
self._removed = true
-- Don't forget actual hoppers self.object:remove()
if ent and ent.name == "mcl_minecarts:hopper_minecart" then return true
local taken_items = false end
mcl_log("ent.name: " .. tostring(ent.name))
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
local inv = mcl_entity_invs.load_inv(ent, 5)
if not inv then
mcl_log("No inv")
return false
end end
local current_itemstack = ItemStack(self.itemstring) -- Destroy item when it collides with a cactus
if moveresult and moveresult.collides then
mcl_log("inv. size: " .. ent._inv_size) for _, collision in pairs(moveresult.collisions) do
if inv:room_for_item("main", current_itemstack) then local pos = collision.node_pos
mcl_log("Room") if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
inv:add_item("main", current_itemstack) -- TODO We need to play a sound when it gets destroyed
self.object:get_luaentity().itemstring = "" self._removed = true
self.object:remove() self.object:remove()
taken_items = true return true
end
end
end
end
local function push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water)
if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir
local cx = (p.x % 1) - 0.5
local cz = (p.z % 1) - 0.5
local order = {}
-- First prepare the order in which the 4 sides are to be checked.
-- 1st: closest
-- 2nd: other direction
-- 3rd and 4th: other axis
if math.abs(cx) < math.abs(cz) then
order = cxcz(order, cx, "x", "z")
order = cxcz(order, cz, "z", "x")
else else
mcl_log("no Room") order = cxcz(order, cz, "z", "x")
order = cxcz(order, cx, "x", "z")
end end
if not taken_items then -- Check which one of the 4 sides is free
local items_remaining = current_itemstack:get_count() for o = 1, #order do
local nn = minetest.get_node(vector.add(p, order[o])).name
-- This will take part of a floating item stack if no slot can hold the full amount local def = minetest.registered_nodes[nn]
for i = 1, ent._inv_size, 1 do if def and def.walkable == false and nn ~= "ignore" then
local stack = inv:get_stack("main", i) shootdir = order[o]
mcl_log("i: " .. tostring(i))
mcl_log("Items remaining: " .. items_remaining)
mcl_log("Name: " .. tostring(stack:get_name()))
if current_itemstack:get_name() == stack:get_name() then
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
local room_for = stack:get_stack_max() - stack:get_count()
mcl_log("Room for: " .. tostring(room_for))
if room_for == 0 then
-- Do nothing
mcl_log("No room")
elseif room_for < items_remaining then
mcl_log("We have more items remaining than space")
items_remaining = items_remaining - room_for
stack:set_count(stack:get_stack_max())
inv:set_stack("main", i, stack)
taken_items = true
else
local new_stack_size = stack:get_count() + items_remaining
stack:set_count(new_stack_size)
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
inv:set_stack("main", i, stack)
items_remaining = 0
self.object:get_luaentity().itemstring = ""
self.object:remove()
taken_items = true
break break
end end
mcl_log("Count: " .. tostring(stack:get_count()))
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
--mcl_log("Is it empty: " .. stack:to_string())
end
if i == ent._inv_size and taken_items then
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
current_itemstack:set_count(items_remaining)
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
self.itemstring = current_itemstack:to_string()
end end
-- If none of the 4 sides is free, shoot upwards
if shootdir == nil then
shootdir = vector.new(0, 1, 0)
local nn = minetest.get_node(vector.add(p, shootdir)).name
if nn == "ignore" then
-- Do not push into ignore
return true
end end
end end
--Add in, and delete -- Set new item moving speed accordingly
if taken_items then local newv = vector.multiply(shootdir, 3)
mcl_log("Saving") self.object:set_acceleration(vector.zero())
mcl_entity_invs.save_inv(ent) self.object:set_velocity(newv)
return taken_items disable_physics(self.object, self, false, false)
if shootdir.y == 0 then
self._force = newv
p.x = math.floor(p.x)
p.y = math.floor(p.y)
p.z = math.floor(p.z)
self._forcestart = p
self._forcetimer = 1
end
return true
end
-- This code is run after the entity got a push from above “push away” code.
-- It is responsible for making sure the entity is entirely outside the solid node
-- (with its full collision box), not just its center.
if self._forcetimer > 0 then
local cbox = self.object:get_properties().collisionbox
local ok = false
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.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
-- Item was successfully forced out. No more pushing
if ok then
self._forcetimer = -1
self._force = nil
enable_physics(self.object, self)
else else
mcl_log("No need to save") self._forcetimer = self._forcetimer - dtime
end
end
end end
return true
elseif self._force then
self._force = nil
enable_physics(self.object, self)
return true
end end
end
return false local function move_items_in_water (self, p, def, node, is_floating, is_in_water)
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
self._flowing = true
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
local vec = flowlib.quick_flow(p, node)
-- Just to make sure we don't manipulate the speed for no reason
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
local f = 1.2
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
-- 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.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
return true
end
if is_in_water and def.liquidtype == "source" then
local cur_vec = self.object:get_velocity()
-- apply some acceleration in the opposite direction so it doesn't slide forever
local vec = {
x = 0 - cur_vec.x * 0.9,
y = 3 - cur_vec.y * 0.9,
z = 0 - cur_vec.z * 0.9
}
self.object:set_acceleration(vec)
-- slow down the item in water
local vel = self.object:get_velocity()
if vel.y < 0 then
vel.y = vel.y * 0.9
end
self.object:set_velocity(vel)
if self.physical_state ~= false or self._flowing ~= true then
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
end
end
elseif self._flowing == true and not is_in_water and not is_floating then
-- Disable flowing physics if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
return true
end
end end
minetest.register_entity(":__builtin:item", { minetest.register_entity(":__builtin:item", {
@ -564,13 +621,17 @@ minetest.register_entity(":__builtin:item", {
if speed ~= nil then self.random_velocity = speed end if speed ~= nil then self.random_velocity = speed end
local vel = self.object:get_velocity() local vel = self.object:get_velocity()
-- There is perhaps a cleverer way of making this physical so it bounces off the wall like swords.
local max_vel = 6.5 -- Faster than this and it throws it into the wall / floor and turns black because of clipping.
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, max_vel) / 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, max_vel) / 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(1, 2)
self.object:set_velocity(vector.new(x, y, z)) self.object:set_velocity(vector.new(x, y, z))
end end
self.random_velocity = 0 self.random_velocity = 0
@ -747,11 +808,19 @@ minetest.register_entity(":__builtin:item", {
if total_count > max_count then if total_count > max_count then
return false return false
end end
-- Merge the remote stack into this one
-- local pos = object:get_pos() -- Merge the remote stack into this one
-- pos.y = pos.y + ((total_count - count) / max_count) * 0.15 local self_pos = self.object:get_pos()
-- self.object:move_to(pos) local pos = object:get_pos()
--local y = pos.y + ((total_count - count) / max_count) * 0.15
local x_diff = (self_pos.x - pos.x) / 2
local z_diff = (self_pos.z - pos.z) / 2
local new_pos = vector.offset(pos, x_diff, 0, z_diff)
new_pos.y = math.max(self_pos.y, pos.y) + 0.1
self.object:move_to(new_pos)
self.age = 0 -- Handle as new entity self.age = 0 -- Handle as new entity
own_stack:set_count(total_count) own_stack:set_count(total_count)
@ -772,6 +841,7 @@ minetest.register_entity(":__builtin:item", {
self.object:set_acceleration(vector.zero()) self.object:set_acceleration(vector.zero())
return return
end end
self.age = self.age + dtime self.age = self.age + dtime
if self._collector_timer then if self._collector_timer then
self._collector_timer = self._collector_timer + dtime self._collector_timer = self._collector_timer + dtime
@ -785,19 +855,13 @@ minetest.register_entity(":__builtin:item", {
-- 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()) .. "Item entity with empty itemstring found and being deleted 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_take_item(self, p) then
return
end
local node = minetest.get_node(p) local node = minetest.get_node(p)
local in_unloaded = node.name == "ignore" local in_unloaded = node.name == "ignore"
@ -807,6 +871,9 @@ minetest.register_entity(":__builtin:item", {
return return
end end
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) }
@ -842,167 +909,12 @@ minetest.register_entity(":__builtin:item", {
-- Destroy item in lava, fire or special nodes -- Destroy item in lava, fire or special nodes
local def = minetest.registered_nodes[nn] local def = minetest.registered_nodes[nn]
local lg = minetest.get_item_group(nn, "lava")
local fg = minetest.get_item_group(nn, "fire")
local dg = minetest.get_item_group(nn, "destroys_items")
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
--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 dg ~= 2 then
minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
end
self._removed = true
self.object:remove()
return
end
end
-- Destroy item when it collides with a cactus if nodes_destroy_items(self, moveresult, def, nn) then return end
if moveresult and moveresult.collides then
for _, collision in pairs(moveresult.collisions) do
local pos = collision.node_pos
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
self._removed = true
self.object:remove()
return
end
end
end
-- Push item out when stuck inside solid opaque node if push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water) then return end
if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir
local cx = (p.x % 1) - 0.5
local cz = (p.z % 1) - 0.5
local order = {}
-- First prepare the order in which the 4 sides are to be checked. if move_items_in_water (self, p, def, node, is_floating, is_in_water) then return end
-- 1st: closest
-- 2nd: other direction
-- 3rd and 4th: other axis
if math.abs(cx) < math.abs(cz) then
order = cxcz(order, cx, "x", "z")
order = cxcz(order, cz, "z", "x")
else
order = cxcz(order, cz, "z", "x")
order = cxcz(order, cx, "x", "z")
end
-- Check which one of the 4 sides is free
for o = 1, #order do
local nn = minetest.get_node(vector.add(p, order[o])).name
local def = minetest.registered_nodes[nn]
if def and def.walkable == false and nn ~= "ignore" then
shootdir = order[o]
break
end
end
-- If none of the 4 sides is free, shoot upwards
if shootdir == nil then
shootdir = vector.new(0, 1, 0)
local nn = minetest.get_node(vector.add(p, shootdir)).name
if nn == "ignore" then
-- Do not push into ignore
return
end
end
-- Set new item moving speed accordingly
local newv = vector.multiply(shootdir, 3)
self.object:set_acceleration(vector.zero())
self.object:set_velocity(newv)
disable_physics(self.object, self, false, false)
if shootdir.y == 0 then
self._force = newv
p.x = math.floor(p.x)
p.y = math.floor(p.y)
p.z = math.floor(p.z)
self._forcestart = p
self._forcetimer = 1
end
return
end
-- This code is run after the entity got a push from above “push away” code.
-- It is responsible for making sure the entity is entirely outside the solid node
-- (with its full collision box), not just its center.
if self._forcetimer > 0 then
local cbox = self.object:get_properties().collisionbox
local ok = false
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.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
-- Item was successfully forced out. No more pushing
if ok then
self._forcetimer = -1
self._force = nil
enable_physics(self.object, self)
else
self._forcetimer = self._forcetimer - dtime
end
return
elseif self._force then
self._force = nil
enable_physics(self.object, self)
return
end
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
self._flowing = true
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
local vec = flowlib.quick_flow(p, node)
-- Just to make sure we don't manipulate the speed for no reason
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
local f = 1.2
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
-- 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.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
return
end
if is_in_water and def.liquidtype == "source" then
local cur_vec = self.object:get_velocity()
-- apply some acceleration in the opposite direction so it doesn't slide forever
local vec = {
x = 0 - cur_vec.x * 0.9,
y = 3 - cur_vec.y * 0.9,
z = 0 - cur_vec.z * 0.9
}
self.object:set_acceleration(vec)
-- slow down the item in water
local vel = self.object:get_velocity()
if vel.y < 0 then
vel.y = vel.y * 0.9
end
self.object:set_velocity(vel)
if self.physical_state ~= false or self._flowing ~= true then
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
end
end
elseif self._flowing == true and not is_in_water and not is_floating then
-- Disable flowing physics if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
return
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(vector.offset(p, 0, -0.5, 0)).name
@ -1011,14 +923,13 @@ minetest.register_entity(":__builtin:item", {
local is_on_floor = def and (def.walkable local is_on_floor = def and (def.walkable
and not def.groups.slippery and v.y == 0) and not def.groups.slippery and v.y == 0)
if not minetest.registered_nodes[nn] if not minetest.registered_nodes[nn] or is_floating or is_on_floor then
or is_floating or is_on_floor then
local own_stack = ItemStack(self.object:get_luaentity().itemstring) local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item -- Merge with close entities of the same item
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
local obj = object:get_luaentity() local obj = object:get_luaentity()
if obj and obj.name == "__builtin:item" if obj and obj.name == "__builtin:item" and obj.physical_state == false then
and obj.physical_state == false then
if self:try_merge_with(own_stack, object, obj) then if self:try_merge_with(own_stack, object, obj) then
return return
end end

View File

@ -11,6 +11,14 @@ mcl_minecarts.check_float_time = 15
dofile(mcl_minecarts.modpath.."/functions.lua") dofile(mcl_minecarts.modpath.."/functions.lua")
dofile(mcl_minecarts.modpath.."/rails.lua") dofile(mcl_minecarts.modpath.."/rails.lua")
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_minecarts", false)
local function mcl_log(message)
if LOGGING_ON then
mcl_util.mcl_log(message, "[Minecarts]", true)
end
end
local function detach_driver(self) local function detach_driver(self)
if not self._driver then if not self._driver then
return return
@ -51,6 +59,134 @@ end
local activate_normal_minecart = detach_driver local activate_normal_minecart = detach_driver
local function hopper_take_item(self, dtime)
local pos = self.object:get_pos()
if not pos then return end
if not self or self.name ~= "mcl_minecarts:hopper_minecart" then return end
if mcl_util.check_dtime_timer(self, dtime, "hoppermc_take", 0.15) then
--minetest.log("The check timer was triggered: " .. dump(pos) .. ", name:" .. self.name)
else
--minetest.log("The check timer was not triggered")
return
end
--mcl_log("self.itemstring: ".. self.itemstring)
local above_pos = vector.offset(pos, 0, 0.9, 0)
--mcl_log("self.itemstring: ".. minetest.pos_to_string(above_pos))
local objs = minetest.get_objects_inside_radius(above_pos, 1.25)
if objs then
mcl_log("there is an itemstring. Number of objs: ".. #objs)
for k, v in pairs(objs) do
local ent = v:get_luaentity()
if ent._removed or not ent.itemstring or ent.itemstring == "" then
--minetest.log("Ignore this item")
break
end
-- Don't forget actual hoppers
local taken_items = false
mcl_log("ent.name: " .. tostring(ent.name))
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
local inv = mcl_entity_invs.load_inv(self, 5)
if not inv then
mcl_log("No inv")
return false
end
local current_itemstack = ItemStack(ent.itemstring)
mcl_log("inv. size: " .. self._inv_size)
if inv:room_for_item("main", current_itemstack) then
mcl_log("Room")
inv:add_item("main", current_itemstack)
ent.object:get_luaentity().itemstring = ""
ent.object:remove()
taken_items = true
else
mcl_log("no Room")
end
if not taken_items then
local items_remaining = current_itemstack:get_count()
-- This will take part of a floating item stack if no slot can hold the full amount
for i = 1, self._inv_size, 1 do
local stack = inv:get_stack("main", i)
mcl_log("i: " .. tostring(i))
mcl_log("Items remaining: " .. items_remaining)
mcl_log("Name: " .. tostring(stack:get_name()))
if current_itemstack:get_name() == stack:get_name() then
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
local room_for = stack:get_stack_max() - stack:get_count()
mcl_log("Room for: " .. tostring(room_for))
if room_for == 0 then
-- Do nothing
mcl_log("No room")
elseif room_for < items_remaining then
mcl_log("We have more items remaining than space")
items_remaining = items_remaining - room_for
stack:set_count(stack:get_stack_max())
inv:set_stack("main", i, stack)
taken_items = true
else
local new_stack_size = stack:get_count() + items_remaining
stack:set_count(new_stack_size)
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
inv:set_stack("main", i, stack)
items_remaining = 0
ent.object:get_luaentity().itemstring = ""
ent.object:remove()
taken_items = true
break
end
mcl_log("Count: " .. tostring(stack:get_count()))
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
--mcl_log("Is it empty: " .. stack:to_string())
end
if i == self._inv_size and taken_items then
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
current_itemstack:set_count(items_remaining)
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
ent.itemstring = current_itemstack:to_string()
end
end
end
--Add in, and delete
if taken_items then
mcl_log("Saving")
mcl_entity_invs.save_inv(ent)
return taken_items
else
mcl_log("No need to save")
end
end
end
return false
end
-- Table for item-to-entity mapping. Keys: itemstring, Values: Corresponding entity ID -- Table for item-to-entity mapping. Keys: itemstring, Values: Corresponding entity ID
local entity_mapping = {} local entity_mapping = {}
@ -182,6 +318,8 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
local passenger_attach_position = vector.new(0, -1.75, 0) local passenger_attach_position = vector.new(0, -1.75, 0)
function cart:on_step(dtime) function cart:on_step(dtime)
hopper_take_item(self, dtime)
local ctrl, player = nil, nil local ctrl, player = nil, nil
if self._driver then if self._driver then
player = minetest.get_player_by_name(self._driver) player = minetest.get_player_by_name(self._driver)
@ -232,15 +370,12 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
end end
end end
end end
-- Make room in the minecart after the mob dies
elseif self._passenger then elseif self._passenger then
if math.random(1,20) == 1 then local passenger_pos = self._passenger.object:get_pos()
local dead = self._passenger:check_for_death() if not passenger_pos then
if dead == true then
self._passenger = nil self._passenger = nil
end end
end end
end
-- Drop minecart if it isn't on a rail anymore -- Drop minecart if it isn't on a rail anymore
if self._last_float_check >= mcl_minecarts.check_float_time then if self._last_float_check >= mcl_minecarts.check_float_time then
@ -266,19 +401,8 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
return return
end end
-- Drop items and remove cart entity -- Do not drop minecart. It goes off the rails too frequently, and anyone using them for farms won't
local pname = "" -- notice and lose their iron and not bother. Not cool until fixed.
if player then
pname = player:get_player_name()
end
if not minetest.is_creative_enabled(pname) then
for d=1, #drop do
minetest.add_item(self.object:get_pos(), drop[d])
end
end
self.object:remove()
return
end end
self._last_float_check = 0 self._last_float_check = 0
end end

View File

@ -78,11 +78,10 @@ function mob_class:get_staticdata()
for _,p in pairs(minetest.get_connected_players()) do for _,p in pairs(minetest.get_connected_players()) do
self:remove_particlespawners(p:get_player_name()) self:remove_particlespawners(p:get_player_name())
end end
-- remove mob when out of range unless tamed -- remove mob when out of range unless tamed
if remove_far if remove_far
and self.can_despawn and self:despawn_allowed()
and self.remove_ok
and ((not self.nametag) or (self.nametag == ""))
and self.lifetimer <= 20 then and self.lifetimer <= 20 then
if spawn_logging then if spawn_logging then
minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range") minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range")
@ -91,7 +90,6 @@ function mob_class:get_staticdata()
return "remove"-- nil return "remove"-- nil
end end
self.remove_ok = true
self.attack = nil self.attack = nil
self.following = nil self.following = nil
self.state = "stand" self.state = "stand"
@ -113,6 +111,21 @@ function mob_class:get_staticdata()
return minetest.serialize(tmp) return minetest.serialize(tmp)
end end
local function valid_texture(self, def_textures)
if not self.base_texture then
return false
end
if self.texture_selected then
if #def_textures < self.texture_selected then
self.texture_selected = nil
else
return true
end
end
return false
end
function mob_class:mob_activate(staticdata, def, dtime) function mob_class:mob_activate(staticdata, def, dtime)
if not self.object:get_pos() or staticdata == "remove" then if not self.object:get_pos() or staticdata == "remove" then
mcl_burning.extinguish(self.object) mcl_burning.extinguish(self.object)
@ -135,16 +148,20 @@ function mob_class:mob_activate(staticdata, def, dtime)
end end
--If textures in definition change, reload textures --If textures in definition change, reload textures
if not self.base_texture or (def.textures and table.indexof(def.textures, self.base_texture) == -1) then if not valid_texture(self, def.textures) then
-- compatiblity with old simple mobs textures -- compatiblity with old simple mobs textures
if type(def.textures[1]) == "string" then if type(def.textures[1]) == "string" then
def.textures = {def.textures} def.textures = {def.textures}
end end
if not self.texture_selected then
local c = 1 local c = 1
if #def.textures > c then c = #def.textures end if #def.textures > c then c = #def.textures end
self.texture_selected = math.random(c)
end
self.base_texture = def.textures[math.random(c)] self.base_texture = def.textures[self.texture_selected]
self.base_mesh = def.mesh self.base_mesh = def.mesh
self.base_size = self.visual_size self.base_size = self.visual_size
self.base_colbox = self.collisionbox self.base_colbox = self.collisionbox
@ -299,46 +316,33 @@ end
-- execute current state (stand, walk, run, attacks) -- execute current state (stand, walk, run, attacks)
-- returns true if mob has died -- returns true if mob has died
function mob_class:do_states(dtime) function mob_class:do_states(dtime, player_in_active_range)
--if self.can_open_doors then check_doors(self) end --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 -- knockback timer. set in on_punch
if self.pause_timer > 0 then if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime self.pause_timer = self.pause_timer - dtime
return
end
self:env_danger_movement_checks(player_in_active_range)
if self.state == PATHFINDING then
self:check_gowp(dtime)
elseif self.state == "attack" then
if self:do_states_attack(dtime) then
return true return true
end end
else
-- attack timer. Not anymore, it seems. Used for also occassionally processing mob step too! if mcl_util.check_dtime_timer(self, dtime, "onstep_dostates", 1) then
self.timer = self.timer + dtime if self.state == "stand" then
self:do_states_stand(player_in_active_range)
if self.state ~= "attack" and self.state ~= PATHFINDING then elseif self.state == "walk" then
if self.timer < 1 then self:do_states_walk()
return true elseif self.state == "runaway" then
self:do_states_runaway()
end end
self.timer = 0
end end
-- never go over 100
if self.timer > 100 then
self.timer = 1
end end
end end
@ -366,6 +370,8 @@ function mob_class:outside_limits()
end end
end end
local function on_step_work (self, dtime) local function on_step_work (self, 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
@ -381,30 +387,22 @@ local function on_step_work (self, dtime)
end end
if self:falling(pos) then return end if self:falling(pos) then return end
if self:step_damage (dtime, pos) then return end
local player_in_active_range = self:player_in_active_range()
self:check_suspend(player_in_active_range)
if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self)
if not self.object:get_pos() then return end -- mcl_burning.tick may remove object immediately
if self:check_for_death("fire", {type = "fire"}) then
return true
end
end
if self:env_damage (dtime, pos) then return end
if self.state == "die" then return end if self.state == "die" then return end
-- End: Death/damage processing -- End: Death/damage processing
self:check_water_flow() local player_in_active_range = self:player_in_active_range()
self:env_danger_movement_checks (dtime) self:check_suspend(player_in_active_range)
self:check_water_flow()
if not self._jumping_cliff then
self._can_jump_cliff = self:can_jump_cliff()
else
self._can_jump_cliff = false
end
-- Follow code is heavy and probably shouldn't run when not in range, but we need to extract the cancel follow stuff
self:check_follow()
self:flop() self:flop()
self:check_smooth_rotation(dtime) self:check_smooth_rotation(dtime)
@ -414,46 +412,37 @@ local function on_step_work (self, dtime)
self:check_head_swivel(dtime) self:check_head_swivel(dtime)
if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end if mcl_util.check_dtime_timer(self, dtime, "onstep_engage", 0.2) then
self:do_jump() self:check_follow()
self:check_runaway_from() self:check_runaway_from()
self:monster_attack() self:monster_attack()
self:npc_attack() self:npc_attack()
end
self:check_herd(dtime) self:check_herd(dtime)
if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
self:do_jump()
end end
self:check_aggro(dtime) if mcl_util.check_dtime_timer(self, dtime, "onstep_occassional", 1) then
if self.do_custom and self.do_custom(self, dtime) == false then return end
-- In certain circumstances, we abandon processing of certain functionality
local skip_processing = false
if update_timers(self, dtime) then
skip_processing = true
end
if not skip_processing then
self:check_breeding()
if player_in_active_range then if player_in_active_range then
self:check_item_pickup() self:check_item_pickup()
self:set_armor_texture() self:set_armor_texture()
self:step_opinion_sound(dtime)
end
if self.opinion_sound_cooloff > 0 then self:check_breeding()
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
end end
self:check_aggro(dtime)
self:check_particlespawners(dtime) self:check_particlespawners(dtime)
if self:do_states(dtime) then return end if self.do_custom and self.do_custom(self, dtime) == false then return end
end
if self:do_states(dtime, player_in_active_range) then return end
if mobs_debug then self:update_tag() end if mobs_debug then self:update_tag() end

View File

@ -262,6 +262,7 @@ functions needed for the mob to work properly which contains the following:
'custom_visual_size' will not reset visual_size from the base class on reload 'custom_visual_size' will not reset visual_size from the base class on reload
'noyaw' If true this mob will not automatically change yaw 'noyaw' If true this mob will not automatically change yaw
'particlespawners' Table of particlespawners attached to the mob. This is implemented in a coord safe manner i.e. spawners are only sent to players within the player_transfer_distance (and automatically removed). This enables infinitely lived particlespawners. 'particlespawners' Table of particlespawners attached to the mob. This is implemented in a coord safe manner i.e. spawners are only sent to players within the player_transfer_distance (and automatically removed). This enables infinitely lived particlespawners.
'attack_frequency' Attack frequency in seconds. If unset, this defaults to 1. Implemented for melee only atm.
mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival

View File

@ -74,6 +74,7 @@ function mob_class:feed_tame(clicker, feed_count, breed, tame, notake)
if self.food >= feed_count then if self.food >= feed_count then
self.food = 0 self.food = 0
self.horny = true self.horny = true
self.persistent = true
end end
end end

View File

@ -10,6 +10,8 @@ local stuck_path_timeout = 10 -- how long will mob follow path before giving up
local enable_pathfinding = true local enable_pathfinding = true
local TIME_TO_FORGET_TARGET = 15
local atann = math.atan local atann = math.atan
local function atan(x) local function atan(x)
if not x or x ~= x then if not x or x ~= x then
@ -398,7 +400,8 @@ function mob_class:monster_attack()
end end
-- choose closest player to attack -- choose closest player to attack
if dist < min_dist and not attacked_p and self:line_of_sight( sp, p, 2) == true then local line_of_sight = self:line_of_sight( sp, p, 2) == true
if dist < min_dist and not attacked_p and line_of_sight then
min_dist = dist min_dist = dist
min_player = player min_player = player
end end
@ -810,19 +813,9 @@ function mob_class:check_aggro(dtime)
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
local function clear_aggro(self)
self.state = "stand" self.state = "stand"
self:set_velocity( 0) self:set_velocity( 0)
self:set_animation( "stand") self:set_animation( "stand")
@ -834,24 +827,55 @@ function mob_class:do_states_attack (dtime)
self.timer = 0 self.timer = 0
self.blinktimer = 0 self.blinktimer = 0
self.path.way = nil self.path.way = nil
end
function mob_class:do_states_attack (dtime)
self.timer = self.timer + dtime
if self.timer > 100 then
self.timer = 1
end
local s = self.object:get_pos()
if not s then return end
local p = self.attack:get_pos() or s
local yaw = self.object:get_yaw() or 0
-- 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
clear_aggro(self)
return return
end end
local target_line_of_sight = self:line_of_sight(s, p, 2)
if not target_line_of_sight then
if self.target_time_lost then
local time_since_seen = os.time() - self.target_time_lost
if time_since_seen > TIME_TO_FORGET_TARGET then
self.target_time_lost = nil
clear_aggro(self)
return
end
else
self.target_time_lost = os.time()
end
else
self.target_time_lost = nil
end
-- calculate distance from mob and enemy -- calculate distance from mob and enemy
local dist = vector.distance(p, s) local dist = vector.distance(p, s)
if self.attack_type == "explode" then if self.attack_type == "explode" then
local vec = { x = p.x - s.x, z = p.z - s.z }
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime) yaw = self:set_yaw( yaw, 0, dtime)
local node_break_radius = self.explosion_radius or 1 local node_break_radius = self.explosion_radius or 1
@ -859,20 +883,15 @@ function mob_class:do_states_attack (dtime)
or (node_break_radius * 2) or (node_break_radius * 2)
-- start timer when in reach and line of sight -- start timer when in reach and line of sight
if not self.v_start if not self.v_start and dist <= self.reach and target_line_of_sight then
and dist <= self.reach
and self:line_of_sight( s, p, 2) then
self.v_start = true self.v_start = true
self.timer = 0 self.timer = 0
self.blinktimer = 0 self.blinktimer = 0
self:mob_sound("fuse", nil, false) self:mob_sound("fuse", nil, false)
-- stop timer if out of reach or direct line of sight -- stop timer if out of reach or direct line of sight
elseif self.allow_fuse_reset elseif self.allow_fuse_reset and self.v_start
and self.v_start and (dist >= self.explosiontimer_reset_radius or not target_line_of_sight) then
and (dist >= self.explosiontimer_reset_radius
or not self:line_of_sight( s, p, 2)) then
self.v_start = false self.v_start = false
self.timer = 0 self.timer = 0
self.blinktimer = 0 self.blinktimer = 0
@ -894,25 +913,20 @@ function mob_class:do_states_attack (dtime)
end end
if self.v_start then if self.v_start then
self.timer = self.timer + dtime self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime self.blinktimer = (self.blinktimer or 0) + dtime
if self.blinktimer > 0.2 then if self.blinktimer > 0.2 then
self.blinktimer = 0 self.blinktimer = 0
if self.blinkstatus then if self.blinkstatus then
self:remove_texture_mod("^[brighten") self:remove_texture_mod("^[brighten")
else else
self:add_texture_mod("^[brighten") self:add_texture_mod("^[brighten")
end end
self.blinkstatus = not self.blinkstatus self.blinkstatus = not self.blinkstatus
end end
if self.timer > self.explosion_timer then if self.timer > self.explosion_timer then
local pos = self.object:get_pos() local pos = self.object:get_pos()
if mobs_griefing and not minetest.is_protected(pos, "") then if mobs_griefing and not minetest.is_protected(pos, "") then
@ -1026,54 +1040,45 @@ function mob_class:do_states_attack (dtime)
-- move towards enemy if beyond mob reach -- move towards enemy if beyond mob reach
if dist > self.reach then if dist > self.reach then
-- path finding by rnd -- path finding by rnd
if self.pathfinding -- only if mob has pathfinding enabled if enable_pathfinding and self.pathfinding then
and enable_pathfinding then
self:smart_mobs(s, p, dist, dtime) self:smart_mobs(s, p, dist, dtime)
end end
if self:is_at_cliff_or_danger() then if self:is_at_cliff_or_danger() then
self:set_velocity( 0) self:set_velocity( 0)
self:set_animation( "stand") self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8) yaw = self:set_yaw( yaw + 0.78, 8)
else else
if self.path.stuck then if self.path.stuck then
self:set_velocity( self.walk_velocity) self:set_velocity(self.walk_velocity)
else else
self:set_velocity( self.run_velocity) self:set_velocity(self.run_velocity)
end end
if self.animation and self.animation.run_start then if self.animation and self.animation.run_start then
self:set_animation( "run") self:set_animation("run")
else else
self:set_animation( "walk") self:set_animation("walk")
end end
end end
else -- rnd: if inside reach range else -- rnd: if inside reach range
self.path.stuck = false self.path.stuck = false
self.path.stuck_timer = 0 self.path.stuck_timer = 0
self.path.following = false -- not stuck anymore self.path.following = false -- not stuck anymore
self:set_velocity( 0) self:set_velocity( 0)
if not self.custom_attack then local attack_frequency = self.attack_frequency or 1
if self.timer > 1 then
if self.timer > attack_frequency then
self.timer = 0 self.timer = 0
if self.double_melee_attack if not self.custom_attack then
and math.random(1, 2) == 1 then if self.double_melee_attack and math.random(1, 2) == 1 then
self:set_animation( "punch2") self:set_animation("punch2")
else else
self:set_animation( "punch") self:set_animation("punch")
end end
local p2 = p local p2 = p
@ -1083,8 +1088,6 @@ function mob_class:do_states_attack (dtime)
s2.y = s2.y + .5 s2.y = s2.y + .5
if self:line_of_sight( p2, s2) == true then if self:line_of_sight( p2, s2) == true then
-- play attack sound
self:mob_sound("attack") self:mob_sound("attack")
-- punch player (or what player is attached to) -- punch player (or what player is attached to)
@ -1097,13 +1100,7 @@ function mob_class:do_states_attack (dtime)
damage_groups = {fleshy = self.damage} damage_groups = {fleshy = self.damage}
}, nil) }, nil)
end end
end else
else -- call custom attack every second
if self.custom_attack
and self.timer > 1 then
self.timer = 0
self.custom_attack(self, p) self.custom_attack(self, p)
end end
end end
@ -1129,7 +1126,7 @@ function mob_class:do_states_attack (dtime)
yaw = self:set_yaw( yaw, 0, dtime) yaw = self:set_yaw( yaw, 0, dtime)
local stay_away_from_player = vector.new(0,0,0) local stay_away_from_player = vector.zero()
--strafe back and fourth --strafe back and fourth
@ -1146,7 +1143,13 @@ function mob_class:do_states_attack (dtime)
if math.random(40) == 1 then if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1 self.strafe_direction = self.strafe_direction*-1
end 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)
local dir = vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction)
local dir2 = vector.multiply(dir, 0.3 * self.walk_velocity)
if dir2 and stay_away_from_player then
self.acc = vector.add(dir2, stay_away_from_player)
end
else else
self:set_velocity( 0) self:set_velocity( 0)
end end

View File

@ -4,6 +4,8 @@ local active_particlespawners = {}
local disable_blood = minetest.settings:get_bool("mobs_disable_blood") local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
local DEFAULT_FALL_SPEED = -9.81*1.5 local DEFAULT_FALL_SPEED = -9.81*1.5
local PATHFINDING = "gowp"
local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128 local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128
if player_transfer_distance == 0 then player_transfer_distance = math.huge end if player_transfer_distance == 0 then player_transfer_distance = math.huge end
@ -136,6 +138,19 @@ function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
end end
end end
function mob_class:step_opinion_sound(dtime)
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
end
end
function mob_class:add_texture_mod(mod) function mob_class:add_texture_mod(mod)
local full_mod = "" local full_mod = ""
local already_added = false local already_added = false
@ -254,7 +269,7 @@ function mob_class:set_animation(anim, fixed_frame)
if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end if self.fly and self:flight_check() and anim == "walk" then anim = "fly" end
self._current_animation = self._current_animation or "" self._current_animation = self._current_animation or ""
@ -293,7 +308,7 @@ 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) local function who_are_you_looking_at (self, dtime)
local pos = self.object:get_pos() local pos = self.object:get_pos()
local stop_look_at_player_chance = math.random(833/self.curiosity) local stop_look_at_player_chance = math.random(833/self.curiosity)
@ -309,12 +324,12 @@ local function who_are_you_looking_at (self)
self._locked_object = nil self._locked_object = nil
end end
elseif not self._locked_object then elseif not self._locked_object then
if math.random(1, 30) then if mcl_util.check_dtime_timer(self, dtime, "step_look_for_someone", 0.2) then
--minetest.log("Change look check: ".. self.name) --minetest.log("Change look check: ".. self.name)
-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates. -- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates.
-- but frequency of check isn't good as it is costly. Making others too infrequent requires testing -- but frequency of check isn't good as it is costly. Making others too infrequent requires testing
local chance = 20/self.curiosity local chance = 150/self.curiosity
if chance < 1 then chance = 1 end if chance < 1 then chance = 1 end
local look_at_player_chance = math.random(chance) local look_at_player_chance = math.random(chance)
@ -346,9 +361,9 @@ function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
who_are_you_looking_at (self) who_are_you_looking_at (self, dtime)
local final_rotation = vector.new(0,0,0) local final_rotation = vector.zero()
local oldp,oldr = self.object:get_bone_position(self.head_swivel) 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
@ -360,8 +375,11 @@ function mob_class:check_head_swivel(dtime)
_locked_object_eye_height = self._locked_object:get_properties().eye_height _locked_object_eye_height = self._locked_object:get_properties().eye_height
end end
if _locked_object_eye_height then if _locked_object_eye_height then
local self_rot = self.object:get_rotation() local self_rot = self.object:get_rotation()
if self.object:get_attach() then -- If a mob is attached, should we really be messing with what they are looking at?
-- Should this be excluded?
if self.object:get_attach() and self.object:get_attach():get_rotation() then
self_rot = self.object:get_attach():get_rotation() self_rot = self.object:get_attach():get_rotation()
end end

View File

@ -154,6 +154,7 @@ function mcl_mobs.register_mob(name, def)
description = def.description, description = def.description,
type = def.type, type = def.type,
attack_type = def.attack_type, attack_type = def.attack_type,
attack_frequency = def.attack_frequency,
fly = def.fly or false, fly = def.fly or false,
fly_in = def.fly_in or {"air", "__airlike"}, fly_in = def.fly_in or {"air", "__airlike"},
owner = def.owner or "", owner = def.owner or "",
@ -556,7 +557,7 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH) nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
end end
ent.nametag = nametag ent.nametag = nametag
update_tag(ent) ent:update_tag()
end end
-- if not in creative then take item -- if not in creative then take item

View File

@ -9,3 +9,5 @@ Before you use the name tag, you need to set a name at an anvil. Then you can us
Only peaceful mobs allowed!=Seuls les mobs pacifiques sont autorisées! Only peaceful mobs allowed!=Seuls les mobs pacifiques sont autorisées!
Give names to mobs=Donne des noms aux mobs Give names to mobs=Donne des noms aux mobs
Set name at anvil=Définir le nom sur l'enclume Set name at anvil=Définir le nom sur l'enclume
Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player.=Enlève les mobs spécifiés sauf ceux qui sont nommés et apprivoisés. Pour le deuxième paramètre, utiliser nametagged/tamed pour ne sélectionner que les mobs nommés/apprivoisés, ou une distance pour spécifier la distance maximale par rapport au joueur.
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=Usage par défaut. Enlève les mobs hostiles. Pour plus d'options saisir : /help clearmobs

View File

@ -4,8 +4,11 @@ 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 node_snow = "mcl_core:snow" local CHECK_HERD_FREQUENCY = 4
local PATHFINDING = "gowp"
local node_snow = "mcl_core:snow"
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
@ -202,12 +205,8 @@ function mob_class:can_jump_cliff()
end end
-- is mob facing a cliff or danger -- is mob facing a cliff or danger
function mob_class:is_at_cliff_or_danger(can_jump_cliff) function mob_class:is_at_cliff_or_danger()
if can_jump_cliff == nil then if self.fear_height == 0 or self._jumping_cliff or self._can_jump_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
can_jump_cliff = self:can_jump_cliff()
end
if self.fear_height == 0 or can_jump_cliff or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
return false return false
end end
@ -219,8 +218,9 @@ function mob_class:is_at_cliff_or_danger(can_jump_cliff)
local ypos = pos.y + self.collisionbox[2] -- just above floor local ypos = pos.y + self.collisionbox[2] -- just above floor
local free_fall, blocker = minetest.line_of_sight( local free_fall, blocker = minetest.line_of_sight(
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}) vector.new(pos.x + dir_x, ypos - self.fear_height, pos.z + dir_z))
if free_fall then if free_fall then
return true return true
else else
@ -241,12 +241,16 @@ end
-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water -- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
function mob_class:is_at_water_danger(can_jump_cliff) function mob_class:is_at_water_danger()
if can_jump_cliff == nil then if self.water_damage == 0 and self.breath_max == -1 then
can_jump_cliff = self:can_jump_cliff() --minetest.log("Do not need a water check for: " .. self.name)
return
end end
if not self.object:get_luaentity() or can_jump_cliff or self._jumping_cliff then local in_water_danger = self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)
if in_water_danger then return false end -- If you're in trouble, do not stop
if not self.object:get_luaentity() or self._jumping_cliff or self._can_jump_cliff then
return false return false
end end
local yaw = self.object:get_yaw() local yaw = self.object:get_yaw()
@ -261,51 +265,57 @@ function mob_class:is_at_water_danger(can_jump_cliff)
local ypos = pos.y + self.collisionbox[2] -- just above floor local ypos = pos.y + self.collisionbox[2] -- just above floor
local free_fall, blocker = minetest.line_of_sight( local los, blocker = minetest.line_of_sight(
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
{x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z}) vector.new(pos.x + dir_x, ypos - 3, pos.z + dir_z))
if free_fall then
return true if not los then
else
local bnode = minetest.get_node(blocker) local bnode = minetest.get_node(blocker)
local waterdanger = self:is_node_waterhazard(bnode.name) local waterdanger = self:is_node_waterhazard(bnode.name)
if
waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard( self.standing_on)) then if waterdanger and not in_water_danger then
return false
elseif waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) == false then
return true return true
else
local def = minetest.registered_nodes[bnode.name]
if def and def.walkable then
return false
end
end end
end end
return false return false
end end
function mob_class:env_danger_movement_checks(dtime) function mob_class:env_danger_movement_checks(player_in_active_range)
local yaw = 0 local yaw = 0
local can_jump_cliff = self:can_jump_cliff() if not player_in_active_range then return end
if self.state ~= "attack" and self:is_at_water_danger(can_jump_cliff) then
if math.random(1, 10) <= 6 then if self.state == PATHFINDING
or self.state == "attack"
or self.state == "stand"
or self.state == "runaway" then
return
end
if self:is_at_water_danger() then
--minetest.log("At water danger for mob, stop?: " .. self.name)
if math.random(1, 10) <= 7 then
if self.state ~= "stand" then
self:set_velocity(0) self:set_velocity(0)
self.state = "stand" self.state = "stand"
self:set_animation( "stand") self:set_animation( "stand")
end
yaw = yaw + math.random(-0.5, 0.5) yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8) yaw = self:set_yaw( yaw, 8)
return
end end
end end
if self:is_at_cliff_or_danger(can_jump_cliff) then --[[if self:is_at_cliff_or_danger(can_jump_cliff) then
if self.state ~= "stand" then
self:set_velocity(0) self:set_velocity(0)
self.state = "stand" self.state = "stand"
self:set_animation( "stand") self:set_animation( "stand")
end
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8) yaw = self:set_yaw( yaw + 0.78, 8)
end end--]]
end end
-- jump if facing a solid node (not fences or gates) -- jump if facing a solid node (not fences or gates)
@ -376,7 +386,7 @@ function mob_class:do_jump()
end end
local ndef = minetest.registered_nodes[nod.name] local ndef = minetest.registered_nodes[nod.name]
if self.walk_chance == 0 or ndef and ndef.walkable or self:can_jump_cliff() then if self.walk_chance == 0 or ndef and ndef.walkable or self._can_jump_cliff then
if minetest.get_item_group(nod.name, "fence") == 0 if minetest.get_item_group(nod.name, "fence") == 0
and minetest.get_item_group(nod.name, "fence_gate") == 0 and minetest.get_item_group(nod.name, "fence_gate") == 0
@ -386,7 +396,7 @@ function mob_class:do_jump()
v.y = self.jump_height + 0.1 * 3 v.y = self.jump_height + 0.1 * 3
if self:can_jump_cliff() then if self._can_jump_cliff then
v=vector.multiply(v, vector.new(2.8,1,2.8)) v=vector.multiply(v, vector.new(2.8,1,2.8))
end end
@ -621,7 +631,7 @@ function mob_class:check_runaway_from()
end end
-- follow player if owner or holding item, if fish outta water then flop -- follow player if owner or holding item
function mob_class:check_follow() function mob_class:check_follow()
-- find player to follow -- find player to follow
if (self.follow ~= "" or self.order == "follow") and not self.following if (self.follow ~= "" or self.order == "follow") and not self.following
@ -722,7 +732,7 @@ function mob_class:flop()
return return
elseif self.state == "flop" then elseif self.state == "flop" then
self.state = "stand" self.state = "stand"
self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_acceleration(vector.zero())
self:set_velocity(0) self:set_velocity(0)
end end
end end
@ -754,7 +764,7 @@ function mob_class:check_herd(dtime)
if self.move_in_group == false then return end if self.move_in_group == false then return end
check_herd_timer = check_herd_timer + dtime check_herd_timer = check_herd_timer + dtime
if check_herd_timer < 4 then return end if check_herd_timer < CHECK_HERD_FREQUENCY then return end
check_herd_timer = 0 check_herd_timer = 0
for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do
local l = o:get_luaentity() local l = o:get_luaentity()
@ -885,7 +895,7 @@ function mob_class:do_states_walk()
end end
end end
function mob_class:do_states_stand() function mob_class:do_states_stand(player_in_active_range)
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
if math.random(1, 4) == 1 then if math.random(1, 4) == 1 then
@ -929,6 +939,7 @@ function mob_class:do_states_stand()
if self.order == "stand" or self.order == "sleep" or self.order == "work" then if self.order == "stand" or self.order == "sleep" or self.order == "work" then
else else
if player_in_active_range then
if self.walk_chance ~= 0 if self.walk_chance ~= 0
and self.facing_fence ~= true and self.facing_fence ~= true
and math.random(1, 100) <= self.walk_chance and math.random(1, 100) <= self.walk_chance
@ -939,6 +950,7 @@ function mob_class:do_states_stand()
self:set_animation( "walk") self:set_animation( "walk")
end end
end end
end
end end
function mob_class:do_states_runaway() function mob_class:do_states_runaway()

View File

@ -198,6 +198,8 @@ end
-- move mob in facing direction -- move mob in facing direction
function mob_class:set_velocity(v) function mob_class:set_velocity(v)
if not v then return end
local c_x, c_y = 0, 0 local c_x, c_y = 0, 0
-- can mob be pushed, if so calculate direction -- can mob be pushed, if so calculate direction
@ -207,18 +209,15 @@ function mob_class:set_velocity(v)
-- halt mob if it has been ordered to stay -- halt mob if it has been ordered to stay
if self.order == "stand" or self.order == "sit" then if self.order == "stand" or self.order == "sit" then
self.acc=vector.new(0,0,0) self.acc = vector.zero()
return return
end end
local yaw = (self.object:get_yaw() or 0) + self.rotate local yaw = (self.object:get_yaw() or 0) + self.rotate
local vv = self.object:get_velocity() local vv = self.object:get_velocity()
if vv then
self.acc={ if vv and yaw then
x = ((math.sin(yaw) * -v) + c_x)*.27, self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .27, 0, ((math.cos(yaw) * v) + c_y) * .27)
y = 0,
z = ((math.cos(yaw) * v) + c_y)*.27,
}
end end
end end
@ -643,7 +642,7 @@ function mob_class:do_env_damage()
--minetest.log("warning", "Pos is ignored: " .. dump(pos)) --minetest.log("warning", "Pos is ignored: " .. dump(pos))
end end
local sunlight = minetest.get_natural_light(pos, self.time_of_day) local sunlight = mcl_util.get_natural_light(pos, self.time_of_day)
if self.light_damage ~= 0 and (sunlight or 0) > 12 then if self.light_damage ~= 0 and (sunlight or 0) > 12 then
if self:deal_light_damage(pos, self.light_damage) then if self:deal_light_damage(pos, self.light_damage) then
@ -821,11 +820,19 @@ function mob_class:do_env_damage()
return self:check_for_death("unknown", {type = "unknown"}) return self:check_for_death("unknown", {type = "unknown"})
end end
function mob_class:env_damage (dtime, pos) function mob_class:step_damage (dtime, pos)
if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self)
if not self.object:get_pos() then return true end -- mcl_burning.tick may remove object immediately
if self:check_for_death("fire", {type = "fire"}) then
return true
end
end
-- environmental damage timer (every 1 second) -- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime self.env_damage_timer = self.env_damage_timer + dtime
if self.env_damage_timer > 1 then if self.env_damage_timer > 1 then
self.env_damage_timer = 0 self.env_damage_timer = 0
@ -904,47 +911,36 @@ 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 then
local new_acceleration
if v.y > 0 then if v.y > 0 then
-- apply gravity when moving up -- apply gravity when moving up
self.object:set_acceleration({ new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 0)
x = 0,
y = DEFAULT_FALL_SPEED,
z = 0
})
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({ new_acceleration = vector.new(0, self.fall_speed, 0)
x = 0,
y = self.fall_speed,
z = 0
})
else else
-- stop accelerating once max fall speed hit -- stop accelerating once max fall speed hit
self.object:set_acceleration({x = 0, y = 0, z = 0}) new_acceleration =vector.zero()
end end
self.object:set_acceleration(new_acceleration)
end end
local acc = self.object:get_acceleration() local acc = self.object:get_acceleration()
if minetest.registered_nodes[node_ok(pos).name].groups.lava then local registered_node = minetest.registered_nodes[node_ok(pos).name]
if registered_node.groups.lava then
if acc and self.floats_on_lava == 1 then if acc and self.floats_on_lava == 1 then
self.object:set_acceleration({ self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
z = 0
})
end end
end end
-- in water then float up -- in water then float up
if minetest.registered_nodes[node_ok(pos).name].groups.water then if registered_node.groups.water then
if acc and self.floats == 1 then if acc and self.floats == 1 then
self.object:set_acceleration({ self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
z = 0
})
end end
else else
-- fall damage onto solid ground -- fall damage onto solid ground
@ -1031,9 +1027,6 @@ function mob_class:check_suspend(player_in_active_range)
self.object:set_acceleration(vector.zero()) self.object:set_acceleration(vector.zero())
self.object:set_velocity(vector.zero()) self.object:set_velocity(vector.zero())
end end
if acc.y == 0 and node_under == "air" then
self:falling(pos)
end
end end
return true return true
end end

View File

@ -27,8 +27,11 @@ local table_remove = table.remove
local pairs = pairs local pairs = pairs
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false) local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false)
local function mcl_log (message) local function mcl_log (message, property)
if LOGGING_ON then if LOGGING_ON then
if property then
message = message .. ": " .. dump(property)
end
mcl_util.mcl_log (message, "[Mobs spawn]", true) mcl_util.mcl_log (message, "[Mobs spawn]", true)
end end
end end
@ -52,21 +55,25 @@ local MOB_CAP_INNER_RADIUS = 32
local aoc_range = 136 local aoc_range = 136
local MISSING_CAP_DEFAULT = 15 local MISSING_CAP_DEFAULT = 15
local MOBS_CAP_CLOSE = 5 local MOBS_CAP_CLOSE = 10
local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150 local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150
local mob_cap = { local mob_cap = {
hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70, hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70,
passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 13, passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 10,
ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15, ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15,
water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 8, water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 8,
water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20, --currently unused water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20,
water_underground = tonumber(minetest.settings:get("mcl_mob_cap_water_underground")) or 5,
axolotl = tonumber(minetest.settings:get("mcl_mob_cap_axolotl")) or 2, -- TODO should be 5 when lush caves added
player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75, player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75,
global_hostile = tonumber(minetest.settings:get("mcl_mob_cap_hostile")) or 300,
global_non_hostile = tonumber(minetest.settings:get("mcl_mob_cap_non_hostile")) or 300,
total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500, total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500,
} }
local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 35 local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 30
local peaceful_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_group_percentage_spawned")) or 15 local peaceful_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_group_percentage_spawned")) or 15
local hostile_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_hostile_group_percentage_spawned")) or 20 local hostile_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_hostile_group_percentage_spawned")) or 20
@ -340,15 +347,32 @@ local function count_mobs_all(categorise_by, pos)
end end
local function count_mobs_total_cap(mob_type) local function count_mobs_total_cap(mob_type)
local total = 0
local num = 0 local num = 0
local hostile = 0
local non_hostile = 0
for _,l in pairs(minetest.luaentities) do for _,l in pairs(minetest.luaentities) do
if l.is_mob then if l.is_mob then
if ( mob_type == nil or l.type == mob_type ) and l.can_despawn and not l.nametag then total = total + 1
local nametagged = l.nametag and l.nametag ~= ""
if ( mob_type == nil or l.type == mob_type ) and not nametagged then
if l.spawn_class == "hostile" then
hostile = hostile + 1
else
non_hostile = non_hostile + 1
end
num = num + 1 num = num + 1
else
mcl_log("l.name", l.name)
mcl_log("l.nametag", l.nametag)
end end
end end
end end
return num mcl_log("Total mobs", total)
mcl_log("hostile", hostile)
mcl_log("non_hostile", non_hostile)
return num, non_hostile, hostile
end end
local function output_mob_stats(mob_counts, total_mobs, chat_display) local function output_mob_stats(mob_counts, total_mobs, chat_display)
@ -704,13 +728,13 @@ local function spawn_check(pos, spawn_def)
--mcl_log("Level 3 spawn check passed") --mcl_log("Level 3 spawn check passed")
return true return true
else else
mcl_log("Spawn check level 3 failed") --mcl_log("Spawn check level 3 failed")
end end
else else
mcl_log("Spawn check level 2 failed") --mcl_log("Spawn check level 2 failed")
end end
else else
mcl_log("Spawn check level 1 failed") --mcl_log("Spawn check level 1 failed")
end end
return false return false
end end
@ -831,7 +855,7 @@ if mobs_spawn then
-- Get pos to spawn, x and z are randomised, y is range -- Get pos to spawn, x and z are randomised, y is range
local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide) local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
-- Some mob examples -- Some mob examples
--type = "monster", spawn_class = "hostile", --type = "monster", spawn_class = "hostile",
@ -847,9 +871,18 @@ if mobs_spawn then
mob_total_wide = 0 mob_total_wide = 0
end end
local cap_space_wide = type_cap - mob_total_wide local cap_space_wide = math.max(type_cap - mob_total_wide, 0)
if cap_space_wide < 1 then
cap_space_wide = 0 mcl_log("mob_type", mob_type)
mcl_log("cap_space_wide", cap_space_wide)
local cap_space_available = 0
if mob_type == "hostile" then
mcl_log("cap_space_global", cap_space_hostile)
cap_space_available = math.min(cap_space_hostile, cap_space_wide)
else
mcl_log("cap_space_global", cap_space_non_hostile)
cap_space_available = math.min(cap_space_non_hostile, cap_space_wide)
end end
local mob_total_close = mob_counts_close[mob_type] local mob_total_close = mob_counts_close[mob_type]
@ -858,12 +891,11 @@ if mobs_spawn then
mob_total_close = 0 mob_total_close = 0
end end
local cap_space_close = close_zone_cap - mob_total_close local cap_space_close = math.max(close_zone_cap - mob_total_close, 0)
if cap_space_close < 1 then cap_space_available = math.min(cap_space_available, cap_space_close)
cap_space_close = 0
end
--mcl_log("spawn_class: " .. spawn_class) mcl_log("cap_space_close", cap_space_close)
mcl_log("cap_space_available", cap_space_available)
if false and mob_type == "water" then if false and mob_type == "water" then
mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos)) mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos))
@ -873,7 +905,7 @@ if mobs_spawn then
mcl_log("cap_space_close: " .. cap_space_close) mcl_log("cap_space_close: " .. cap_space_close)
end end
return cap_space_wide, cap_space_close return cap_space_available
end end
local function find_spawning_position(pos, max_times) local function find_spawning_position(pos, max_times)
@ -884,7 +916,7 @@ if mobs_spawn then
local y_min, y_max = decypher_limits(pos.y) local y_min, y_max = decypher_limits(pos.y)
mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT) --mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
local i = 0 local i = 0
repeat repeat
local goal_pos = get_next_mob_spawn_pos(pos) local goal_pos = get_next_mob_spawn_pos(pos)
@ -916,7 +948,7 @@ if mobs_spawn then
return spawning_position return spawning_position
end end
local function spawn_a_mob(pos) local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
--create a disconnected clone of the spawn dictionary, prevents memory leak --create a disconnected clone of the spawn dictionary, prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary) local mob_library_worker_table = table_copy(spawn_dictionary)
@ -954,22 +986,18 @@ if mobs_spawn then
if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then
local mob_def_ent = minetest.registered_entities[mob_def.name] local mob_def_ent = minetest.registered_entities[mob_def.name]
--local mob_type = mob_def_ent.type
local mob_spawn_class = mob_def_ent.spawn_class local mob_spawn_class = mob_def_ent.spawn_class
--mcl_log("mob_spawn_class: " .. mob_spawn_class) local cap_space_available = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
local cap_space_wide, cap_space_close = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide) if cap_space_available > 0 then
if cap_space_close > 0 and cap_space_wide > 0 then
--mcl_log("Cap space available") --mcl_log("Cap space available")
-- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat -- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat
-- for performance and for early game challenge. We don't want to reduce hostiles though. -- for performance and for early game challenge. We don't want to reduce hostiles though.
local spawn_hostile = (mob_spawn_class == "hostile") local spawn_hostile = (mob_spawn_class == "hostile")
local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned
-- or not hostile
--mcl_log("Spawn_passive: " .. tostring(spawn_passive)) --mcl_log("Spawn_passive: " .. tostring(spawn_passive))
--mcl_log("Spawn_hostile: " .. tostring(spawn_hostile)) --mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
@ -1000,13 +1028,10 @@ if mobs_spawn then
local group_min = mob_def_ent.spawn_in_group_min or 1 local group_min = mob_def_ent.spawn_in_group_min or 1
if not group_min then group_min = 1 end if not group_min then group_min = 1 end
local amount_to_spawn = math.random(group_min,spawn_in_group) local amount_to_spawn = math.random(group_min, spawn_in_group)
if amount_to_spawn > cap_space_wide then
mcl_log("Spawning quantity: " .. amount_to_spawn) mcl_log("Spawning quantity: " .. amount_to_spawn)
mcl_log("Throttle amount to cap space: " .. cap_space_wide) amount_to_spawn = math.min(amount_to_spawn, cap_space_available)
amount_to_spawn = cap_space_wide mcl_log("throttled spawning quantity: " .. amount_to_spawn)
end
if logging then if logging then
minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name .. " mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1)) minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name .. " mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1))
@ -1021,7 +1046,7 @@ if mobs_spawn then
if spawned then if spawned then
--mcl_log("We have spawned") --mcl_log("We have spawned")
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos) mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", pos)
local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN) local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN)
if new_spawning_position then if new_spawning_position then
mcl_log("Setting new spawning position") mcl_log("Setting new spawning position")
@ -1034,7 +1059,7 @@ if mobs_spawn then
--mcl_log("Spawn check failed") --mcl_log("Spawn check failed")
end end
else else
mcl_log("Cap space full") --mcl_log("Cap space full")
end end
end end
@ -1054,7 +1079,13 @@ if mobs_spawn then
timer = 0 timer = 0
local players = get_connected_players() local players = get_connected_players()
local total_mobs = count_mobs_total_cap() local total_mobs, total_non_hostile, total_hostile = count_mobs_total_cap()
local cap_space_hostile = math.max(mob_cap.global_hostile - total_hostile, 0)
local cap_space_non_hostile = math.max(mob_cap.global_non_hostile - total_non_hostile, 0)
mcl_log("global cap_space_hostile", cap_space_hostile)
mcl_log("global cap_space_non_hostile", cap_space_non_hostile)
if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then
minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.") minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.")
return return
@ -1065,21 +1096,49 @@ if mobs_spawn then
local dimension = mcl_worlds.pos_to_dimension(pos) local dimension = mcl_worlds.pos_to_dimension(pos)
-- ignore void and unloaded area -- ignore void and unloaded area
if dimension ~= "void" and dimension ~= "default" then if dimension ~= "void" and dimension ~= "default" then
spawn_a_mob(pos) spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
end end
end end
end) end)
end end
local function despawn_allowed(self)
local nametag = self.nametag and self.nametag ~= ""
local not_busy = self.state ~= "attack" and self.following == nil
if self.can_despawn == true then
if not nametag and not_busy and not self.tamed == true and not self.persistent == true then
return true
end
end
return false
end
function mob_class:despawn_allowed()
despawn_allowed(self)
end
assert(despawn_allowed({can_despawn=false}) == false, "despawn_allowed - can_despawn false failed")
assert(despawn_allowed({can_despawn=true}) == true, "despawn_allowed - can_despawn true failed")
assert(despawn_allowed({can_despawn=true, nametag=""}) == true, "despawn_allowed - blank nametag failed")
assert(despawn_allowed({can_despawn=true, nametag=nil}) == true, "despawn_allowed - nil nametag failed")
assert(despawn_allowed({can_despawn=true, nametag="bob"}) == false, "despawn_allowed - nametag failed")
assert(despawn_allowed({can_despawn=true, state="attack"}) == false, "despawn_allowed - attack state failed")
assert(despawn_allowed({can_despawn=true, following="blah"}) == false, "despawn_allowed - following state failed")
assert(despawn_allowed({can_despawn=true, tamed=false}) == true, "despawn_allowed - not tamed")
assert(despawn_allowed({can_despawn=true, tamed=true}) == false, "despawn_allowed - tamed")
assert(despawn_allowed({can_despawn=true, persistent=true}) == false, "despawn_allowed - persistent")
assert(despawn_allowed({can_despawn=true, persistent=false}) == true, "despawn_allowed - not persistent")
function mob_class:check_despawn(pos, dtime) function mob_class:check_despawn(pos, dtime)
self.lifetimer = self.lifetimer - dtime self.lifetimer = self.lifetimer - dtime
-- Despawning: when lifetimer expires, remove mob -- Despawning: when lifetimer expires, remove mob
if remove_far if remove_far and despawn_allowed(self) then
and self.can_despawn == true
and ((not self.nametag) or (self.nametag == ""))
and self.state ~= "attack"
and self.following == nil then
if self.despawn_immediately or self.lifetimer <= 0 then if self.despawn_immediately or self.lifetimer <= 0 then
if logging then if logging then
minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out") minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out")

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

View File

@ -39,7 +39,7 @@ This mod adds mobs which closely resemble the mobs from the game Minecraft, vers
* Cave Spider * Cave Spider
* Enderman * Enderman
* Zombie Villager * Zombie Villager
* Zombie Pigman * Zombie Piglin
* Wither Skeleton * Wither Skeleton
* Magma Cube * Magma Cube
* Blaze * Blaze

View File

@ -2,7 +2,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
local axolotl = { local axolotl = {
type = "animal", type = "animal",
spawn_class = "water", spawn_class = "axolotl",
can_despawn = true, can_despawn = true,
passive = false, passive = false,
hp_min = 14, hp_min = 14,

View File

@ -31,7 +31,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
local cod = { local cod = {
type = "animal", type = "animal",
spawn_class = "water", spawn_class = "water_ambient",
can_despawn = true, can_despawn = true,
passive = true, passive = true,
hp_min = 3, hp_min = 3,

View File

@ -10,6 +10,7 @@ local S = minetest.get_translator("mobs_mc")
mcl_mobs.register_mob("mobs_mc:creeper", { mcl_mobs.register_mob("mobs_mc:creeper", {
description = S("Creeper"),
type = "monster", type = "monster",
spawn_class = "hostile", spawn_class = "hostile",
spawn_in_group = 1, spawn_in_group = 1,

View File

@ -24,6 +24,12 @@
-- added rain damage. -- added rain damage.
-- fixed the grass_with_dirt issue. -- fixed the grass_with_dirt issue.
-- How freqeuntly to take and place blocks, in seconds
local take_frequency_min = 235
local take_frequency_max = 245
local place_frequency_min = 235
local place_frequency_max = 245
minetest.register_entity("mobs_mc:ender_eyes", { minetest.register_entity("mobs_mc:ender_eyes", {
visual = "mesh", visual = "mesh",
mesh = "mobs_mc_spider.b3d", mesh = "mobs_mc_spider.b3d",
@ -60,13 +66,6 @@ end
local pr = PseudoRandom(os.time()*(-334)) local pr = PseudoRandom(os.time()*(-334))
-- How freqeuntly to take and place blocks, in seconds
local take_frequency_min = 235
local take_frequency_max = 245
local place_frequency_min = 235
local place_frequency_max = 245
-- Texuture overrides for enderman block. Required for cactus because it's original is a nodebox -- Texuture overrides for enderman block. Required for cactus because it's original is a nodebox
-- and the textures have tranparent pixels. -- and the textures have tranparent pixels.
local block_texture_overrides local block_texture_overrides
@ -491,7 +490,7 @@ 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 self.persistent = true
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
@ -542,7 +541,7 @@ 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.persistent = false
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

@ -31,7 +31,7 @@ end
mcl_mobs.register_mob("mobs_mc:glow_squid", { mcl_mobs.register_mob("mobs_mc:glow_squid", {
type = "animal", type = "animal",
spawn_class = "water", spawn_class = "water_underground",
can_despawn = true, can_despawn = true,
passive = true, passive = true,
hp_min = 10, hp_min = 10,

View File

@ -10,6 +10,7 @@ local S = minetest.get_translator("mobs_mc")
--################### --###################
local hoglin = { local hoglin = {
description = S("Hoglin"),
type = "monster", type = "monster",
passive = false, passive = false,
spawn_class = "hostile", spawn_class = "hostile",
@ -19,8 +20,9 @@ local hoglin = {
xp_max = 9, xp_max = 9,
armor = {fleshy = 90}, armor = {fleshy = 90},
attack_type = "dogfight", attack_type = "dogfight",
attack_frequency = 3;
damage = 4, damage = 4,
reach = 3, reach = 1.9,
collisionbox = {-.6, -0.01, -.6, .6, 1.4, .6}, collisionbox = {-.6, -0.01, -.6, .6, 1.4, .6},
visual = "mesh", visual = "mesh",
mesh = "extra_mobs_hoglin.b3d", mesh = "extra_mobs_hoglin.b3d",
@ -63,7 +65,7 @@ local hoglin = {
punch_end = 32, punch_end = 32,
}, },
fear_height = 4, fear_height = 4,
view_range = 32, view_range = 16,
floats = 0, floats = 0,
custom_attack = function(self) custom_attack = function(self)
if self.state == "attack" and self.reach > vector.distance(self.object:get_pos(), self.attack:get_pos()) then if self.state == "attack" and self.reach > vector.distance(self.object:get_pos(), self.attack:get_pos()) then
@ -87,6 +89,7 @@ local hoglin = {
mcl_mobs.register_mob("mobs_mc:hoglin", hoglin) mcl_mobs.register_mob("mobs_mc:hoglin", hoglin)
local zoglin = table.copy(hoglin) local zoglin = table.copy(hoglin)
zoglin.description = S("Zoglin")
zoglin.fire_resistant = 1 zoglin.fire_resistant = 1
zoglin.textures = {"extra_mobs_zoglin.png"} zoglin.textures = {"extra_mobs_zoglin.png"}
zoglin.do_custom = function() zoglin.do_custom = function()
@ -100,6 +103,7 @@ mcl_mobs.register_mob("mobs_mc:zoglin", zoglin)
-- Baby hoglin. -- Baby hoglin.
local baby_hoglin = table.copy(hoglin) local baby_hoglin = table.copy(hoglin)
baby_hoglin.description = S("Baby hoglin")
baby_hoglin.collisionbox = {-.3, -0.01, -.3, .3, 0.94, .3} baby_hoglin.collisionbox = {-.3, -0.01, -.3, .3, 0.94, .3}
baby_hoglin.xp_min = 20 baby_hoglin.xp_min = 20
baby_hoglin.xp_max = 20 baby_hoglin.xp_max = 20

View File

@ -139,7 +139,6 @@ dofile(path .. "/silverfish.lua") -- maikerumine Mesh and animation by toby109tt
dofile(path .. "/skeleton+stray.lua") -- Mesh by Morn76 Animation by Pavel_S dofile(path .. "/skeleton+stray.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/skeleton_wither.lua") -- Mesh by Morn76 Animation by Pavel_S dofile(path .. "/skeleton_wither.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/zombie.lua") -- Mesh by Morn76 Animation by Pavel_S dofile(path .. "/zombie.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/zombiepig.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/slime+magma_cube.lua") -- Wuzzy dofile(path .. "/slime+magma_cube.lua") -- Wuzzy
dofile(path .. "/spider.lua") -- Spider by AspireMint (fishyWET (CC-BY-SA 3.0 license for texture) dofile(path .. "/spider.lua") -- Spider by AspireMint (fishyWET (CC-BY-SA 3.0 license for texture)
dofile(path .. "/vex.lua") -- KrupnoPavel dofile(path .. "/vex.lua") -- KrupnoPavel
@ -153,7 +152,7 @@ dofile(path .. "/dolphin.lua")
dofile(path .. "/glow_squid.lua") dofile(path .. "/glow_squid.lua")
dofile(path .. "/piglin.lua") dofile(path .. "/piglin.lua") -- "mobs_mc_zombie_pigman.b3d" Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/hoglin+zoglin.lua") dofile(path .. "/hoglin+zoglin.lua")
dofile(path .. "/strider.lua") dofile(path .. "/strider.lua")

View File

@ -48,7 +48,7 @@ Wither=Wither
Wolf=Wolf Wolf=Wolf
Husk=Wüstenzombie Husk=Wüstenzombie
Zombie=Zombie Zombie=Zombie
Zombie Pigman=Schweinezombie Zombie Piglin=Schweinezombie
Farmer=Bauer Farmer=Bauer
Fisherman=Fischer Fisherman=Fischer
Fletcher=Pfeilmacher Fletcher=Pfeilmacher

View File

@ -54,5 +54,18 @@ Baby Husk=Bebé Zombi Momificado
Baby Zombie=Bebé Zombi Baby Zombie=Bebé Zombi
Husk=Zombi Momificado Husk=Zombi Momificado
Zombie=Zombi Zombie=Zombi
Baby Zombie Pigman=Bebé Hombrecerdo Zombi Baby Zombie Piglin=Bebé Hombrecerdo Zombi
Zombie Pigman=Hombrecerdo Zombi Zombie Piglin=Hombrecerdo Zombi
Cartographer=Cartógrafo
Armorer=Escudero
Leatherworker=Peletero
Butcher=Carnicero
Weapon Smith=Armero
Tool Smith=Herrero
Cleric=Clérigo
Nitwit=Holgazán
Cod=Bacalao
Salmon=Salmón
Dolphin=Delfín
Pillager=Saqueador
Tropical fish=Pez tropical

View File

@ -1,5 +1,6 @@
# textdomain: mobs_mc # textdomain: mobs_mc
Agent=Agent Agent=Agent
Axolotl=Axolotl
Bat=Chauve-souris Bat=Chauve-souris
Blaze=Blaze Blaze=Blaze
Chicken=Poulet Chicken=Poulet
@ -48,7 +49,7 @@ Wither=Wither
Wolf=Loup Wolf=Loup
Husk=Zombie Momifié Husk=Zombie Momifié
Zombie=Zombie Zombie=Zombie
Zombie Pigman=Zombie Cochon Zombie Piglin=Zombie Cochon
Farmer=Fermier Farmer=Fermier
Fisherman=Pêcheur Fisherman=Pêcheur
Fletcher=Archer Fletcher=Archer
@ -67,3 +68,6 @@ Salmon=Saumon
Dolphin=Dauphin Dolphin=Dauphin
Pillager=Pilleur Pillager=Pilleur
Tropical fish=Poisson tropical Tropical fish=Poisson tropical
Hoglin=Hoglin
Strider=Arpenteur
Glow Squid=Poulpe Brillant

View File

@ -49,7 +49,7 @@ Wither=ウィザー
Wolf=オオカミ Wolf=オオカミ
Husk=ハスク Husk=ハスク
Zombie=ゾンビ Zombie=ゾンビ
Zombie Pigman=ゾンビピッグマン Zombie Piglin=ゾンビピッグマン
Farmer=農民 Farmer=農民
Fisherman=漁師 Fisherman=漁師
Fletcher=矢師 Fletcher=矢師

View File

@ -49,7 +49,12 @@ Wither=
Wolf= Wolf=
Husk= Husk=
Zombie= Zombie=
Zombie Pigman= Piglin=
Baby Piglin=
Zombie Piglin=
Baby Zombie Piglin=
Sword Piglin=
Piglin Brute=
Farmer= Farmer=
Fisherman= Fisherman=
Fletcher= Fletcher=
@ -68,3 +73,6 @@ Salmon=
Dolphin= Dolphin=
Pillager= Pillager=
Tropical fish= Tropical fish=
Hoglin=
Strider=
Glow Squid=

View File

@ -82,7 +82,7 @@ mcl_mobs.register_mob("mobs_mc:pig", {
end end
-- if driver present allow control of horse -- if driver present allow control of horse
if self.driver then if self.driver and self.driver:get_wielded_item():get_name() == "mcl_mobitems:carrot_on_a_stick" then
mcl_mobs.drive(self, "walk", "stand", false, dtime) mcl_mobs.drive(self, "walk", "stand", false, dtime)
@ -149,18 +149,14 @@ mcl_mobs.register_mob("mobs_mc:pig", {
return return
end end
-- Mount or detach player -- Should make pig go faster when right clicked with carrot on a stick.
local name = clicker:get_player_name() -- FIXME: needs work on the going faster part.
if self.driver and clicker == self.driver then --[[if self.driver and clicker == self.driver and self.driver:get_wielded_item():get_name() == "mcl_mobitems:carrot_on_a_stick" then
-- Detach if already attached if not self.v3 then
mcl_mobs.detach(clicker, {x=1, y=0, z=0}) self.v3 = 0
return self.max_speed_forward = 100
self.accel = 10
elseif not self.driver and self.saddle == "yes" and wielditem:get_name() == "mcl_mobitems:carrot_on_a_stick" then end
-- Ride pig if it has a saddle and player uses a carrot on a stick
mcl_mobs.attach(self, clicker)
if not minetest.is_creative_enabled(clicker:get_player_name()) then if not minetest.is_creative_enabled(clicker:get_player_name()) then
local inv = self.driver:get_inventory() local inv = self.driver:get_inventory()
@ -177,6 +173,19 @@ mcl_mobs.register_mob("mobs_mc:pig", {
end end
inv:set_stack("main",self.driver:get_wield_index(), wielditem) inv:set_stack("main",self.driver:get_wield_index(), wielditem)
end end
end]]
-- Mount or detach player
local name = clicker:get_player_name()
if self.driver and clicker == self.driver then -- and self.driver:get_wielded_item():get_name() ~= "mcl_mobitems:carrot_on_a_stick" then -- Note: This is for when the ability to make the pig go faster is implemented
-- Detach if already attached
mcl_mobs.detach(clicker, {x=1, y=0, z=0})
return
elseif not self.driver and self.saddle == "yes" then
-- Ride pig if it has a saddle
mcl_mobs.attach(self, clicker)
return return
-- Capture pig -- Capture pig
@ -195,6 +204,18 @@ mcl_mobs.register_mob("mobs_mc:pig", {
return false return false
end end
end, end,
after_activate = function(self, staticdata, def, dtime)
if self.saddle == "yes" then -- Make saddle load upon rejoin
self.base_texture = {
"mobs_mc_pig.png", -- base
"mobs_mc_pig_saddle.png", -- saddle
}
self.object:set_properties({
textures = self.base_texture
})
end
end,
}) })
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(

View File

@ -25,7 +25,10 @@ function mobs_mc.player_wears_gold(player)
for i=1, 6 do for i=1, 6 do
local stack = player:get_inventory():get_stack("armor", i) local stack = player:get_inventory():get_stack("armor", i)
local item = stack:get_name() local item = stack:get_name()
if item == "mcl_armor:chestplate_gold" or item == "mcl_armor:leggings_gold" or item == "mcl_armor:helmet_gold" or item == "mcl_armor:boots_gold" then if string.find(item, "mcl_armor:chestplate_gold")
or string.find(item, "mcl_armor:leggings_gold")
or string.find(item, "mcl_armor:helmet_gold")
or string.find(item, "mcl_armor:boots_gold") then
return true return true
end end
end end
@ -35,9 +38,11 @@ end
--################### piglin --################### piglin
--################### --###################
local piglin = { local piglin = {
description = S("Piglin"),
type = "monster", type = "monster",
passive = false, passive = false,
spawn_class = "hostile", spawn_class = "hostile",
group_attack = {"mobs_mc:piglin", "mobs_mc:sword_piglin", "mobs_mc:piglin_brute"},
hp_min = 16, hp_min = 16,
hp_max = 16, hp_max = 16,
xp_min = 9, xp_min = 9,
@ -178,6 +183,7 @@ mcl_mobs.register_mob("mobs_mc:piglin", piglin)
local sword_piglin = table.copy(piglin) local sword_piglin = table.copy(piglin)
sword_piglin.description = S("Sword Piglin")
sword_piglin.mesh = "extra_mobs_sword_piglin.b3d" sword_piglin.mesh = "extra_mobs_sword_piglin.b3d"
sword_piglin.textures = {"extra_mobs_piglin.png", "default_tool_goldsword.png"} sword_piglin.textures = {"extra_mobs_piglin.png", "default_tool_goldsword.png"}
sword_piglin.on_spawn = function(self) sword_piglin.on_spawn = function(self)
@ -206,43 +212,127 @@ sword_piglin.animation = {
punch_start = 189, punch_start = 189,
punch_end = 198, punch_end = 198,
} }
mcl_mobs.register_mob("mobs_mc:sword_piglin", sword_piglin) mcl_mobs.register_mob("mobs_mc:sword_piglin", sword_piglin)
local zombified_piglin = table.copy(piglin)
zombified_piglin.fire_resistant = 1 -- Zombified Piglin --
zombified_piglin.do_custom = function()
return
end local zombified_piglin = {
zombified_piglin.on_spawn = function() description = S("Zombie Piglin"),
return -- type="animal", passive=false: This combination is needed for a neutral mob which becomes hostile, if attacked
end type = "animal",
zombified_piglin.on_rightclick = function() passive = false,
return spawn_class = "passive",
end hp_min = 20,
zombified_piglin.lava_damage = 0 hp_max = 20,
zombified_piglin.fire_damage = 0 xp_min = 6,
zombified_piglin.attack_animals = true xp_max = 6,
zombified_piglin.mesh = "extra_mobs_sword_piglin.b3d" armor = {undead = 90, fleshy = 90},
zombified_piglin.textures = {"extra_mobs_zombified_piglin.png", "default_tool_goldsword.png", "extra_mobs_trans.png"} attack_type = "dogfight",
zombified_piglin.attack_type = "dogfight" group_attack = {"mobs_mc:zombified_piglin", "mobs_mc:baby_zombified_piglin"},
zombified_piglin.animation = { damage = 9,
stand_speed = 30, reach = 2,
walk_speed = 30, head_swivel = "head.control",
punch_speed = 45, bone_eye_height = 2.4,
run_speed = 30, head_eye_height = 1.4,
stand_start = 0, curiosity = 15,
stand_end = 79, collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3}, -- same
walk_start = 168, visual = "mesh",
walk_end = 187, mesh = "mobs_mc_zombie_pigman.b3d",
run_start = 440, textures = { {
run_end = 459, "blank.png", --baby
punch_start = 189, "default_tool_goldsword.png", --sword
punch_end = 198, "mobs_mc_zombie_pigman.png", --pigman
} },
visual_size = {x=3, y=3},
sounds = {
random = "mobs_mc_zombiepig_random",
war_cry = "mobs_mc_zombiepig_war_cry",
death = "mobs_mc_zombiepig_death",
damage = "mobs_mc_zombiepig_hurt",
distance = 16,
},
jump = true,
makes_footstep_sound = true,
walk_velocity = .8,
run_velocity = 2.6,
pathfinding = 1,
drops = {
{name = "mcl_mobitems:rotten_flesh",
chance = 1,
min = 1,
max = 1,
looting = "common"},
{name = "mcl_core:gold_nugget",
chance = 1,
min = 0,
max = 1,
looting = "common"},
{name = "mcl_core:gold_ingot",
chance = 40, -- 2.5%
min = 1,
max = 1,
looting = "rare"},
{name = "mcl_tools:sword_gold",
chance = 100 / 8.5,
min = 1,
max = 1,
looting = "rare"},
},
animation = {
stand_speed = 25,
walk_speed = 25,
run_speed = 50,
stand_start = 40,
stand_end = 80,
walk_start = 0,
walk_end = 40,
run_start = 0,
run_end = 40,
punch_start = 90,
punch_end = 130,
},
lava_damage = 0,
fire_damage = 0,
fear_height = 4,
view_range = 16,
harmed_by_heal = true,
fire_damage_resistant = true,
} }
mcl_mobs.register_mob("mobs_mc:zombified_piglin", zombified_piglin) mcl_mobs.register_mob("mobs_mc:zombified_piglin", zombified_piglin)
local baby_zombified_piglin = table.copy(zombified_piglin)
baby_zombified_piglin.description = S("Baby Zombie Piglin")
baby_zombified_piglin.collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.94, 0.25}
baby_zombified_piglin.xp_min = 13
baby_zombified_piglin.xp_max = 13
baby_zombified_piglin.textures = {
{
"mobs_mc_zombie_pigman.png", --baby
"default_tool_goldsword.png", --sword
"mobs_mc_zombie_pigman.png", --pigman
}
}
baby_zombified_piglin.walk_velocity = 1.2
baby_zombified_piglin.run_velocity = 2.4
baby_zombified_piglin.light_damage = 0
baby_zombified_piglin.child = 1
mcl_mobs.register_mob("mobs_mc:baby_zombified_piglin", baby_zombified_piglin)
-- Compatibility code. These were removed, and now are called zombie piglins. They don't spawn.
-- This is only to catch old cases. Maybe could be an alias?
mcl_mobs.register_mob("mobs_mc:pigman", zombified_piglin)
mcl_mobs.register_mob("mobs_mc:baby_pigman", baby_zombified_piglin)
-- Piglin Brute --
local piglin_brute = table.copy(piglin) local piglin_brute = table.copy(piglin)
piglin_brute.description = S("Piglin Brute")
piglin_brute.xp_min = 20 piglin_brute.xp_min = 20
piglin_brute.xp_max = 20 piglin_brute.xp_max = 20
piglin_brute.hp_min = 50 piglin_brute.hp_min = 50
@ -279,11 +369,17 @@ piglin_brute.animation = {
punch_end = 198, punch_end = 198,
} }
piglin_brute.can_despawn = false piglin_brute.can_despawn = false
piglin_brute.group_attack = { "mobs_mc:piglin", "mobs_mc:piglin_brute" }
piglin_brute.drops = {
{name = "mcl_tools:axe_gold",
chance = 8.5,
min = 1,
max = 1,},
}
mcl_mobs.register_mob("mobs_mc:piglin_brute", piglin_brute) mcl_mobs.register_mob("mobs_mc:piglin_brute", piglin_brute)
mcl_mobs:non_spawn_specific("mobs_mc:piglin","overworld",0,7)
-- Regular spawning in the Nether -- Regular spawning in the Nether
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:piglin", "mobs_mc:piglin",
@ -300,15 +396,15 @@ minetest.LIGHT_MAX+1,
3, 3,
mcl_vars.mg_lava_nether_max, mcl_vars.mg_lava_nether_max,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
mcl_mobs:non_spawn_specific("mobs_mc:sword_piglin","overworld",0,7)
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:sword_piglin", "mobs_mc:sword_piglin",
"nether", "nether",
"ground", "ground",
{ {
"Nether", "Nether",
"CrimsonForest" "CrimsonForest"
}, },
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
@ -316,7 +412,45 @@ minetest.LIGHT_MAX+1,
3, 3,
mcl_vars.mg_lava_nether_max, mcl_vars.mg_lava_nether_max,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
-- spawn eggs
mcl_mobs:spawn_specific(
"mobs_mc:zombified_piglin",
"nether",
"ground",
{
"Nether",
"CrimsonForest",
},
0,
minetest.LIGHT_MAX+1,
30,
6000,
3,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
-- Baby zombie is 20 times less likely than regular zombies
mcl_mobs:spawn_specific(
"mobs_mc:baby_zombified_piglin",
"nether",
"ground",
{
"Nether",
"CrimsonForest",
},
0,
minetest.LIGHT_MAX+1,
30,
100000,
4,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
mcl_mobs:non_spawn_specific("mobs_mc:piglin","overworld",0,7)
mcl_mobs:non_spawn_specific("mobs_mc:sword_piglin","overworld",0,7)
mcl_mobs:non_spawn_specific("mobs_mc:piglin_brute","overworld",0,7)
mcl_mobs:non_spawn_specific("mobs_mc:zombified_piglin","overworld",0,minetest.LIGHT_MAX+1)
mcl_mobs.register_egg("mobs_mc:piglin", S("Piglin"), "#7b4a17","#d5c381", 0) mcl_mobs.register_egg("mobs_mc:piglin", S("Piglin"), "#7b4a17","#d5c381", 0)
mcl_mobs.register_egg("mobs_mc:piglin_brute", S("Piglin Brute"), "#562b0c","#ddc89d", 0) mcl_mobs.register_egg("mobs_mc:piglin_brute", S("Piglin Brute"), "#562b0c","#ddc89d", 0)
mcl_mobs:non_spawn_specific("mobs_mc:piglin_brute","overworld",0,7) mcl_mobs.register_egg("mobs_mc:zombified_piglin", S("Zombie Piglin"), "#ea9393", "#4c7129", 0)

View File

@ -11,7 +11,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
local salmon = { local salmon = {
type = "animal", type = "animal",
spawn_class = "water", spawn_class = "water_ambient",
can_despawn = true, can_despawn = true,
passive = true, passive = true,
hp_min = 3, hp_min = 3,

View File

@ -269,7 +269,6 @@ local cave_biomes = {
"RoofedForest_underground", "RoofedForest_underground",
"Jungle_underground", "Jungle_underground",
"Swampland_underground", "Swampland_underground",
"MushroomIsland_underground",
"BirchForest_underground", "BirchForest_underground",
"Plains_underground", "Plains_underground",
"MesaPlateauF_underground", "MesaPlateauF_underground",

View File

@ -59,7 +59,7 @@ end
local tropical_fish = { local tropical_fish = {
type = "animal", type = "animal",
spawn_class = "water", spawn_class = "water_ambient",
can_despawn = true, can_despawn = true,
passive = true, passive = true,
hp_min = 3, hp_min = 3,

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@ -137,7 +137,7 @@ local professions = {
{ {
{ { "mcl_fishing:fish_raw", 6, 6, "mcl_core:emerald", 1, 1 },{ "mcl_fishing:fish_cooked", 6, 6 } }, { { "mcl_fishing:fish_raw", 6, 6, "mcl_core:emerald", 1, 1 },{ "mcl_fishing:fish_cooked", 6, 6 } },
{ { "mcl_mobitems:string", 15, 20 }, E1 }, { { "mcl_mobitems:string", 15, 20 }, E1 },
{ { "mcl_core:coal_lump", 15, 10 }, E1 }, { { "mcl_core:coal_lump", 10, 15 }, E1 },
-- FIXME missing: bucket of cod + fish should be cod. -- FIXME missing: bucket of cod + fish should be cod.
}, },
{ {

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@ -109,7 +109,7 @@ 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 self.persistent = true
end end
end end
end, end,

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@ -216,7 +216,6 @@ mcl_mobs:spawn_specific(
"MegaTaiga", "MegaTaiga",
"Forest", "Forest",
"ColdTaiga", "ColdTaiga",
"FlowerForest_beach",
"Forest_beach", "Forest_beach",
"ColdTaiga_beach_water", "ColdTaiga_beach_water",
"Taiga_beach", "Taiga_beach",

View File

@ -1,156 +0,0 @@
--MCmobs v0.4
--maikerumine
--made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc")
--###################
--################### ZOMBIE PIGMAN
--###################
local pigman = {
description = S("Zombie Pigman"),
-- type="animal", passive=false: This combination is needed for a neutral mob which becomes hostile, if attacked
type = "animal",
passive = false,
spawn_class = "passive",
hp_min = 20,
hp_max = 20,
xp_min = 6,
xp_max = 6,
armor = {undead = 90, fleshy = 90},
attack_type = "dogfight",
group_attack = { "mobs_mc:pigman", "mobs_mc:baby_pigman" },
damage = 9,
reach = 2,
head_swivel = "head.control",
bone_eye_height = 2.4,
head_eye_height = 1.4,
curiosity = 15,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3},
visual = "mesh",
mesh = "mobs_mc_zombie_pigman.b3d",
textures = { {
"blank.png", --baby
"default_tool_goldsword.png", --sword
"mobs_mc_zombie_pigman.png", --pigman
} },
visual_size = {x=3, y=3},
sounds = {
random = "mobs_mc_zombiepig_random",
war_cry = "mobs_mc_zombiepig_war_cry",
death = "mobs_mc_zombiepig_death",
damage = "mobs_mc_zombiepig_hurt",
distance = 16,
},
jump = true,
makes_footstep_sound = true,
walk_velocity = .8,
run_velocity = 2.6,
pathfinding = 1,
drops = {
{name = "mcl_mobitems:rotten_flesh",
chance = 1,
min = 1,
max = 1,
looting = "common"},
{name = "mcl_core:gold_nugget",
chance = 1,
min = 0,
max = 1,
looting = "common"},
{name = "mcl_core:gold_ingot",
chance = 40, -- 2.5%
min = 1,
max = 1,
looting = "rare"},
{name = "mcl_tools:sword_gold",
chance = 100 / 8.5,
min = 1,
max = 1,
looting = "rare"},
},
animation = {
stand_speed = 25,
walk_speed = 25,
run_speed = 50,
stand_start = 40,
stand_end = 80,
walk_start = 0,
walk_end = 40,
run_start = 0,
run_end = 40,
punch_start = 90,
punch_end = 130,
},
lava_damage = 0,
fire_damage = 0,
fear_height = 4,
view_range = 16,
harmed_by_heal = true,
fire_damage_resistant = true,
}
mcl_mobs.register_mob("mobs_mc:pigman", pigman)
-- Baby pigman.
-- A smaller and more dangerous variant of the pigman
local baby_pigman = table.copy(pigman)
baby_pigman.description = S("Baby Zombie Pigman")
baby_pigman.collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.94, 0.25}
baby_pigman.xp_min = 13
baby_pigman.xp_max = 13
baby_pigman.textures = { {
"mobs_mc_zombie_pigman.png", --baby
"default_tool_goldsword.png", --sword
"mobs_mc_zombie_pigman.png", --pigman
} }
baby_pigman.walk_velocity = 1.2
baby_pigman.run_velocity = 2.4
baby_pigman.light_damage = 0
baby_pigman.child = 1
mcl_mobs.register_mob("mobs_mc:baby_pigman", baby_pigman)
-- Regular spawning in the Nether
mcl_mobs:spawn_specific(
"mobs_mc:pigman",
"nether",
"ground",
{
"Nether",
"CrimsonForest",
},
0,
minetest.LIGHT_MAX+1,
30,
6000,
3,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
-- Baby zombie is 20 times less likely than regular zombies
mcl_mobs:spawn_specific(
"mobs_mc:baby_pigman",
"nether",
"ground",
{
"Nether",
"CrimsonForest",
},
0,
minetest.LIGHT_MAX+1,
30,
100000,
4,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
-- Spawning in Nether portals in the Overworld
--mobs:spawn_specific("mobs_mc:pigman", {"mcl_portals:portal"}, {"air"}, 0, minetest.LIGHT_MAX+1, 30, 500, 4, mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_max)
-- spawn eggs
mcl_mobs.register_egg("mobs_mc:pigman", S("Zombie Pigman"), "#ea9393", "#4c7129", 0)
mcl_mobs:non_spawn_specific("mobs_mc:pigman","overworld",0,minetest.LIGHT_MAX+1)

View File

@ -240,7 +240,7 @@ end
local function start_firework_rocket(pos) local function start_firework_rocket(pos)
local p = get_point_on_circle(pos,math.random(32,64),32) local p = get_point_on_circle(pos,math.random(32,64),32)
local n = minetest.get_node(p) local n = minetest.get_node(p)
local l = minetest.get_natural_light(pos,0.5) local l = mcl_util.get_natural_light(pos,0.5)
if n.name ~= "air" or l <= minetest.LIGHT_MAX then return end if n.name ~= "air" or l <= minetest.LIGHT_MAX then return end
local o = minetest.add_entity(p,"mcl_bows:rocket_entity") local o = minetest.add_entity(p,"mcl_bows:rocket_entity")
o:get_luaentity()._harmless = true o:get_luaentity()._harmless = true

View File

@ -1,6 +1,8 @@
local mods_loaded = false local mods_loaded = false
local NIGHT_VISION_RATIO = 0.45 local NIGHT_VISION_RATIO = 0.45
local MINIMUM_LIGHT_LEVEL = 0.2
local water_color = "#3F76E4" local water_color = "#3F76E4"
local mg_name = minetest.get_mapgen_setting("mg_name") local mg_name = minetest.get_mapgen_setting("mg_name")
@ -45,6 +47,24 @@ function mcl_weather.set_sky_color(player, def)
}) })
end end
-- Function to work out light modifier at different times
-- Noon is brightest, midnight is darkest, 0600 and 18000 is in the middle of this
local function get_light_modifier(time)
-- 0.1 = 0.2
-- 0.4 = 0.8
-- 0.5 = 1
-- 0.6 = 0.8
-- 0.9 = 0.2
local light_multiplier = time * 2
if time > 0.5 then
light_multiplier = 2 * (1 - time)
else
light_multiplier = time / 0.5
end
return light_multiplier
end
mcl_weather.skycolor = { mcl_weather.skycolor = {
-- Should be activated before do any effect. -- Should be activated before do any effect.
active = true, active = true,
@ -211,17 +231,14 @@ mcl_weather.skycolor = {
player:set_moon({visible = false}) player:set_moon({visible = false})
player:set_stars({visible = false}) player:set_stars({visible = false})
local lf = mcl_weather.get_current_light_factor() local light_factor = mcl_weather.get_current_light_factor()
if mcl_weather.skycolor.current_layer_name() == "lightning" then if mcl_weather.skycolor.current_layer_name() == "lightning" then
mcl_weather.skycolor.override_day_night_ratio(player, 1) mcl_weather.skycolor.override_day_night_ratio(player, 1)
elseif lf then elseif light_factor then
local w = minetest.get_timeofday() local time = minetest.get_timeofday()
local light = (w * (lf*2)) local light_multiplier = get_light_modifier(time)
if light > 1 then local new_light = math.max(light_factor * light_multiplier, MINIMUM_LIGHT_LEVEL)
light = 1 - (light - 1) mcl_weather.skycolor.override_day_night_ratio(player, new_light)
end
light = (light * lf) + 0.15
mcl_weather.skycolor.override_day_night_ratio(player, light)
else else
mcl_weather.skycolor.override_day_night_ratio(player, nil) mcl_weather.skycolor.override_day_night_ratio(player, nil)
end end

View File

@ -1,7 +1,7 @@
local zombie_siege_enabled = minetest.settings:get_bool("mcl_raids_zombie_siege", false) 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 mcl_util.get_natural_light(pos) < 7
end end
local function spawn_zombies(self) local function spawn_zombies(self)

View File

@ -2,6 +2,7 @@
Water can flow into this block and cause it to drop as an item.=L'eau peut s'écouler dans ce bloc et provoquer sa chute en tant qu'élément. Water can flow into this block and cause it to drop as an item.=L'eau peut s'écouler dans ce bloc et provoquer sa chute en tant qu'élément.
This block can be turned into dirt with a hoe.=Ce bloc peut être transformé en terre avec une houe. This block can be turned into dirt with a hoe.=Ce bloc peut être transformé en terre avec une houe.
This block can be turned into farmland with a hoe.=Ce bloc peut être transformé en terres agricoles avec une houe. This block can be turned into farmland with a hoe.=Ce bloc peut être transformé en terres agricoles avec une houe.
This block can be turned into grass path with a shovel.=Ce bloc peut être transformé en chemin d'herbe avec une pelle.
This block acts as a soil for all saplings.=Ce bloc agit comme un sol pour tous les pousses arbres. This block acts as a soil for all saplings.=Ce bloc agit comme un sol pour tous les pousses arbres.
This block acts as a soil for some saplings.=Ce bloc agit comme un sol pour certains pousses arbres. This block acts as a soil for some saplings.=Ce bloc agit comme un sol pour certains pousses arbres.
Sugar canes will grow on this block.=Les cannes à sucre pousseront sur ce bloc. Sugar canes will grow on this block.=Les cannes à sucre pousseront sur ce bloc.

View File

@ -2,6 +2,7 @@
Water can flow into this block and cause it to drop as an item.= Water can flow into this block and cause it to drop as an item.=
This block can be turned into dirt with a hoe.= This block can be turned into dirt with a hoe.=
This block can be turned into farmland with a hoe.= This block can be turned into farmland with a hoe.=
This block can be turned into grass path with a shovel.=
This block acts as a soil for all saplings.= This block acts as a soil for all saplings.=
This block acts as a soil for some saplings.= This block acts as a soil for some saplings.=
Sugar canes will grow on this block.= Sugar canes will grow on this block.=

View File

@ -435,7 +435,7 @@ Note that “transparency” here only means that the block is able to carry bri
Coordinates=Coordonnées Coordinates=Coordonnées
The world is a large cube. And because of this, a position in the world can be easily expressed with Cartesian coordinates. That is, for each position in the world, there are 3 values X, Y and Z.=Le monde est un grand cube. Et pour cette raison, une position dans le monde peut être facilement exprimée avec des coordonnées cartésiennes. Autrement dit, pour chaque position dans le monde, il existe 3 valeurs X, Y et Z. The world is a large cube. And because of this, a position in the world can be easily expressed with Cartesian coordinates. That is, for each position in the world, there are 3 values X, Y and Z.=Le monde est un grand cube. Et pour cette raison, une position dans le monde peut être facilement exprimée avec des coordonnées cartésiennes. Autrement dit, pour chaque position dans le monde, il existe 3 valeurs X, Y et Z.
Like this: (5, 45, -12)=Comme ceci : (5, 45, -12) Like this: (5, 45, -12)=Comme ceci : (5, 45, -12)
This refers to the position where X@=5, Y@=45 and Z@=-12. The 3 letters are called “axes” : Y is for the height. X and Z are for the horizontal position.=Cela fait référence à la position où X@=5, Y@=45 et Z@=-12. Les 3 lettres sont appelées "axes" : Y est pour la hauteur. X et Z sont pour la position horizontale. This refers to the position where X@=5, Y@=45 and Z@=-12. The 3 letters are called “axes”: Y is for the height. X and Z are for the horizontal position.=Cela fait référence à la position où X@=5, Y@=45 et Z@=-12. Les 3 lettres sont appelées “axes” : Y est pour la hauteur. X et Z sont pour la position horizontale.
The values for X, Y and Z work like this:=Les valeurs pour X, Y et Z fonctionnent comme ceci: The values for X, Y and Z work like this:=Les valeurs pour X, Y et Z fonctionnent comme ceci:
• If you go up, Y increases=• Si vous montez, Y augmente • If you go up, Y increases=• Si vous montez, Y augmente
• If you go down, Y decreases=• Si vous descendez, Y diminue • If you go down, Y decreases=• Si vous descendez, Y diminue

View File

@ -61,4 +61,4 @@ Advancement “@1” does not exist.=Le progrès «@1» n'existe pas.
@1 has made the advancement @2=@1 a obtenu le progrès @2 @1 has made the advancement @2=@1 a obtenu le progrès @2
Mine a block: @1=Miner un bloc : @1 Mine a block: @1=Miner un bloc : @1
Mine blocks: @1×@2=Miner des blocs : @1×@2 Mine blocks: @1×@2=Miner des blocs : @1×@2
Awards are disabled, enable them first by using /awards enable!=Les récompenses sont désactivés, activez les d'abord en utilisant /awards enable ! Awards are disabled, enable them first by using /awards enable!=Les récompenses sont désactivées, activez les d'abord en utilisant /awards enable !

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@ -1,6 +1,6 @@
# textdomain: hudbars # textdomain: hudbars
Health=Santé Health=Santé
Breath=Breath Breath=Respiration
# Default format string for progress bar-style HUD bars, e.g. “Health 5/20” # Default format string for progress bar-style HUD bars, e.g. “Health 5/20”
@1: @2/@3=@1: @2/@3 @1: @2/@3=@1 : @2/@3

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@ -198,7 +198,7 @@ awards.register_achievement("mcl:skysTheLimit", {
-- Smelting achivements: These are awarded when picking up an item from a furnace -- Smelting achivements: These are awarded when picking up an item from a furnace
-- output. They are given in mcl_furnaces. -- output. They are given in mcl_furnaces.
awards.register_achievement("mcl:acquireIron", { awards.register_achievement("mcl:acquireIron", {
title = S("Aquire Hardware"), title = S("Acquire Hardware"),
description = S("Take an iron ingot from a furnace's output slot.\nHint: To smelt an iron ingot, put a fuel (like coal) and iron ore into a furnace."), description = S("Take an iron ingot from a furnace's output slot.\nHint: To smelt an iron ingot, put a fuel (like coal) and iron ore into a furnace."),
icon = "default_steel_ingot.png", icon = "default_steel_ingot.png",
type = "Advancement", type = "Advancement",

View File

@ -1,5 +1,5 @@
# textdomain:mcl_achievements # textdomain:mcl_achievements
Aquire Hardware=Schmied Acquire Hardware=Schmied
Bake Bread=Brot backen Bake Bread=Brot backen
Benchmarking=Tischler Benchmarking=Tischler
Cow Tipper=Kuhschubser Cow Tipper=Kuhschubser

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements # textdomain:mcl_achievements
Aquire Hardware=Obteniendo un lingote Acquire Hardware=Obteniendo un lingote
Bake Bread=Horneando pan Bake Bread=Horneando pan
Benchmarking=Crea tu mesa de trabajo Benchmarking=Crea tu mesa de trabajo
Cow Tipper=Consiguiendo cuero Cow Tipper=Consiguiendo cuero
@ -47,3 +47,68 @@ Use a crafting table to craft a wooden hoe from wooden planks and sticks.=Usa un
Use a crafting table to craft a wooden pickaxe from wooden planks and sticks.=Usa una mesa de trabajo para hacer un pico de madera con tablas de madera procesada y palos de madera. Use a crafting table to craft a wooden pickaxe from wooden planks and sticks.=Usa una mesa de trabajo para hacer un pico de madera con tablas de madera procesada y palos de madera.
Use obsidian and a fire starter to construct a Nether portal.=Usa obsidiana y un iniciador de fuego para construir un portal abisal. Use obsidian and a fire starter to construct a Nether portal.=Usa obsidiana y un iniciador de fuego para construir un portal abisal.
Use wheat to craft a bread.=Usa trigo para elaborar pan. Use wheat to craft a bread.=Usa trigo para elaborar pan.
Who is Cutting Onions?=¿Quién esta cortando cebollas?
Pick up a crying obsidian from the floor.=Recoge una obsidiana llorosa del suelo
Hidden in the Depths=Oculto en las profundidades
Pick up an Ancient Debris from the floor.=Recoge un Escombro Ancestral del suelo
The Nether=El Nether
Bring summer clothes.@nHint: Enter the Nether.=Tráete ropa de verano.@nSugerencia: Entra al Nether
Isn't It Iron Pick=¿No es hierrónico?
Craft a iron pickaxe using sticks and iron.=Crea un pico de hierro usando palos y hierro.
Postmortal=Post mortem
Use a Totem of Undying to cheat death.=Usa un tótem de inmortalidad para engañar a la muerte
Sweet Dreams=Dulces sueños
Sleep in a bed to change your respawn point.=Duerme en una cama para cambiar tu punto de reaparición.
Not Quite "Nine" Lives=No "siete" vidas exactamente
Charge a Respawn Anchor to the maximum.=Carga un nexo de reaparición al máximo.
What A Deal!=¡Qué buen trato!
Successfully trade with a Villager.=Comercia con un aldeano.
Withering Heights=Dr. Witherstein
Summon the wither from the dead.=Invoca al wither desde los muertos.
The Cutest Predator=El depredador más lindo
Catch an Axolotl with a bucket!=Atrapa a un ajolote en un cubo
Fishy Business=Un asuno escamoso
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=Atrapa un pez.@nSugerencia: Atrapa un pez, salmón, pez payaso, o pez globo.
Country Lode, Take Me Home=Magnetita llévame a casita
Use a compass on a Lodestone.=Usa una brújula sobre una magnetita
Serious Dedication=Dedicación seria
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=Usa un lingote de netherita para mejorar una azada, y luego revalúa lo que estás haciendo con tu vida.
Local Brewery=Destilería local
Brew a Potion.@nHint: Take a potion or glass bottle out of the brewing stand.=Prepara una poción.@nSugerencia: Saca una poción o botella de vidrio de la destiladora
Enchanter=Aprendiz de mago
Enchant an item using an Enchantment Table.=Encanta un objeto usando la mesa de encantamientos
Bring Home the Beacon=Hágase la luz
Use a beacon.=Usa un faro.
Beaconator=Faroneitor
Use a fully powered beacon.=Utiliza un faro a máxima potencia.
The Next Generation=La nueva generación
Hold the Dragon Egg.@nHint: Pick up the egg from the ground and have it in your inventory.=Consigue el huevo de dragón.@nSugerencia: Recoge el huevo del suelo, y colócalo en tu inventario.
The End... Again...=El fin... de nuevo...
Respawn the Ender Dragon.=Vuelve a invocar al Enderdragón.
Sky's the Limit=El cielo es el límite
Find the elytra and prepare to fly above and beyond!=¿Encuentra los élitros y prepárate para volar al infinito y más allá!
Free the End=Libera el End
Kill the ender dragon. Good Luck!=Mata al Enderdragón. Buena suerte!
Bee Our Guest=Abelante, esta es tu casa
Use a campfire to collect a bottle of honey from a beehive without aggrivating the bees inside.=Usa una fogata y una botella para obtener miel de una colmena sin enojar a las abejas.
Total Beelocation=Abejémonos de aquí
Move a bee nest, with 3 bees inside, using a silk touch enchanted tool.=Mueve una colmena que tenga 3 abejas usando una herramienta con toque de seda.
Wax On=Encerando ando
Apply honeycomb to a copper block to protect it from the elements.=Encera un bloque de cobre con un panal de abejas para protegerlo de los elementos.
Wax Off=Pulir cera
Scrape wax off of a copper block.=Quita la cera de un bloque de cobre
The End?=¿El End?
Or the beginning?@nHint: Enter an end portal.=¿O el principio?@nSugerencia: Entra al portal del End
Stone Age=La edad de piedra
Mine a stone with new pickaxe.=Mina piedra con tu nuevo pico.
Ice Bucket Challenge=Mente fría
Obtain an obsidian block.=Consigue un bloque de obsidiana.
Hot Stuff=¡La cosa está que arde!
Put lava in a bucket.=Pon lava en un cubo.
Hero of the Village=Héroe de la aldea
Successfully defend a village from a raid=Defiende una aldea de una invasión
Voluntary Exile=Exilio voluntario
Kill a raid captain. Maybe consider staying away from the local villages for the time being...=Mata al capitán de una invasión.
Sería mejor alejarte de las aldeas por un tiempo...
Tactical Fishing=Pesca táctica
Catch a fish... without a fishing rod!=Atrapa a un pez... ¡sin una caña de pescar!

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements # textdomain:mcl_achievements
Aquire Hardware=Acquérir du matériel Acquire Hardware=Acquérir du matériel
Bake Bread=Faire du pain Bake Bread=Faire du pain
Benchmarking=Fabriquer Benchmarking=Fabriquer
Cow Tipper=Chevaucher une vache Cow Tipper=Chevaucher une vache
@ -54,9 +54,9 @@ Pick up an Ancient Debris from the floor.=Ramassez un Ancien Débris par terre.
The Nether=Le Nether The Nether=Le Nether
Bring summer clothes.@nHint: Enter the Nether.=Apportez des vêtements d'été.@nAstuce : Entrez dans le Nether Bring summer clothes.@nHint: Enter the Nether.=Apportez des vêtements d'été.@nAstuce : Entrez dans le Nether
Isn't It Iron Pick=Bonne Pioche ! Isn't It Iron Pick=Bonne Pioche !
Craft a iron pickaxe using sticks and iron.=Fabriquez une pioche de fer avec des batons et du fer. Craft a iron pickaxe using sticks and iron.=Fabriquez une pioche de fer avec des bâtons et du fer.
Postmortal=Aux frontières de la mort Postmortal=Aux frontières de la mort
Use a Totem of Undying to cheat death.=Utilisez un Totem d'imortalité pour tromper la mort. Use a Totem of Undying to cheat death.=Utilisez un Totem dimmortalité pour tromper la mort.
Sweet Dreams=Bonne nuit les petits Sweet Dreams=Bonne nuit les petits
Sleep in a bed to change your respawn point.=Dormez dans un lit pour changer votre point de réapparition. Sleep in a bed to change your respawn point.=Dormez dans un lit pour changer votre point de réapparition.
Not Quite "Nine" Lives=Presque "neuf" vies Not Quite "Nine" Lives=Presque "neuf" vies
@ -65,6 +65,8 @@ What A Deal!=Adjugé, Vendu !
Successfully trade with a Villager.=Commercez avec succès avec un villageois. Successfully trade with a Villager.=Commercez avec succès avec un villageois.
Withering Heights=Les Witherables 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.
The Cutest Predator=Le plus mignon des prédateurs
Catch an Axolotl with a bucket!=Attrapez un Axolotl avec un seau !
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, Take Me Home=Petit Poucet
@ -79,3 +81,33 @@ Bring Home the Beacon=Fais ta balise
Use a beacon.=Utilisez une balise. Use a beacon.=Utilisez une balise.
Beaconator=Phare allumé Beaconator=Phare allumé
Use a fully powered beacon.=Utilisez une balise à pleine puissance. Use a fully powered beacon.=Utilisez une balise à pleine puissance.
The Next Generation=La nouvelle génération
Hold the Dragon Egg.@nHint: Pick up the egg from the ground and have it in your inventory.=Tenez l'oeuf de dragon.@nAstuce: Ramassez lœuf sur le sol pour l'avoir dans votre inventaire.
The End... Again...=Un air de déjà vu...
Respawn the Ender Dragon.=Faites réapparaître l'Ender Dragon.
Sky's the Limit=Vers l'infini et au-delà
Find the elytra and prepare to fly above and beyond!=Trouvez des élytres et préparez vous à vous envoler !
Free the End=Libérez l'End
Kill the ender dragon. Good Luck!=Tuez l'Ender Dragon. Bonne chance !
Bee Our Guest=J'irai butinez chez vous
Use a campfire to collect a bottle of honey from a beehive without aggrivating the bees inside.=Utilisez un feu de camp pour remplir une bouteille de miel sans provoquez les abeilles.
Total Beelocation=Dé-miel-nagement
Move a bee nest, with 3 bees inside, using a silk touch enchanted tool.=Déplacez une ruche, avec 3 abeilles à l'intérieur en utilisant un outil enchanté avec toucher de soie.
Wax On=Lustrer
Apply honeycomb to a copper block to protect it from the elements.=Étalez de la cire sur un bloc de cuivre pour le protéger des éléments.
Wax Off=Frotter
Scrape wax off of a copper block.=Retirer la cire d'un bloc de cuivre.
The End?=Fin ?
Or the beginning?@nHint: Enter an end portal.=Ou le commencement ?@nAstuce : Entrer dans un portail de l'End.
Stone Age=L'âge de pierre
Mine a stone with new pickaxe.=Minez de la roche avec votre pioche.
Ice Bucket Challenge=Ice Bucket Challenge
Obtain an obsidian block.=Obtenez un bloc d'obsidienne.
Hot Stuff=Chaud devant !
Put lava in a bucket.=Remplir un seau de lave.
Hero of the Village=Héros du village
Successfully defend a village from a raid=Protégez le village d'un raid
Voluntary Exile=Exil volontaire
Kill a raid captain. Maybe consider staying away from the local villages for the time being...=Tuez un capitaine de pillards. Mieux vaut rester loin des villages pour l'instant...
Tactical Fishing=Pêche tactique
Catch a fish... without a fishing rod!=Attrapez un poisson... sans canne à pêche !

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements # textdomain:mcl_achievements
Aquire Hardware=金属を入手 Acquire Hardware=金属を入手
Bake Bread=パンを焼く Bake Bread=パンを焼く
Benchmarking=土台作り Benchmarking=土台作り
Cow Tipper=牛転がし Cow Tipper=牛転がし

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements # textdomain:mcl_achievements
Aquire Hardware=Zdobądź narzędzie Acquire Hardware=Zdobądź narzędzie
Bake Bread=Upiecz chleb Bake Bread=Upiecz chleb
Benchmarking=Rzemieślnictwo Benchmarking=Rzemieślnictwo
Cow Tipper=Raz krowie śmierć Cow Tipper=Raz krowie śmierć

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements # textdomain:mcl_achievements
Aquire Hardware=Куй Железо Acquire Hardware=Куй Железо
Bake Bread=Хлеб всему голова Bake Bread=Хлеб всему голова
Benchmarking=Верстак Benchmarking=Верстак
Cow Tipper=Кожа да кости Cow Tipper=Кожа да кости

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements # textdomain:mcl_achievements
Aquire Hardware= Acquire Hardware=
Bake Bread= Bake Bread=
Benchmarking= Benchmarking=
Cow Tipper= Cow Tipper=
@ -66,7 +66,7 @@ Successfully trade with a Villager.=
Withering Heights= Withering Heights=
Summon the wither from the dead.= Summon the wither from the dead.=
The Cutest Predator= 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, Take Me Home=
@ -85,7 +85,7 @@ The Next Generation=
Hold the Dragon Egg.@nHint: Pick up the egg from the ground and have it in your inventory.= Hold the Dragon Egg.@nHint: Pick up the egg from the ground and have it in your inventory.=
The End... Again...= The End... Again...=
Respawn the Ender Dragon.= Respawn the Ender Dragon.=
Sky's The Limit= Sky's the Limit=
Find the elytra and prepare to fly above and beyond!= Find the elytra and prepare to fly above and beyond!=
Free the End= Free the End=
Kill the ender dragon. Good Luck!= Kill the ender dragon. Good Luck!=
@ -97,3 +97,17 @@ Wax On=
Apply honeycomb to a copper block to protect it from the elements.= Apply honeycomb to a copper block to protect it from the elements.=
Wax Off= Wax Off=
Scrape wax off of a copper block.= Scrape wax off of a copper block.=
The End?=
Or the beginning?@nHint: Enter an end portal.=
Stone Age=
Mine a stone with new pickaxe.=
Ice Bucket Challenge=
Obtain an obsidian block.=
Hot Stuff=
Put lava in a bucket.=
Hero of the Village=
Successfully defend a village from a raid=
Voluntary Exile=
Kill a raid captain. Maybe consider staying away from the local villages for the time being...=
Tactical Fishing=
Catch a fish... without a fishing rod!=

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@ -37,7 +37,8 @@ return {
"MrRar", "MrRar",
"talamh", "talamh",
"Faerraven / Michieal", "Faerraven / Michieal",
"FossFanatic", "FossFanatic ",
"SmokeyDope",
}}, }},
{S("Contributors"), 0x52FF00, { {S("Contributors"), 0x52FF00, {
"Laurent Rocher", "Laurent Rocher",
@ -82,15 +83,12 @@ return {
"aldum", "aldum",
"Dieter44", "Dieter44",
"Pepebotella", "Pepebotella",
"MrRar",
"Lazerbeak12345", "Lazerbeak12345",
"mrminer", "mrminer",
"Thunder1035", "Thunder1035",
"opfromthestart", "opfromthestart",
"snowyu", "snowyu",
"FaceDeer", "FaceDeer",
"Faerraven / Michieal",
"FossFanatic",
"Herbert West", "Herbert West",
"GuyLiner", "GuyLiner",
"3raven", "3raven",
@ -100,6 +98,10 @@ return {
"Gregor Parzefall", "Gregor Parzefall",
"Wbjitscool", "Wbjitscool",
"b3nderman", "b3nderman",
"CyberMango",
"gldrk",
"atomdmac",
"emptyshore",
}}, }},
{S("MineClone5"), 0xA60014, { {S("MineClone5"), 0xA60014, {
"kay27", "kay27",
@ -173,6 +175,7 @@ return {
"cora", "cora",
"Faerraven / Michieal", "Faerraven / Michieal",
"Nicu", "Nicu",
"Exhale",
}}, }},
{S("Translations"), 0x00FF60, { {S("Translations"), 0x00FF60, {
"Wuzzy", "Wuzzy",
@ -187,6 +190,8 @@ return {
"snowyu", "snowyu",
"3raven", "3raven",
"SakuraRiu", "SakuraRiu",
"anarquimico",
"syl",
}}, }},
{S("Funders"), 0xF7FF00, { {S("Funders"), 0xF7FF00, {
"40W", "40W",
@ -199,6 +204,9 @@ 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/", "Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/",
"Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)",
"Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)",
"Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)",
}}, }},
} }

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@ -56,5 +56,5 @@ A ghast scared @1 to death.=Se ha asustado @1 hasta morir.
@1 was killed by a zombie villager.=@1 fue asesinado por un aldeano zombie. @1 was killed by a zombie villager.=@1 fue asesinado por un aldeano zombie.
@1 was killed by a husk.=@1 fue asesinado por un husk. @1 was killed by a husk.=@1 fue asesinado por un husk.
@1 was killed by a baby husk.=@1 fue asesinado por un bebé husk. @1 was killed by a baby husk.=@1 fue asesinado por un bebé husk.
@1 was killed by a zombie pigman.=@1 fue asesinado por un cerdo zombie. @1 was killed by a zombie piglin.=@1 fue asesinado por un cerdo zombie.
@1 was killed by a baby zombie pigman.=@1 fue asesinado por un bebé cerdo zombie. @1 was killed by a baby zombie piglin.=@1 fue asesinado por un bebé cerdo zombie.

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@ -57,5 +57,5 @@ A ghast scared @1 to death.=Гаст напугал @1 до смерти.
@1 was killed by a zombie villager.=@1 был(а) убит(а) зомби-жителем. @1 was killed by a zombie villager.=@1 был(а) убит(а) зомби-жителем.
@1 was killed by a husk.=@1 был(а) убит(а) кадавром. @1 was killed by a husk.=@1 был(а) убит(а) кадавром.
@1 was killed by a baby husk.=@1 был(а) убит(а) машылом-кадавром. @1 was killed by a baby husk.=@1 был(а) убит(а) машылом-кадавром.
@1 was killed by a zombie pigman.=@1 был(а) убит(а) зомби-свиночеловеком. @1 was killed by a zombie piglin.=@1 был(а) убит(а) зомби-свиночеловеком.
@1 was killed by a baby zombie pigman.=@1 был(а) убит(а) малышом-зомби-свиночеловеком. @1 was killed by a baby zombie piglin.=@1 был(а) убит(а) малышом-зомби-свиночеловеком.

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@ -50,7 +50,7 @@ local function throw_xp_bottle(pos, dir, velocity)
end end
minetest.register_craftitem("mcl_experience:bottle", { minetest.register_craftitem("mcl_experience:bottle", {
description = "Bottle o' Enchanting", description = S("Bottle o' Enchanting"),
inventory_image = "mcl_experience_bottle.png", inventory_image = "mcl_experience_bottle.png",
wield_image = "mcl_experience_bottle.png", wield_image = "mcl_experience_bottle.png",
stack_max = 64, stack_max = 64,

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@ -5,3 +5,4 @@ Error: Too many parameters!=Erreur: Trop de paramètres!
Error: Incorrect value of XP=Erreur: Valeur incorrecte de XP Error: Incorrect value of XP=Erreur: Valeur incorrecte de XP
Error: Player not found=Erreur: Joueur introuvable Error: Player not found=Erreur: Joueur introuvable
Added @1 XP to @2, total: @3, experience level: @4=Ajout de @1 XP à @2, total: @3, niveau d'expérience: @4 Added @1 XP to @2, total: @3, experience level: @4=Ajout de @1 XP à @2, total: @3, niveau d'expérience: @4
Bottle o' Enchanting=Fiole d'expérience

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@ -5,3 +5,4 @@ Error: Too many parameters!=
Error: Incorrect value of XP= Error: Incorrect value of XP=
Error: Player not found= Error: Player not found=
Added @1 XP to @2, total: @3, experience level: @4= Added @1 XP to @2, total: @3, experience level: @4=
Bottle o' Enchanting=

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@ -19,3 +19,4 @@ Survival Inventory=Inventaire de survie
Crafting=Artisanat Crafting=Artisanat
Inventory=Inventaire Inventory=Inventaire
@1/@2=@1/@2 @1/@2=@1/@2
Switch stack size=Changer la quantité maximale par pile

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@ -19,3 +19,4 @@ Survival Inventory=
Crafting= Crafting=
Inventory= Inventory=
@1/@2= @1/@2=
Switch stack size=

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@ -0,0 +1,2 @@
# textdomain: mcl_ver_info
Sorry, but your version of Minetest doesn't support the latest API. Please upgrade your minetest.=Désolé, mais votre version de Minetest ne supporte la dernière API. Veuillez mettre à jour minetest.

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@ -1,5 +1,5 @@
# textdomain: mcl_dispensers # textdomain: mcl_dispensers
Dispenser=Dispenser Dispenser=Distributeur
A dispenser is a block which acts as a redstone component which, when powered with redstone power, dispenses an item. It has a container with 9 inventory slots.=Un distributeur est un bloc qui agit comme un composant redstone qui, lorsqu'il est alimenté avec une puissance redstone, distribue un article. Il a un conteneur avec 9 emplacements d'inventaire. A dispenser is a block which acts as a redstone component which, when powered with redstone power, dispenses an item. It has a container with 9 inventory slots.=Un distributeur est un bloc qui agit comme un composant redstone qui, lorsqu'il est alimenté avec une puissance redstone, distribue un article. Il a un conteneur avec 9 emplacements d'inventaire.
Place the dispenser in one of 6 possible directions. The “hole” is where items will fly out of the dispenser. Use the dispenser to access its inventory. Insert the items you wish to dispense. Supply the dispenser with redstone energy once to dispense a random item.=Placez le distributeur dans l'une des 6 directions possibles. Le "trou" est l'endroit où les articles sortiront du distributeur. Utilisez le distributeur pour accéder à son inventaire. Insérez les articles que vous souhaitez distribuer. Fournissez au distributeur de l'énergie de redstone une fois pour distribuer un objet aléatoire. Place the dispenser in one of 6 possible directions. The “hole” is where items will fly out of the dispenser. Use the dispenser to access its inventory. Insert the items you wish to dispense. Supply the dispenser with redstone energy once to dispense a random item.=Placez le distributeur dans l'une des 6 directions possibles. Le "trou" est l'endroit où les articles sortiront du distributeur. Utilisez le distributeur pour accéder à son inventaire. Insérez les articles que vous souhaitez distribuer. Fournissez au distributeur de l'énergie de redstone une fois pour distribuer un objet aléatoire.
The dispenser will do different things, depending on the dispensed item:=Le distributeur fera différentes choses, selon l'article distribué: The dispenser will do different things, depending on the dispensed item:=Le distributeur fera différentes choses, selon l'article distribué:

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@ -89,6 +89,8 @@ minetest.register_globalstep(function (dtime)
end) end)
function mesecon.queue:execute(action) function mesecon.queue:execute(action)
if not action.pos then return end
-- ignore if action queue function name doesn't exist, -- ignore if action queue function name doesn't exist,
-- (e.g. in case the action queue savegame was written by an old mesecons version) -- (e.g. in case the action queue savegame was written by an old mesecons version)
if mesecon.queue.funcs[action.func] then if mesecon.queue.funcs[action.func] then

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@ -521,6 +521,7 @@ end
-- outputnode (receptor or conductor) at position `output` and has an output in direction `rule` -- outputnode (receptor or conductor) at position `output` and has an output in direction `rule`
function mesecon.rules_link_rule_all(output, rule) function mesecon.rules_link_rule_all(output, rule)
local input = vector.add(output, rule) local input = vector.add(output, rule)
if not input then return {} end
local inputnode = get_node_force(input) local inputnode = get_node_force(input)
local inputrules = mesecon.get_any_inputrules(inputnode) local inputrules = mesecon.get_any_inputrules(inputnode)
if not inputrules then if not inputrules then

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@ -216,6 +216,18 @@ mesecon.register_button(
S("A stone 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."), S("A stone 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") "mesecons_button_push")
mesecon.register_button(
"polished_blackstone",
S("Polished Blackstone Button"),
"mcl_blackstone_polished.png",
"mcl_blackstone:blackstone_polished",
mcl_sounds.node_sound_stone_defaults(),
{material_stone=1,handy=1,pickaxey=1},
1,
false,
S("A polished blackstone button is a redstone component made out of polished blackstone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second."),
"mesecons_button_push")
local woods = { local woods = {
{ "wood", "mcl_core:wood", "default_wood.png", S("Oak Button") }, { "wood", "mcl_core:wood", "default_wood.png", S("Oak Button") },
{ "acaciawood", "mcl_core:acaciawood", "default_acacia_wood.png", S("Acacia Button") }, { "acaciawood", "mcl_core:acaciawood", "default_acacia_wood.png", S("Acacia Button") },

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@ -2,12 +2,17 @@
Use the button to push it.=Utilisez le bouton pour le pousser. Use the button to push it.=Utilisez le bouton pour le pousser.
Stone Button=Bouton de pierre Stone Button=Bouton de pierre
A stone 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.=Un bouton en pierre est un composant Redstone en pierre qui peut être poussé pour fournir de la puissance Redstone. Lorsqu'il est poussé, il alimente les composants Redstone adjacents pendant 1 seconde. A stone 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.=Un bouton en pierre est un composant Redstone en pierre qui peut être poussé pour fournir de la puissance Redstone. Lorsqu'il est poussé, il alimente les composants Redstone adjacents pendant 1 seconde.
Polished Blackstone Button=Bouton de pierre noire
A polished blackstone button is a redstone component made out of polished blackstone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=Un bouton en pierre noire est un composant Redstone en pierre noire qui peut être poussé pour fournir de la puissance Redstone. Lorsqu'il est poussé, il alimente les composants Redstone adjacents pendant 1 seconde.
Oak Button=Bouton en chêne Oak Button=Bouton en chêne
Acacia Button=Bouton en acacia Acacia Button=Bouton en acacia
Birch Button=Bouton en bouleau Birch Button=Bouton en bouleau
Dark Oak Button=Bouton en chêne noir Dark Oak Button=Bouton en chêne noir
Spruce Button=Bouton en sapin Spruce Button=Bouton en sapin
Jungle Button=Bouton en acajou Jungle Button=Bouton en acajou
Mangrove Button=Bouton en palétuvier
Crimson Button=Bouton écarlate
Warped Button=Bouton tordu
A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.=Un bouton en bois est un composant de redstone en bois qui peut être poussé pour fournir une puissance de redstone. Lorsqu'il est poussé, il alimente les composants Redstone adjacents pendant 1,5 seconde. Les boutons en bois peuvent également être poussés par des flèches. A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.=Un bouton en bois est un composant de redstone en bois qui peut être poussé pour fournir une puissance de redstone. Lorsqu'il est poussé, il alimente les composants Redstone adjacents pendant 1,5 seconde. Les boutons en bois peuvent également être poussés par des flèches.
Provides redstone power when pushed=Fournit une puissance de redstone lorsqu'il est poussé Provides redstone power when pushed=Fournit une puissance de redstone lorsqu'il est poussé
Push duration: @1s=Durée de poussée : @1s Push duration: @1s=Durée de poussée : @1s

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@ -2,12 +2,17 @@
Use the button to push it.= Use the button to push it.=
Stone Button= Stone Button=
A stone 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 stone 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.=
Polished Blackstone Button=
A polished blackstone button is a redstone component made out of polished blackstone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=
Oak Button= Oak Button=
Acacia Button= Acacia Button=
Birch Button= Birch Button=
Dark Oak Button= Dark Oak Button=
Spruce Button= Spruce Button=
Jungle Button= Jungle Button=
Mangrove Button=
Crimson Button=
Warped Button=
A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.= A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.=
Provides redstone power when pushed= Provides redstone power when pushed=
Push duration: @1s= Push duration: @1s=

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@ -2,21 +2,21 @@
Note Block=Bloc de notes Note Block=Bloc de notes
A note block is a musical block which plays one of many musical notes and different intruments when it is punched or supplied with redstone power.=Un bloc de notes est un bloc musical qui joue l'une des nombreuses notes de musique et différents instruments lorsqu'il est frappé ou alimenté en redstone. A note block is a musical block which plays one of many musical notes and different intruments when it is punched or supplied with redstone power.=Un bloc de notes est un bloc musical qui joue l'une des nombreuses notes de musique et différents instruments lorsqu'il est frappé ou alimenté en redstone.
Use the note block to choose the next musical note (there are 25 semitones, or 2 octaves). The intrument played depends on the material of the block below the note block:=Utilisez le bloc de notes pour choisir la prochaine note de musique (il y a 25 demi-tons ou 2 octaves). L'instrument joué dépend du matériau du bloc situé sous le bloc de notes: Use the note block to choose the next musical note (there are 25 semitones, or 2 octaves). The intrument played depends on the material of the block below the note block:=Utilisez le bloc de notes pour choisir la prochaine note de musique (il y a 25 demi-tons ou 2 octaves). L'instrument joué dépend du matériau du bloc situé sous le bloc de notes:
• Glass: Sticks=• Glass: Sticks • Glass: Sticks=• Verre : Baguettes
• Wood: Bass guitar=• Bois: Guitare Basse • Wood: Bass guitar=• Bois : Guitare Basse
• Stone: Bass drum=• Pierre: Grosse caisse • Stone: Bass drum=• Pierre : Grosse caisse
• Sand or gravel: Snare drum=• Sable ou gravier: Caisse claire • Sand or gravel: Snare drum=• Sable ou gravier : Caisse claire
• Block of Gold: Bell=• Bloc d'OR: Cloche • Block of Gold: Bell=• Bloc d'OR : Cloche
• Clay: Flute=• Argile: Flûte • Clay: Flute=• Argile : Flûte
• Packed Ice: Chime=• Glace tassée: Carillon • Packed Ice: Chime=• Glace tassée : Carillon
• Wool: Guitar=• Laine: Guitare • Wool: Guitar=• Laine : Guitare
• Bone Block: Xylophne=• Bloc osseux: Xylophne • Bone Block: Xylophne=• Bloc osseux : Xylophne
• Block of Iron: Iron xylophne=• Bloc de fer: Xylophone en fer • Block of Iron: Iron xylophne=• Bloc de fer : Xylophone en fer
• Soul Sand: Cow bell=• Soul Sand: Cloche de vache • Soul Sand: Cow bell=• Soul Sand : Cloche de vache
• Pumpkin: Didgeridoo=• Citrouille: Didgeridoo • Pumpkin: Didgeridoo=• Citrouille : Didgeridoo
• Block of Emerald: Square wave=• Bloc d'émeraude: Onde carrée • Block of Emerald: Square wave=• Bloc d'émeraude : Onde carrée
• Hay Bale: Banjo=• Hay Bale: Banjo • Hay Bale: Banjo=• Hay Bale : Banjo
• Glowstone: Electric piano=• Glowstone: Piano Electrique • Glowstone: Electric piano=• Glowstone : Piano Electrique
• Anything else: Piano=• Autres: Piano • Anything else: Piano=• Autres : Piano
The note block will only play a note when it is below air, otherwise, it stays silent.=Le bloc de notes ne jouera une note que lorsqu'il est sous l'air, sinon il reste silencieux. The note block will only play a note when it is below air, otherwise, it stays silent.=Le bloc de notes ne jouera une note que lorsqu'il est sous l'air, sinon il reste silencieux.
Plays a musical note when powered by redstone power=Joue une note de musique lorsqu'il est alimenté par une puissance redstone Plays a musical note when powered by redstone power=Joue une note de musique lorsqu'il est alimenté par une puissance redstone

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@ -1,6 +1,6 @@
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator(minetest.get_current_modname())
local PRESSURE_PLATE_INTERVAL = 0.04 local PRESSURE_PLATE_INTERVAL = 0.25
local pp_box_off = { local pp_box_off = {
type = "fixed", type = "fixed",
@ -262,4 +262,17 @@ mesecon.register_pressure_plate(
{ player = true, mob = true }, { player = true, mob = true },
S("A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.")) S("A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else."))
mesecon.register_pressure_plate(
"mesecons_pressureplates:pressure_plate_polished_blackstone",
S("Polished Blackstone Pressure Plate"),
{"mcl_blackstone_polished.png"},
{"mcl_blackstone_polished.png"},
"mcl_blackstone_polished.png",
nil,
{{"mcl_blackstone:blackstone_polished", "mcl_blackstone:blackstone_polished"}},
mcl_sounds.node_sound_stone_defaults(),
{pickaxey=1, material_stone=1},
{ player = true, mob = true },
S("A polished blackstone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else."))

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@ -6,7 +6,12 @@ Birch Pressure Plate=Plaque de pression en bouleau
Dark Oak Pressure Plate=Plaque de pression en chêne noir Dark Oak Pressure Plate=Plaque de pression en chêne noir
Spruce Pressure Plate=Plaque de pression en sapin Spruce Pressure Plate=Plaque de pression en sapin
Jungle Pressure Plate=Plaque de pression en acajou Jungle Pressure Plate=Plaque de pression en acajou
Mangrove Pressure Plate=Plaque de pression en palétuvier
Crimson Pressure Plate=Plaque de pression écarlate
Warped Pressure Plate=Plaque de pression tordue
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.=Une plaque de pression en bois est un composant de redstone qui alimente ses blocs environnants en puissance de redstone tandis que tout objet mobile (y compris les objets lâchés, les joueurs et les mobs) repose dessus. 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.=Une plaque de pression en bois est un composant de redstone qui alimente ses blocs environnants en puissance de redstone tandis que tout objet mobile (y compris les objets lâchés, les joueurs et les mobs) repose dessus.
Polished Blackstone Pressure Plate=Plaque de pression en pierre noire
A polished blackstone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=Une plaque de pression en pierre noire est un composant de redstone qui alimente ses blocs environnants en puissance de redstone pendant qu'un joueur ou un mob se tient au-dessus. Il n'est déclenché par rien d'autre.
Stone Pressure Plate=Plaque de pression en pierre Stone Pressure Plate=Plaque de pression en pierre
A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=Une plaque de pression en pierre est un composant de redstone qui alimente ses blocs environnants en puissance de redstone pendant qu'un joueur ou un mob se tient au-dessus. Il n'est déclenché par rien d'autre. A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=Une plaque de pression en pierre est un composant de redstone qui alimente ses blocs environnants en puissance de redstone pendant qu'un joueur ou un mob se tient au-dessus. Il n'est déclenché par rien d'autre.
Provides redstone power when pushed=Fournit une puissance de redstone lorsqu'il est poussé Provides redstone power when pushed=Fournit une puissance de redstone lorsqu'il est poussé

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@ -6,7 +6,12 @@ Birch Pressure Plate=
Dark Oak Pressure Plate= Dark Oak Pressure Plate=
Spruce Pressure Plate= Spruce Pressure Plate=
Jungle Pressure Plate= Jungle Pressure Plate=
Mangrove Pressure Plate=
Crimson Pressure Plate=
Warped Pressure Plate=
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.= 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.=
Polished Blackstone Pressure Plate=
A polished blackstone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=
Stone Pressure Plate= Stone Pressure Plate=
A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.= A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=
Provides redstone power when pushed= Provides redstone power when pushed=

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@ -1,67 +1,8 @@
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator(minetest.get_current_modname())
local function path_to_sunlight_exists(position, light_level)
local neighbours = {
{ x = 0, y = 0, z =-1 },
{ x = 0, y = 0, z = 1 },
{ x = 0, y =-1, z = 0 },
{ x = 0, y = 1, z = 0 },
{ x =-1, y = 0, z = 0 },
{ x = 1, y = 0, z = 0 },
}
for i=1, #neighbours do
local offset = neighbours[i]
local position_new = vector.add(
position,
offset
)
local light_level_new = minetest.get_node_light(
position_new,
nil
)
if 15 == light_level_new then
-- found the sunlight
return true
elseif light_level_new > light_level then
-- search where light is brighter
if path_to_sunlight_exists(
position_new,
light_level_new
) then
return true
end
end
end
end
local function sunlight_visible(position) local function sunlight_visible(position)
local light_level local light_level = mcl_util.get_natural_light(position)
-- Minetest 5.4.0+ can measure the daylight level at a position return light_level ~= nil and light_level >= 12
if nil ~= minetest.get_natural_light then
light_level = minetest.get_natural_light(
position,
nil
)
if light_level >= 12 then
return true
end
else -- Minetest 5.3.0 or less can only measure the light level
local time = minetest.get_timeofday() * 24000
-- only check light level during day
if time > 6000 and time < 18000 then
light_level = minetest.get_node_light(
position,
nil
)
if light_level >= 12 then
return path_to_sunlight_exists(
position,
12
)
end
end
end
return false
end end
local boxes = { -8/16, -8/16, -8/16, 8/16, -2/16, 8/16 } local boxes = { -8/16, -8/16, -8/16, 8/16, -2/16, 8/16 }

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@ -13,3 +13,4 @@ Armor counts as a tool. It is possible to repair and rename a tool in a single s
The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.=El yunque tiene una durabilidad limitada y 3 niveles de daño: sin daños, ligeramente dañado y muy dañado. Cada vez que reparas o cambias el nombre de algo, hay un 12% de posibilidades de que el yunque se dañe. Los yunques también tienen la posibilidad de dañarse cuando caen en más de 1 bloque. Si un yunque muy dañado se daña nuevamente, se destruye. The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.=El yunque tiene una durabilidad limitada y 3 niveles de daño: sin daños, ligeramente dañado y muy dañado. Cada vez que reparas o cambias el nombre de algo, hay un 12% de posibilidades de que el yunque se dañe. Los yunques también tienen la posibilidad de dañarse cuando caen en más de 1 bloque. Si un yunque muy dañado se daña nuevamente, se destruye.
Slightly Damaged Anvil=Yunque dañado Slightly Damaged Anvil=Yunque dañado
Very Damaged Anvil=Yunque muy dañado Very Damaged Anvil=Yunque muy dañado
Repair and rename items=Reparar y renombrar objetos

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@ -1,23 +1,48 @@
# textdomain: mcl_armor # textdomain: mcl_armor
This is a piece of equippable armor which reduces the amount of damage you receive.=Dies ist ein Teil einer tragbaren Rüstung, die die Menge an Schaden, den Sie erleiden, reduziert. This is a piece of equippable armor which reduces the amount of damage you receive.=Esta es una pieza de armadura que se puede equipar, la cual reduce la cantidad de daño que recives.
To equip it, put it on the corresponding armor slot in your inventory menu.=Um es zu tragen, legen Sie es in den passenden Rüstungsplatz in ihrem Inventarmenü. To equip it, put it on the corresponding armor slot in your inventory menu.=Para equiparla, colocala en la ranura de armadura en el menú de tu inventario.
Leather Cap=Sombrero de cuero Leather Cap=Sombrero de cuero
Iron Helmet=Casco de hierro Iron Helmet=Casco de hierro
Golden Helmet=Casco de oro Golden Helmet=Casco de oro
Diamond Helmet=Casco de diamante Diamond Helmet=Casco de diamante
Chain Helmet=Casco de cota de mallas Chain Helmet=Casco de cota de mallas
Netherite Helmet=Casco de netherita
Leather Tunic=Túnica de cuero Leather Tunic=Túnica de cuero
Iron Chestplate=Peto de hierro Iron Chestplate=Peto de hierro
Golden Chestplate=Peto de oro Golden Chestplate=Peto de oro
Diamond Chestplate=Peto de diamante Diamond Chestplate=Peto de diamante
Chain Chestplate=Peto de cota de mallas Chain Chestplate=Peto de cota de mallas
Netherite Chestplate=Peto de netherita
Leather Pants=Pantalones de cuero Leather Pants=Pantalones de cuero
Iron Leggings=Grebas de hierro Iron Leggings=Grebas de hierro
Golden Leggings=Grebas de oro Golden Leggings=Grebas de oro
Diamond Leggings=Grebas de diamante Diamond Leggings=Grebas de diamante
Chain Leggings=Grebas de cota de mallas Chain Leggings=Grebas de cota de mallas
Netherite Leggings=Grebas de netherita
Leather Boots=Botas de cuero Leather Boots=Botas de cuero
Iron Boots=Botas de hierro Iron Boots=Botas de hierro
Golden Boots=Botas de oro Golden Boots=Botas de oro
Diamond Boots=Botas de diamante Diamond Boots=Botas de diamante
Chain Boots=Botas de cota de mallas Chain Boots=Botas de cota de mallas
Netherite Boots=Botas de netherita
Elytra=Élitros
#Translations of enchantements
Increases underwater mining speed.=Aumenta la velocidad de minado bajo el agua.
Blast Protection=Protección contra explosiones
Reduces explosion damage and knockback.=Reduce el daño de explosiones y su empuje.
Curse of Binding=Maldicón de ligamiento
Item cannot be removed from armor slots except due to death, breaking or in Creative Mode.=El objeto no puede ser removido de las ranuras de inventario excepto al morir, al romperse, o en Modo Creativo.
Feather Falling=Caída de plumas
Reduces fall damage.=Reduce el daño por caída.
Fire Protection=Protección contra el fuego
Reduces fire damage.=Reduce el daño causado por fuego.
Shooting consumes no regular arrows.=Disparar no consume flechas normales.
Shoot 3 arrows at the cost of one.=Dispara 3 flechas por el costo de una.
Projectile Protection=Protección contra proyectiles
Reduces projectile damage.=Reduce el daño de proyectiles.
Protection=Protección
Reduces most types of damage by 4% for each level.=Reduce la mayoría de tipos de daño por 4% por cada nivel.
Thorns=Espinas
Reflects some of the damage taken when hit, at the cost of reducing durability with each proc.=Refleja una parte del daño infligido, a costa de reducir la durabilidad con cada activación.
Aqua Affinity=Afinidad acuática

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@ -6,25 +6,25 @@ Iron Helmet=Casque de fer
Golden Helmet=Casque d'or Golden Helmet=Casque d'or
Diamond Helmet=Casque de diamant Diamond Helmet=Casque de diamant
Chain Helmet=Casque de mailles Chain Helmet=Casque de mailles
Netherite Helmet=Casque de Netherite Netherite Helmet=Casque de netherite
Leather Tunic=Tunique en cuir Leather Tunic=Tunique en cuir
Iron Chestplate=Plastron de fer Iron Chestplate=Plastron de fer
Golden Chestplate=Plastron d'or Golden Chestplate=Plastron d'or
Diamond Chestplate=Plastron de diamant Diamond Chestplate=Plastron de diamant
Chain Chestplate=Cotte de mailles Chain Chestplate=Cotte de mailles
Netherite Chestplate=Plastron de Netherite Netherite Chestplate=Plastron de netherite
Leather Pants=Pantalon de cuir Leather Pants=Pantalon de cuir
Iron Leggings=Jambières de fer Iron Leggings=Jambières de fer
Golden Leggings=Jambières d'or Golden Leggings=Jambières d'or
Diamond Leggings=Jambières de diamant Diamond Leggings=Jambières de diamant
Chain Leggings=Jambières de mailles Chain Leggings=Jambières de mailles
Netherite Leggings=Jambières de Netherite Netherite Leggings=Jambières de netherite
Leather Boots=Bottes de cuir Leather Boots=Bottes de cuir
Iron Boots=Bottes de fer Iron Boots=Bottes de fer
Golden Boots=Bottes d'or Golden Boots=Bottes d'or
Diamond Boots=Bottes de diamant Diamond Boots=Bottes de diamant
Chain Boots=Bottes de mailles Chain Boots=Bottes de mailles
Netherite Boots=Bottes de Netherite Netherite Boots=Bottes de netherite
Elytra=Élytres Elytra=Élytres
#Translations of enchantements #Translations of enchantements

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@ -158,8 +158,10 @@ minetest.register_on_player_inventory_action(function(player, action, inventory,
end) end)
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
mcl_player.player_set_model(player, "mcl_armor_character.b3d")
player:get_inventory():set_size("armor", 5) player:get_inventory():set_size("armor", 5)
if not minetest.global_exists("mcl_skins") then
mcl_player.player_set_model(player, "mcl_armor_character.b3d")
end
minetest.after(1, function() minetest.after(1, function()
if player:is_player() then if player:is_player() then

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@ -219,7 +219,7 @@ minetest.register_tool("mcl_armor:elytra", {
_doc_items_longdesc = mcl_armor.longdesc, _doc_items_longdesc = mcl_armor.longdesc,
_doc_items_usagehelp = mcl_armor.usage, _doc_items_usagehelp = mcl_armor.usage,
inventory_image = "mcl_armor_inv_elytra.png", inventory_image = "mcl_armor_inv_elytra.png",
groups = {armor = 1, non_combat_armor = 1, armor_torso = 1, non_combat_torso = 1, mcl_armor_uses = 10}, groups = {armor = 1, non_combat_armor = 1, armor_torso = 1, non_combat_torso = 1, mcl_armor_uses = 10, enchantability = 1, elytra = 1},
sounds = { sounds = {
_mcl_armor_equip = "mcl_armor_equip_leather", _mcl_armor_equip = "mcl_armor_equip_leather",
_mcl_armor_unequip = "mcl_armor_unequip_leather", _mcl_armor_unequip = "mcl_armor_unequip_leather",

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@ -2,4 +2,4 @@
Armor Stand=Support d'armure Armor Stand=Support d'armure
An armor stand is a decorative object which can display different pieces of armor. Anything which players can wear as armor can also be put on an armor stand.=Un support d'armure est un objet décoratif qui peut afficher différentes pièces d'armure. Tout ce que les joueurs peuvent porter comme armure peut également être placé sur un support d'armure. An armor stand is a decorative object which can display different pieces of armor. Anything which players can wear as armor can also be put on an armor stand.=Un support d'armure est un objet décoratif qui peut afficher différentes pièces d'armure. Tout ce que les joueurs peuvent porter comme armure peut également être placé sur un support d'armure.
Just place an armor item on the armor stand. To take the top piece of armor from the armor stand, select your hand and use the place key on the armor stand.=Placez simplement un objet d'armure sur le support d'armure. Pour prendre la pièce d'armure du support d'armure, sélectionnez votre main et utilisez la touche "Placer" sur le support d'armure. Just place an armor item on the armor stand. To take the top piece of armor from the armor stand, select your hand and use the place key on the armor stand.=Placez simplement un objet d'armure sur le support d'armure. Pour prendre la pièce d'armure du support d'armure, sélectionnez votre main et utilisez la touche "Placer" sur le support d'armure.
Displays pieces of armor=Displays pieces of armor Displays pieces of armor=Expose des pièces d'armure

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@ -25,7 +25,7 @@ end
-- basic bamboo nodes. -- basic bamboo nodes.
local bamboo_def = { local bamboo_def = {
description = "Bamboo", description = S("Bamboo"),
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo.png"}, tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo.png"},
drawtype = "nodebox", drawtype = "nodebox",
paramtype = "light", paramtype = "light",
@ -266,7 +266,7 @@ end
minetest.register_node(BAMBOO_ENDCAP_NAME, bamboo_top) minetest.register_node(BAMBOO_ENDCAP_NAME, bamboo_top)
local bamboo_block_def = { local bamboo_block_def = {
description = "Bamboo Block", description = S("Bamboo Block"),
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_block.png"}, 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}, 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, sounds = node_sound,

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@ -62,9 +62,11 @@ if minetest.get_modpath("mcl_doors") then
local name = "mcl_bamboo:bamboo_door" local name = "mcl_bamboo:bamboo_door"
local def = { local def = {
description = S("Bamboo Door."), description = S("Bamboo Door"),
inventory_image = "mcl_bamboo_door_wield.png", inventory_image = "mcl_bamboo_door_wield.png",
wield_image = "mcl_bamboo_door_wield.png", wield_image = "mcl_bamboo_door_wield.png",
_doc_items_longdesc = S("Wooden doors are 2-block high barriers which can be opened or closed by hand and by a redstone signal."),
_doc_items_usagehelp = S("To open or close a wooden door, rightclick it or supply its lower half with a redstone signal."),
groups = { handy = 1, axey = 1, material_wood = 1, flammable = -1 }, groups = { handy = 1, axey = 1, material_wood = 1, flammable = -1 },
_mcl_hardness = 3, _mcl_hardness = 3,
_mcl_blast_resistance = 3, _mcl_blast_resistance = 3,
@ -77,15 +79,13 @@ if minetest.get_modpath("mcl_doors") then
name = "mcl_bamboo:bamboo_trapdoor" name = "mcl_bamboo:bamboo_trapdoor"
local trap_def = { local trap_def = {
description = S("Bamboo Trapdoor."), description = S("Bamboo Trapdoor"),
inventory_image = "mcl_bamboo_door_complete.png",
groups = {}, groups = {},
tile_front = "mcl_bamboo_trapdoor_side.png", tile_front = "mcl_bamboo_trapdoor_side.png",
tile_side = "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_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."), _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", 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 }, groups = { handy = 1, axey = 1, mesecon_effector_on = 1, material_wood = 1, flammable = -1 },
_mcl_hardness = 3, _mcl_hardness = 3,
_mcl_blast_resistance = 3, _mcl_blast_resistance = 3,

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@ -0,0 +1,40 @@
# textdomain: mcl_bamboo
### bamboo_base.lua ###
Bamboo Mosaic Plank=Madera de bambú de mosaico
Bamboo Plank=Madera de bambú
Stripped Bamboo Block=Bloque de bambú sin corteza
### 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.=Un botón de bambú es un componente de redstone hecho de piedra que se puede presionar para proporcionar energía de redstone. Cuando se empuja, alimenta los componentes adyacentes de redstone durante 1 segundo.
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.=Una placa de presión de madera es un componente de redstone que proporciona energía de redstone a sus bloques adyacentes mientras cualquier objeto movible (incluyendo objetos en el suelo, jugadores y mobs) descanse encima suya.
Bamboo=Bambú
Bamboo Button=Botón de bambú
Bamboo Door.=Puerta de bambú
Bamboo Fence=Valla de bambú
Bamboo Fence Gate=Puerta de valla de bambú
Bamboo Mosaic Slab=Losa de mosaico de bambú
Bamboo Mosaic Stair=Escaleras de mosaico de bambú
Bamboo Plank Slab=Losa de madera de bambú
Bamboo Plank Stair=Escalera de madera de bambú
Bamboo Pressure Plate=Placa de presión de bambú
Bamboo Slab=Losa de bambú
Bamboo Stair=Escalera de bambú
Bamboo Trapdoor.=Trampilla de bambú
Double Bamboo Mosaic Slab=Losa doble de mosaico de bambú
Double Bamboo Plank Slab=Losa doble de madera de bambú
Double Bamboo Slab=Losa doble de bambú
Double Stripped Bamboo Slab=Losa doble de bambú sin corteza
Scaffolding=Andamio
Scaffolding (horizontal)=Andamio (horizontal)
Scaffolding block used to climb up or out across areas.=El bloque de andamio sirve para subir o bajar entre zonas.
Stripped Bamboo Slab=Losa de bambú sin corteza
Stripped Bamboo Stair=Escalera de bambú sin corteza
To open or close the trapdoor, rightclick it or send a redstone signal to it.=Para abir o cerar una trampilla, haz click derecho o manda una señal de redstone hacia ella.
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.=Las trampillas de madera son barreras horizontales que pueden ser abiertas y cerradas con la mano o por una señal de redstone.

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@ -0,0 +1,45 @@
# textdomain: mcl_bamboo
### bamboo_base.lua ###
Bamboo=Bambou
Bamboo Mosaic Plank=Planche mosaïque de bambou
Bamboo Plank=Planche de bambou
Stripped Bamboo Block=Bloc de bambou écorcé
Bamboo Block=Bloc de bambou
### 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.=Un bouton en bambou est un composant redstone fait de bamboo qui peut être poussé pour fournir un signal redstone. Lorsque poussé, il alimente les composants redstone adjacents pendant 1 seconde.
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.=Une plaque de pression en bois est un composant redstone qui envoie un signal aux blocs alentours lorsque n'importe quel objet mobile (objet jeté, joueurs et mobs) sont dessus.
Bamboo=Bambou
Bamboo Button=Bouton en bambou
Bamboo Door=Porte de bambou
Bamboo Fence=Barrière de bambou
Bamboo Fence Gate=Portillon de bambou
Bamboo Mosaic Slab=Dalle mosaïque de bambou
Bamboo Mosaic Stair=Escalier mosaïque de bambou
Bamboo Plank Slab=Dalle de planches de bambou
Bamboo Plank Stair=Escalier de planches de bambou
Bamboo Pressure Plate=Plaque de pression de bambou
Bamboo Slab=Dalle de bambou
Bamboo Stair=Escalier de bambou
Bamboo Trapdoor=Trappe de bambou
Double Bamboo Mosaic Slab=Double dalle mosaïque de bambou
Double Bamboo Plank Slab=Double dalle de planches de bambou
Double Bamboo Slab=Double dalle de bambou
Double Stripped Bamboo Slab=Double dalle de bambou écorcée
Scaffolding=Échafaudage
Scaffolding (horizontal)=Échafaudage (horizontal)
Scaffolding block used to climb up or out across areas.=Les blocs d'échafaudage servent à escalader ou à sortir d'une zone.
Stripped Bamboo Slab=Dalle de bambou écorcée
Stripped Bamboo Stair=Escalier de bambou écorcée
To open or close the trapdoor, rightclick it or send a redstone signal to it.=Pour ouvrir ou fermer la trappe, cliquer droit ou lui envoyer un signal redstone.
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.=Les trappes de bois sont des barrières horizontales qui peuvent être ouvertes et fermées à la main ou par un signal redstone. Lorsqu'elles sont ouvertes, elles peuvent êtres escaladées comme une échelle.
Wooden doors are 2-block high barriers which can be opened or closed by hand and by a redstone signal.=Les portes en bois sont des barrières hautes à 2 blocs qui peuvent être ouvertes ou fermées à la main et par un signal redstone.
To open or close a wooden door, rightclick it or supply its lower half with a redstone signal.=Pour ouvrir ou fermer une porte en bois, faites un clic droit dessus ou fournissez à sa moitié inférieure un signal redstone.

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