diff --git a/CREDITS.md b/CREDITS.md index 04e52d5b1..22d78fe98 100644 --- a/CREDITS.md +++ b/CREDITS.md @@ -43,6 +43,7 @@ * Laurent Rocher * Li0n * Marcin Serwin +* Mental-Inferno * Midgard * MysticTempest * Nicholas Niro diff --git a/mods/CORE/mcl_util/init.lua b/mods/CORE/mcl_util/init.lua index 32c3b0dee..50e3d61fc 100644 --- a/mods/CORE/mcl_util/init.lua +++ b/mods/CORE/mcl_util/init.lua @@ -485,3 +485,16 @@ function mcl_util.replace_mob(obj, mob) obj:set_yaw(rot) return obj end + +function mcl_util.get_pointed_thing(player) + local pos = vector.offset(player:get_pos(), 0, player:get_properties().eye_height, 0) + local look_dir = vector.multiply(player:get_look_dir(), 5) + local pos2 = vector.add(pos, look_dir) + local ray = minetest.raycast(pos, pos2, false, true) + + if ray then + for pointed_thing in ray do + return pointed_thing + end + end +end diff --git a/mods/ENTITIES/mobs_mc/1_items_default.lua b/mods/ENTITIES/mobs_mc/1_items_default.lua index c8ac421cc..d792af0a2 100644 --- a/mods/ENTITIES/mobs_mc/1_items_default.lua +++ b/mods/ENTITIES/mobs_mc/1_items_default.lua @@ -525,7 +525,7 @@ if c("totem") then inventory_image = "mcl_totems_totem.png", wield_image = "mcl_totems_totem.png", stack_max = 1, - groups = {combat_item=1}, + groups = {combat_item = 1, offhand_item = 1}, }) end diff --git a/mods/ENTITIES/mobs_mc/README.md b/mods/ENTITIES/mobs_mc/README.md index d3ac29a16..4718c6b1f 100644 --- a/mods/ENTITIES/mobs_mc/README.md +++ b/mods/ENTITIES/mobs_mc/README.md @@ -10,6 +10,7 @@ This mod adds mobs which closely resemble the mobs from the game Minecraft, vers * [22i](https://github.com/22i): Models (done in Blender) and mob icons for spawn eggs * [XSSheep](https://www.planetminecraft.com/member/xssheep/): Mob and item textures (from [Pixel Perfection](https://www.planetminecraft.com/texture_pack/131pixel-perfection/)) * MysticTempest: More mob textures +* [Mental-Inferno](https://github.com/Mental-Inferno): Code * See `LICENSE_media.md` for detailed credits about each file ## Licensing diff --git a/mods/ENTITIES/mobs_mc/depends.txt b/mods/ENTITIES/mobs_mc/depends.txt index 674eb8094..96c9f5131 100644 --- a/mods/ENTITIES/mobs_mc/depends.txt +++ b/mods/ENTITIES/mobs_mc/depends.txt @@ -1 +1,2 @@ -mcl_mobs \ No newline at end of file +mcl_mobs +mcl_potions \ No newline at end of file diff --git a/mods/ENTITIES/mobs_mc/spider.lua b/mods/ENTITIES/mobs_mc/spider.lua index e1be9c3ed..49eff8ca1 100644 --- a/mods/ENTITIES/mobs_mc/spider.lua +++ b/mods/ENTITIES/mobs_mc/spider.lua @@ -76,7 +76,122 @@ local spider = { } mobs:register_mob("mobs_mc:spider", spider) --- Cave spider + + +--Cave Spider + +local cave_spider = { + description = S("Cave Spider"), + type = "monster", + spawn_class = "hostile", + passive = false, + hostile = true, + always_climb = true, + docile_by_day = true, + rotate = 270, + + --[[work-around for poison until punch augmentations are added to mob API + works functionally but the jump while punching animation in gone--]] + reach = 0.5, --makes it look like it's biting + attack_type = "projectile", + arrow = "spider_venom", --ultra short range projectile to inflict poison effect + punch damage + projectile_cooldown_min = 1, + projectile_cooldown_max = 1, + shoot_arrow = function(self, pos, dir) + local dmg = 2 + mobs.shoot_projectile_handling("mobs_mc:spider_venom", pos, dir, self.object:get_yaw(), self.object, 1, dmg,nil,nil,nil,-0.6) + end, + + hp_min = 12, --reflect Minecraft health + hp_max = 12, + ignores_cobwebs = true, + xp_min = 5, + xp_max = 5, + eye_height = 0.475, + armor = {fleshy = 100, arthropod = 100}, + collisionbox = {-0.35, -0.01, -0.35, 0.35, 0.49, 0.35}, + visual = "mesh", + mesh = "mobs_mc_spider.b3d", + textures = { + {"mobs_mc_cave_spider.png^(mobs_mc_spider_eyes.png^[makealpha:0,0,0)"}, + }, + visual_size = {x=1.66666, y=1.5}, + makes_footstep_sound = false, + sounds = { + random = "mobs_mc_spider_random", + attack = "mobs_mc_spider_attack", + damage = "mobs_mc_spider_hurt", + death = "mobs_mc_spider_death", + -- TODO: sounds: walk + distance = 16, + }, + base_pitch = 1.25, + walk_velocity = 1.3, + run_velocity = 3.5, --Compenstaing for the loss of aility to leap while attacking + jump = true, + jump_height = 4, + view_range = 16, + floats = 1, + drops = { + {name = mobs_mc.items.string, chance = 1, min = 0, max = 2, looting = "common"}, + {name = mobs_mc.items.spider_eye, chance = 3, min = 1, max = 1, looting = "common", looting_chance_function = function(lvl) + return 1 - 2 / (lvl + 3) + end}, + }, + specific_attack = { "player", "mobs_mc:iron_golem" }, + fear_height = 4, + animation = { + stand_speed = 10, + walk_speed = 25, + run_speed = 50, + stand_start = 20, + stand_end = 40, + walk_start = 0, + walk_end = 20, + run_start = 0, + run_end = 20, + }, +} +mobs:register_mob("mobs_mc:cave_spider", cave_spider) + + +-- spider_venom (projectile) +mobs:register_arrow("mobs_mc:spider_venom", { + visual = "sprite", + visual_size = {x = 0.1, y = 0.1}, + textures = {"hbhunger_icon_health_poison.png"}, + velocity = 1, + collisionbox = {-.5, -.5, -.5, .5, .5, .5}, + tail = 0, + + hit_player = function(self, player) + player:punch(self.object, 1.0, { + full_punch_interval = 1.0, + damage_groups = {fleshy = self._damage}, + }, nil) + + mcl_potions.poison_func(player, 0.5, 8) --modified cuz MC rate is an unessesarily bad fraction + local vel = player:get_velocity() + player:add_velocity({x=(vel.x * -1.5), y=6, z=(vel.z * -1.5)}) --"chaos knockback" effect (Temporary until I understand how to implement knockback for a projectile) + end, + + hit_mob = function(self, mob) + if mob ~= self then --due to low power of attack, spider can shoot itself while chasing a target + mob:punch(self.object, 1.0, { + full_punch_interval = 1.0, + damage_groups = {fleshy = self._damage}, + }, nil) + + if ((mob ~= "mobs_mc:cave_spider") and (mob ~= "mobs_mc:spider")) then --spider's don't have automatic immunity to poison yet so this is a stop gap solution + mcl_potions.poison_func(mob, 0.5, 8) --modified cuz MC rate is an unessesarily bad fraction + end + local vel = mob:get_velocity() + mob:add_velocity({x=(-1 * vel.z), y=6, z=(-1 * vel.x)}) --"chaos knockback" effect (Temporary until I understand how to implement knockback for a projectile) + end + end, +}) + +--[[ Cave spider (Previous code) local cave_spider = table.copy(spider) cave_spider.description = S("Cave Spider") cave_spider.textures = { {"mobs_mc_cave_spider.png^(mobs_mc_spider_eyes.png^[makealpha:0,0,0)"} } @@ -91,7 +206,7 @@ cave_spider.walk_velocity = 1.3 cave_spider.run_velocity = 3.2 cave_spider.sounds = table.copy(spider.sounds) cave_spider.sounds.base_pitch = 1.25 -mobs:register_mob("mobs_mc:cave_spider", cave_spider) +mobs:register_mob("mobs_mc:cave_spider", cave_spider)--]] mobs:spawn_specific( diff --git a/mods/HUD/mcl_inventory/creative.lua b/mods/HUD/mcl_inventory/creative.lua index 67a04b567..f2bd8076a 100644 --- a/mods/HUD/mcl_inventory/creative.lua +++ b/mods/HUD/mcl_inventory/creative.lua @@ -362,6 +362,10 @@ function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size, if inv:get_stack("armor", 5):is_empty() then armor_slot_imgs = armor_slot_imgs .. "image[5.5,2.75;1,1;mcl_inventory_empty_armor_slot_boots.png]" end + + if inv:get_stack("offhand", 1):is_empty() then + armor_slot_imgs = armor_slot_imgs .. "image[1.5,2.025;1,1;mcl_inventory_empty_armor_slot_shield.png]" + end local stack_size = get_stack_size(player) @@ -377,9 +381,13 @@ function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size, mcl_formspec.get_itemslot_bg(2.5,2.75,1,1).. mcl_formspec.get_itemslot_bg(5.5,1.3,1,1).. mcl_formspec.get_itemslot_bg(5.5,2.75,1,1).. + "list[current_player;offhand;1.5,2.025;1,1]".. + mcl_formspec.get_itemslot_bg(1.5,2.025,1,1).. + armor_slot_imgs.. -- player preview player_preview.. + -- crafting guide button "image_button[9,1;1,1;craftguide_book.png;__mcl_craftguide;]".. "tooltip[__mcl_craftguide;"..F(S("Recipe book")).."]".. diff --git a/mods/HUD/mcl_inventory/init.lua b/mods/HUD/mcl_inventory/init.lua index 1785ed91f..f59476965 100644 --- a/mods/HUD/mcl_inventory/init.lua +++ b/mods/HUD/mcl_inventory/init.lua @@ -76,6 +76,10 @@ local function set_inventory(player, armor_change_only) end end + if inv:get_stack("offhand", 1):is_empty() then + armor_slot_imgs = armor_slot_imgs .. "image[3,2;1,1;mcl_inventory_empty_armor_slot_shield.png]" + end + local form = "size[9,8.75]".. "background[-0.19,-0.25;9.41,9.49;crafting_formspec_bg.png]".. player_preview.. @@ -88,6 +92,8 @@ local function set_inventory(player, armor_change_only) mcl_formspec.get_itemslot_bg(0,1,1,1).. mcl_formspec.get_itemslot_bg(0,2,1,1).. mcl_formspec.get_itemslot_bg(0,3,1,1).. + "list[current_player;offhand;3,2;1,1]".. + mcl_formspec.get_itemslot_bg(3,2,1,1).. armor_slot_imgs.. -- craft and inventory "label[0,4;"..F(minetest.colorize("#313131", S("Inventory"))).."]".. @@ -112,6 +118,7 @@ local function set_inventory(player, armor_change_only) -- achievements button "image_button[7,3;1,1;mcl_achievements_button.png;__mcl_achievements;]".. "tooltip[__mcl_achievements;"..F(S("Achievements")).."]".. + -- for shortcuts "listring[current_player;main]".. "listring[current_player;armor]".. @@ -148,8 +155,11 @@ end) minetest.register_on_joinplayer(function(player) --init inventory - player:get_inventory():set_width("main", 9) - player:get_inventory():set_size("main", 36) + local inv = player:get_inventory() + inv:set_width("main", 9) + inv:set_size("main", 36) + inv:set_size("offhand", 1) + --set hotbar size player:hud_set_hotbar_itemcount(9) diff --git a/mods/HUD/mcl_offhand/init.lua b/mods/HUD/mcl_offhand/init.lua new file mode 100644 index 000000000..b0fc223ec --- /dev/null +++ b/mods/HUD/mcl_offhand/init.lua @@ -0,0 +1,171 @@ +local minetest, math = minetest, math +mcl_offhand = {} + +local max_offhand_px = 128 +-- only supports up to 128px textures + +function mcl_offhand.get_offhand(player) + return player:get_inventory():get_stack("offhand", 1) +end + +local function offhand_get_wear(player) + return mcl_offhand.get_offhand(player):get_wear() +end + +local function offhand_get_count(player) + return mcl_offhand.get_offhand(player):get_count() +end + +minetest.register_on_joinplayer(function(player, last_login) + mcl_offhand[player] = { + hud = {}, + last_wear = offhand_get_wear(player), + last_count = offhand_get_count(player), + } +end) + +local function remove_hud(player, hud) + local offhand_hud = mcl_offhand[player].hud[hud] + if offhand_hud then + player:hud_remove(offhand_hud) + mcl_offhand[player].hud[hud] = nil + end +end + +function rgb_to_hex(r, g, b) + return string.format("%02x%02x%02x", r, g, b) +end + +local function update_wear_bar(player, itemstack) + local wear_bar_percent = (65535 - offhand_get_wear(player)) / 65535 + + local color = {255, 255, 255} + local wear = itemstack:get_wear() / 65535; + local wear_i = math.min(math.floor(wear * 600), 511); + wear_i = math.min(wear_i + 10, 511); + if wear_i <= 255 then + color = {wear_i, 255, 0} + else + color = {255, 511 - wear_i, 0} + end + local wear_bar = mcl_offhand[player].hud.wear_bar + player:hud_change(wear_bar, "text", "mcl_wear_bar.png^[colorize:#" .. rgb_to_hex(color[1], color[2], color[3])) + player:hud_change(wear_bar, "scale", {x = 40 * wear_bar_percent, y = 3}) + player:hud_change(wear_bar, "offset", {x = -320 - (20 - player:hud_get(wear_bar).scale.x / 2), y = -13}) +end + +minetest.register_globalstep(function(dtime) + for _, player in pairs(minetest.get_connected_players()) do + local itemstack = mcl_offhand.get_offhand(player) + local offhand_item = itemstack:get_name() + local offhand_hud = mcl_offhand[player].hud + if offhand_item ~= "" then + local item_texture = minetest.registered_items[offhand_item].inventory_image .. "^[resize:" .. max_offhand_px .. "x" .. max_offhand_px + local position = {x = 0.5, y = 1} + local offset = {x = -320, y = -32} + + if not offhand_hud.slot then + offhand_hud.slot = player:hud_add({ + hud_elem_type = "image", + position = position, + offset = offset, + scale = {x = 2.75, y = 2.75}, + text = "mcl_offhand_slot.png", + z_index = 0, + }) + end + if not offhand_hud.item then + offhand_hud.item = player:hud_add({ + hud_elem_type = "image", + position = position, + offset = offset, + scale = {x = 0.4, y = 0.4}, + text = item_texture, + z_index = 1, + }) + else + player:hud_change(offhand_hud.item, "text", item_texture) + end + if not offhand_hud.wear_bar_bg and minetest.registered_tools[offhand_item] then + if offhand_get_wear(player) > 0 then + local texture = "mcl_wear_bar.png^[colorize:#000000" + offhand_hud.wear_bar_bg = player:hud_add({ + hud_elem_type = "image", + position = {x = 0.5, y = 1}, + offset = {x = -320, y = -13}, + scale = {x = 40, y = 3}, + text = texture, + z_index = 2, + }) + offhand_hud.wear_bar = player:hud_add({ + hud_elem_type = "image", + position = {x = 0.5, y = 1}, + offset = {x = -320, y = -13}, + scale = {x = 10, y = 3}, + text = texture, + z_index = 3, + }) + update_wear_bar(player, itemstack) + end + end + + if not offhand_hud.item_count and offhand_get_count(player) > 1 then + offhand_hud.item_count = player:hud_add({ + hud_elem_type = "text", + position = {x = 0.5, y = 1}, + offset = {x = -298, y = -18}, + scale = {x = 1, y = 1}, + alignment = {x = -1, y = 0}, + text = offhand_get_count(player), + z_index = 4, + number = 0xFFFFFF, + }) + end + + if offhand_hud.wear_bar then + if offhand_hud.last_wear ~= offhand_get_wear(player) then + update_wear_bar(player, itemstack) + offhand_hud.last_wear = offhand_get_wear(player) + end + if offhand_get_wear(player) <= 0 or not minetest.registered_tools[offhand_item] then + remove_hud(player, "wear_bar_bg") + remove_hud(player, "wear_bar") + end + end + + if offhand_hud.item_count then + if offhand_hud.last_count ~= offhand_get_count(player) then + player:hud_change(offhand_hud.item_count, "text", offhand_get_count(player)) + offhand_hud.last_count = offhand_get_count(player) + end + if offhand_get_count(player) <= 1 then + remove_hud(player, "item_count") + end + end + + elseif offhand_hud.slot then + for index, _ in pairs(mcl_offhand[player].hud) do + remove_hud(player, index) + end + end + end +end) + +minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info) + if action == "move" and inventory_info.to_list == "offhand" then + local itemstack = inventory:get_stack(inventory_info.from_list, inventory_info.from_index) + if not (minetest.get_item_group(itemstack:get_name(), "offhand_item") > 0) then + return 0 + else + return itemstack:get_stack_max() + end + end +end) + +minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info) + local from_offhand = inventory_info.from_list == "offhand" + local to_offhand = inventory_info.to_list == "offhand" + if action == "move" and from_offhand or to_offhand then + mcl_inventory.update_inventory_formspec(player) + end +end) diff --git a/mods/HUD/mcl_offhand/mod.conf b/mods/HUD/mcl_offhand/mod.conf new file mode 100644 index 000000000..f0260f35c --- /dev/null +++ b/mods/HUD/mcl_offhand/mod.conf @@ -0,0 +1,3 @@ +name = mcl_offhand +author = NO11 +depends = mcl_inventory diff --git a/mods/HUD/mcl_offhand/textures/mcl_offhand_slot.png b/mods/HUD/mcl_offhand/textures/mcl_offhand_slot.png new file mode 100644 index 000000000..69ceb5973 Binary files /dev/null and b/mods/HUD/mcl_offhand/textures/mcl_offhand_slot.png differ diff --git a/mods/HUD/mcl_offhand/textures/mcl_wear_bar.png b/mods/HUD/mcl_offhand/textures/mcl_wear_bar.png new file mode 100644 index 000000000..6fee6bba6 Binary files /dev/null and b/mods/HUD/mcl_offhand/textures/mcl_wear_bar.png differ diff --git a/mods/ITEMS/mcl_banners/init.lua b/mods/ITEMS/mcl_banners/init.lua index a396caf7d..cc0e02e66 100644 --- a/mods/ITEMS/mcl_banners/init.lua +++ b/mods/ITEMS/mcl_banners/init.lua @@ -88,6 +88,10 @@ for k,v in pairs(mcl_banners.colors) do colors_reverse["mcl_banners:banner_item_"..v[1]] = k end +function mcl_banners.color_reverse(itemname) + return colors_reverse[itemname] +end + -- Add pattern/emblazoning crafting recipes dofile(modpath.."/patterncraft.lua") @@ -149,7 +153,7 @@ local function on_destruct_hanging_banner(pos) return on_destruct_banner(pos, true) end -local function make_banner_texture(base_color, layers) +function mcl_banners.make_banner_texture(base_color, layers) local colorize if mcl_banners.colors[base_color] then colorize = mcl_banners.colors[base_color][4] @@ -171,11 +175,11 @@ local function make_banner_texture(base_color, layers) finished_banner = finished_banner .. "^" .. layer end - return { finished_banner } + return finished_banner end - return { base } + return base else - return { "mcl_banners_banner_base.png" } + return "mcl_banners_banner_base.png" end end @@ -192,7 +196,7 @@ local function spawn_banner_entity(pos, hanging, itemstack) local imeta = itemstack:get_meta() local layers_raw = imeta:get_string("layers") local layers = minetest.deserialize(layers_raw) - local colorid = colors_reverse[itemstack:get_name()] + local colorid = mcl_banners.color_reverse(itemstack:get_name()) banner:get_luaentity():_set_textures(colorid, layers) local mname = imeta:get_string("name") if mname and mname ~= "" then @@ -604,7 +608,7 @@ local entity_standing = { visual = "mesh", mesh = "amc_banner.b3d", visual_size = { x=2.499, y=2.499 }, - textures = make_banner_texture(), + textures = {mcl_banners.make_banner_texture()}, pointable = false, _base_color = nil, -- base color of banner @@ -624,7 +628,7 @@ local entity_standing = { self._layers = inp._layers self._name = inp._name self.object:set_properties({ - textures = make_banner_texture(self._base_color, self._layers), + textures = {mcl_banners.make_banner_texture(self._base_color, self._layers)}, }) end -- Make banner slowly swing @@ -635,7 +639,7 @@ local entity_standing = { -- Set the banner textures. This function can be used by external mods. -- Meaning of parameters: -- * self: Lua entity reference to entity. - -- * other parameters: Same meaning as in make_banner_texture + -- * other parameters: Same meaning as in mcl_banners.make_banner_texture _set_textures = function(self, base_color, layers) if base_color then self._base_color = base_color @@ -643,7 +647,7 @@ local entity_standing = { if layers then self._layers = layers end - self.object:set_properties({textures = make_banner_texture(self._base_color, self._layers)}) + self.object:set_properties({textures = {mcl_banners.make_banner_texture(self._base_color, self._layers)}}) end, } minetest.register_entity("mcl_banners:standing_banner", entity_standing) diff --git a/mods/ITEMS/mcl_blackstone/init.lua b/mods/ITEMS/mcl_blackstone/init.lua index 510726dda..415351073 100644 --- a/mods/ITEMS/mcl_blackstone/init.lua +++ b/mods/ITEMS/mcl_blackstone/init.lua @@ -544,6 +544,16 @@ for s=1, #specialstones do clust_size = 3, y_min = mcl_vars.mg_nether_min, y_max = mcl_vars.mg_nether_max, + noise_params = { + offset = 0, + scale = 1, + spread = {x=250, y=250, z=250}, + seed = 12345, + octaves = 3, + persist = 0.6, + lacunarity = 2, + flags = "defaults", + }, }) minetest.register_ore({ ore_type = "blob", @@ -554,6 +564,16 @@ for s=1, #specialstones do clust_size = 5, y_min = mcl_vars.mg_nether_min, y_max = mcl_vars.mg_nether_max, + noise_params = { + offset = 0, + scale = 1, + spread = {x=250, y=250, z=250}, + seed = 12345, + octaves = 3, + persist = 0.6, + lacunarity = 2, + flags = "defaults", + }, }) end diff --git a/mods/ITEMS/mcl_bows/arrow.lua b/mods/ITEMS/mcl_bows/arrow.lua index 7529da167..c61dfc26c 100644 --- a/mods/ITEMS/mcl_bows/arrow.lua +++ b/mods/ITEMS/mcl_bows/arrow.lua @@ -74,6 +74,7 @@ local ARROW_ENTITY={ _shooter=nil, -- ObjectRef of player or mob who shot it _is_arrow = true, _in_player = false, + _blocked = false, _viscosity=0, -- Viscosity of node the arrow is currently in _deflection_cooloff=0, -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession } @@ -82,7 +83,7 @@ local ARROW_ENTITY={ local function spawn_item(self, pos) if not minetest.is_creative_enabled("") then local item = minetest.add_item(pos, "mcl_bows:arrow") - item:set_velocity({x=0, y=0, z=0}) + item:set_velocity(vector.new(0, 0, 0)) item:set_yaw(self.object:get_yaw()) end mcl_burning.extinguish(self.object) @@ -94,12 +95,10 @@ local function damage_particles(pos, is_critical) minetest.add_particlespawner({ amount = 15, time = 0.1, - minpos = {x=pos.x-0.5, y=pos.y-0.5, z=pos.z-0.5}, - maxpos = {x=pos.x+0.5, y=pos.y+0.5, z=pos.z+0.5}, - minvel = {x=-0.1, y=-0.1, z=-0.1}, - maxvel = {x=0.1, y=0.1, z=0.1}, - minacc = {x=0, y=0, z=0}, - maxacc = {x=0, y=0, z=0}, + minpos = vector.offset(pos, -0.5, -0.5, -0.5), + maxpos = vector.offset(pos, 0.5, 0.5, 0.5), + minvel = vector.new(-0.1, -0.1, -0.1), + maxvel = vector.new(0.1, 0.1, 0.1), minexptime = 1, maxexptime = 2, minsize = 1.5, @@ -248,50 +247,59 @@ function ARROW_ENTITY.on_step(self, dtime) -- Punch target object but avoid hurting enderman. if not lua or lua.name ~= "mobs_mc:enderman" then - if self._in_player == false then + if not self._in_player then damage_particles(self.object:get_pos(), self._is_critical) end if mcl_burning.is_burning(self.object) then mcl_burning.set_on_fire(obj, 5) end - if self._in_player == false then + if not self._in_player and not self._blocked then obj:punch(self.object, 1.0, { full_punch_interval=1.0, damage_groups={fleshy=self._damage}, }, self.object:get_velocity()) if obj:is_player() then - local placement - self._placement = math.random(1, 2) - if self._placement == 1 then - placement = "front" + if not mcl_shields.is_blocking(obj) then + local placement + self._placement = math.random(1, 2) + if self._placement == 1 then + placement = "front" + else + placement = "back" + end + self._in_player = true + if self._placement == 2 then + self._rotation_station = 90 + else + self._rotation_station = -90 + end + self._y_position = random_arrow_positions("y", placement) + self._x_position = random_arrow_positions("x", placement) + if self._y_position > 6 and self._x_position < 2 and self._x_position > -2 then + self._attach_parent = "Head" + self._y_position = self._y_position - 6 + elseif self._x_position > 2 then + self._attach_parent = "Arm_Right" + self._y_position = self._y_position - 3 + self._x_position = self._x_position - 2 + elseif self._x_position < -2 then + self._attach_parent = "Arm_Left" + self._y_position = self._y_position - 3 + self._x_position = self._x_position + 2 + else + self._attach_parent = "Body" + end + self._z_rotation = math.random(-30, 30) + self._y_rotation = math.random( -30, 30) + self.object:set_attach( + obj, self._attach_parent, + vector.new(self._x_position, self._y_position, random_arrow_positions("z", placement)), + vector.new(0, self._rotation_station + self._y_rotation, self._z_rotation) + ) else - placement = "back" + self._blocked = true + self.object:set_velocity(vector.multiply(self.object:get_velocity(), -0.25)) end - self._in_player = true - if self._placement == 2 then - self._rotation_station = 90 - else - self._rotation_station = -90 - end - self._y_position = random_arrow_positions("y", placement) - self._x_position = random_arrow_positions("x", placement) - if self._y_position > 6 and self._x_position < 2 and self._x_position > -2 then - self._attach_parent = "Head" - self._y_position = self._y_position - 6 - elseif self._x_position > 2 then - self._attach_parent = "Arm_Right" - self._y_position = self._y_position - 3 - self._x_position = self._x_position - 2 - elseif self._x_position < -2 then - self._attach_parent = "Arm_Left" - self._y_position = self._y_position - 3 - self._x_position = self._x_position + 2 - else - self._attach_parent = "Body" - end - self._z_rotation = math.random(-30, 30) - self._y_rotation = math.random( -30, 30) - self.object:set_attach(obj, self._attach_parent, {x=self._x_position,y=self._y_position,z=random_arrow_positions("z", placement)}, {x=0,y=self._rotation_station + self._y_rotation,z=self._z_rotation}) minetest.after(150, function() self.object:remove() end) @@ -301,7 +309,7 @@ function ARROW_ENTITY.on_step(self, dtime) if is_player then - if self._shooter and self._shooter:is_player() and self._in_player == false then + if self._shooter and self._shooter:is_player() and not self._in_player and not self._blocked then -- “Ding” sound for hitting another player minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true) end @@ -318,7 +326,8 @@ function ARROW_ENTITY.on_step(self, dtime) end end end - if self._in_player == false then + if not self._in_player and not self._blocked then + minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true) end end @@ -344,9 +353,9 @@ function ARROW_ENTITY.on_step(self, dtime) local dir if math.abs(vel.y) < 0.00001 then if self._lastpos.y < pos.y then - dir = {x=0, y=1, z=0} + dir = vector.new(0, 1, 0) else - dir = {x=0, y=-1, z=0} + dir = vector.new(0, -1, 0) end else dir = minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(self.object:get_yaw()-YAW_OFFSET))) @@ -374,8 +383,8 @@ function ARROW_ENTITY.on_step(self, dtime) self._stucktimer = 0 self._stuckrechecktimer = 0 - self.object:set_velocity({x=0, y=0, z=0}) - self.object:set_acceleration({x=0, y=0, z=0}) + self.object:set_velocity(vector.new(0, 0, 0)) + self.object:set_acceleration(vector.new(0, 0, 0)) minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true) @@ -420,7 +429,7 @@ function ARROW_ENTITY.on_step(self, dtime) end -- Update internal variable - self._lastpos={x=pos.x, y=pos.y, z=pos.z} + self._lastpos = pos end -- Force recheck of stuck arrows when punched. diff --git a/mods/ITEMS/mcl_bows/mod.conf b/mods/ITEMS/mcl_bows/mod.conf index 79ae42436..a23eb72ab 100644 --- a/mods/ITEMS/mcl_bows/mod.conf +++ b/mods/ITEMS/mcl_bows/mod.conf @@ -1,6 +1,6 @@ name = mcl_bows author = Arcelmi description = This mod adds bows and arrows for MineClone 2. -depends = controls, mcl_particles, mcl_enchanting, mcl_init +depends = controls, mcl_particles, mcl_enchanting, mcl_init, mcl_shields optional_depends = awards, mcl_achievements, mcl_core, mcl_mobitems, playerphysics, doc, doc_identifier, mesecons_button diff --git a/mods/ITEMS/mcl_enchanting/enchantments.lua b/mods/ITEMS/mcl_enchanting/enchantments.lua index e876baf31..4edd79ec9 100644 --- a/mods/ITEMS/mcl_enchanting/enchantments.lua +++ b/mods/ITEMS/mcl_enchanting/enchantments.lua @@ -388,6 +388,7 @@ mcl_experience.register_on_add_xp(function(player, xp) {list = "armor", index = 3}, {list = "armor", index = 4}, {list = "armor", index = 5}, + {list = "offhand", index = 1}, } local final_candidates = {} diff --git a/mods/ITEMS/mcl_shields/init.lua b/mods/ITEMS/mcl_shields/init.lua new file mode 100644 index 000000000..9eebd3e80 --- /dev/null +++ b/mods/ITEMS/mcl_shields/init.lua @@ -0,0 +1,462 @@ +local minetest, math, vector = minetest, math, vector +local modname = minetest.get_current_modname() +local S = minetest.get_translator(modname) + +mcl_shields = { + types = { + mob = true, + player = true, + arrow = true, + generic = true, + explosion = true, -- ghasts don't work + dragon_breath = true, + }, + enchantments = {"mending", "unbreaking"}, + players = {}, +} + +local interact_priv = minetest.registered_privileges.interact +interact_priv.give_to_singleplayer = false +interact_priv.give_to_admin = false + +local overlay = mcl_enchanting.overlay +local hud = "mcl_shield_hud.png" + +minetest.register_tool("mcl_shields:shield", { + description = S("Shield"), + _doc_items_longdesc = S("A shield is a tool used for protecting the player against attacks."), + inventory_image = "mcl_shield.png", + stack_max = 1, + groups = { + shield = 1, + weapon = 1, + enchantability = 1, + no_wieldview = 1, + offhand_item = 1, + }, + sound = {breaks = "default_tool_breaks"}, + _repair_material = "group:wood", + wield_scale = vector.new(2, 2, 2), +}) + +local function wielded_item(obj, i) + local itemstack = obj:get_wielded_item() + if i == 1 then + itemstack = obj:get_inventory():get_stack("offhand", 1) + end + return itemstack:get_name() +end + +function mcl_shields.wielding_shield(obj, i) + return wielded_item(obj, i):find("mcl_shields:shield") +end + +local function shield_is_enchanted(obj, i) + return mcl_enchanting.is_enchanted(wielded_item(obj, i)) +end + +minetest.register_entity("mcl_shields:shield_entity", { + initial_properties = { + visual = "mesh", + mesh = "mcl_shield.obj", + physical = false, + pointable = false, + collide_with_objects = false, + textures = {"mcl_shield_base_nopattern.png"}, + visual_size = vector.new(1, 1, 1), + }, + _blocking = false, + _shield_number = 2, + on_step = function(self, dtime, moveresult) + local player = self.object:get_attach() + if player then + local shield_texture = "mcl_shield_base_nopattern.png" + local i = self._shield_number + local item = wielded_item(player, i) + + if item ~= "mcl_shields:shield" and item ~= "mcl_shields:shield_enchanted" then + local itemstack = player:get_wielded_item() + if i == 1 then + itemstack = player:get_inventory():get_stack("offhand", 1) + end + local meta_texture = itemstack:get_meta():get_string("mcl_shields:shield_custom_pattern_texture") + if meta_texture ~= "" then + shield_texture = meta_texture + else + local color = minetest.registered_items[item]._shield_color + if color then + shield_texture = "mcl_shield_base_nopattern.png^(mcl_shield_pattern_base.png^[colorize:" .. color .. ")" + end + + end + end + + if shield_is_enchanted(player, i) then + shield_texture = shield_texture .. overlay + end + + self.object:set_properties({textures = {shield_texture}}) + else + self.object:remove() + end + end, +}) + +for _, e in pairs(mcl_shields.enchantments) do + mcl_enchanting.enchantments[e].secondary.shield = true +end + +function mcl_shields.is_blocking(obj) + local blocking = mcl_shields.players[obj].blocking + if blocking > 0 then + local shieldstack = obj:get_wielded_item() + if blocking == 1 then + shieldstack = obj:get_inventory():get_stack("offhand", 1) + end + return blocking, shieldstack + end +end + +mcl_damage.register_modifier(function(obj, damage, reason) + local type = reason.type + local damager = reason.direct + local blocking, shieldstack = mcl_shields.is_blocking(obj) + if obj:is_player() and blocking and mcl_shields.types[type] and damager then + local entity = damager:get_luaentity() + if entity and (type == "arrow" or type == "generic") then + damager = entity._shooter + end + if vector.dot(obj:get_look_dir(), vector.subtract(damager:get_pos(), obj:get_pos())) >= 0 then + local durability = 336 + local unbreaking = mcl_enchanting.get_enchantment(shieldstack, mcl_shields.enchantments[2]) + if unbreaking > 0 then + durability = durability * (unbreaking + 1) + end + if not minetest.is_creative_enabled(obj:get_player_name()) and damage >= 3 then + shieldstack:add_wear(65535 / durability) + if blocking == 2 then + obj:set_wielded_item(shieldstack) + else + obj:get_inventory():set_stack("offhand", 1, shieldstack) + mcl_inventory.update_inventory_formspec(obj) + end + end + minetest.sound_play({name = "mcl_block"}) + return 0 + end + end +end) + +local function modify_shield(player, vpos, vrot, i) + local arm = "Right" + if i == 1 then + arm = "Left" + end + local shield = mcl_shields.players[player].shields[i] + if shield then + shield:set_attach(player, "Arm_" .. arm, vpos, vrot, false) + end +end + +local function set_shield(player, block, i) + if block then + if i == 1 then + modify_shield(player, vector.new(-9, 4, 0.5), vector.new(80, 100, 0), i) -- TODO + else + modify_shield(player, vector.new(-8, 4, -2.5), vector.new(80, 80, 0), i) + end + else + if i == 1 then + modify_shield(player, vector.new(-3, -5, 0), vector.new(0, 180, 0), i) + else + modify_shield(player, vector.new(3, -5, 0), vector.new(0, 0, 0), i) + end + end + local shield = mcl_shields.players[player].shields[i] + if not shield then return end + local luaentity = shield:get_luaentity() + if not luaentity then return end + luaentity._blocking = block +end + +local function set_interact(player, interact) + local player_name = player:get_player_name() + local privs = minetest.get_player_privs(player_name) + privs.interact = interact + minetest.set_player_privs(player_name, privs) +end + +local shield_hud = {} + +local function remove_shield_hud(player) + if shield_hud[player] then + player:hud_remove(shield_hud[player]) + shield_hud[player] = nil + set_shield(player, false, 1) + set_shield(player, false, 2) + end + player:hud_set_flags({wielditem = true}) + playerphysics.remove_physics_factor(player, "speed", "shield_speed") + set_interact(player, true) +end + +local function add_shield_entity(player, i) + local shield = minetest.add_entity(player:get_pos(), "mcl_shields:shield_entity") + shield:get_luaentity()._shield_number = i + mcl_shields.players[player].shields[i] = shield + set_shield(player, false, i) +end + +local function remove_shield_entity(player, i) + local shields = mcl_shields.players[player].shields + if shields[i] then + shields[i]:remove() + shields[i] = nil + end +end + +local function handle_blocking(player) + local player_shield = mcl_shields.players[player] + local rmb = player:get_player_control().RMB + if rmb then + local shield_in_offhand = mcl_shields.wielding_shield(player, 1) + local shield_in_hand = mcl_shields.wielding_shield(player) + local not_blocking = player_shield.blocking == 0 + + local pos = player:get_pos() + if shield_in_hand then + if not_blocking then + minetest.after(0.25, function() + if (not_blocking or not shield_in_offhand) and shield_in_hand and rmb then + player_shield.blocking = 2 + set_shield(player, true, 2) + end + end) + elseif not shield_in_offhand then + player_shield.blocking = 2 + end + elseif shield_in_offhand then + local offhand_can_block = (wielded_item(player) == "" or not mcl_util.get_pointed_thing(player)) + if offhand_can_block then + if not_blocking then + minetest.after(0.25, function() + if (not_blocking or not shield_in_hand) and shield_in_offhand and rmb and offhand_can_block then + player_shield.blocking = 1 + set_shield(player, true, 1) + end + end) + elseif not shield_in_hand then + player_shield.blocking = 1 + end + end + else + player_shield.blocking = 0 + end + else + player_shield.blocking = 0 + end +end + +local function update_shield_entity(player, blocking, i) + local shield = mcl_shields.players[player].shields[i] + if mcl_shields.wielding_shield(player, i) then + if not shield then + add_shield_entity(player, i) + else + if blocking == i then + if shield:get_luaentity() and not shield:get_luaentity()._blocking then + set_shield(player, true, i) + end + else + set_shield(player, false, i) + end + end + elseif shield then + remove_shield_entity(player, i) + end +end + +minetest.register_globalstep(function(dtime) + for _, player in pairs(minetest.get_connected_players()) do + + handle_blocking(player) + + local blocking, shieldstack = mcl_shields.is_blocking(player) + + if blocking then + local shieldhud = shield_hud[player] + if not shieldhud then + local texture = hud + if mcl_enchanting.is_enchanted(shieldstack:get_name()) then + texture = texture .. overlay + end + local offset = 100 + if blocking == 1 then + texture = texture .. "^[transform4" + offset = -100 + else + player:hud_set_flags({wielditem = false}) + end + shield_hud[player] = player:hud_add({ + hud_elem_type = "image", + position = {x = 0.5, y = 0.5}, + scale = {x = -101, y = -101}, + offset = {x = offset, y = 0}, + text = texture, + z_index = -200, + }) + playerphysics.add_physics_factor(player, "speed", "shield_speed", 0.5) + set_interact(player, nil) + else + local wielditem = player:hud_get_flags().wielditem + if blocking == 1 then + if not wielditem then + player:hud_change(shieldhud, "text", hud .. "^[transform4") + player:hud_change(shieldhud, "offset", {x = -100, y = 0}) + player:hud_set_flags({wielditem = true}) + end + else + if wielditem then + player:hud_change(shieldhud, "text", hud) + player:hud_change(shieldhud, "offset", {x = 100, y = 0}) + player:hud_set_flags({wielditem = false}) + end + end + + local image = player:hud_get(shieldhud).text + local enchanted = hud .. overlay + local enchanted1 = image == enchanted + local enchanted2 = image == enchanted .. "^[transform4" + if mcl_enchanting.is_enchanted(shieldstack:get_name()) then + if not enchanted1 and not enchanted2 then + if blocking == 1 then + player:hud_change(shieldhud, "text", hud .. overlay .. "^[transform4") + else + player:hud_change(shieldhud, "text", hud .. overlay) + end + end + elseif enchanted1 or enchanted2 then + if blocking == 1 then + player:hud_change(shieldhud, "text", hud .. "^[transform4") + else + player:hud_change(shieldhud, "text", hud) + end + end + end + else + remove_shield_hud(player) + end + + for i = 1, 2 do + update_shield_entity(player, blocking, i) + end + end +end) + +minetest.register_on_dieplayer(function(player) + remove_shield_hud(player) + if not minetest.settings:get_bool("mcl_keepInventory") then + remove_shield_entity(player, 1) + remove_shield_entity(player, 2) + end +end) + +minetest.register_on_leaveplayer(function(player) + shield_hud[player] = nil + mcl_shields.players[player] = nil +end) + +minetest.register_craft({ + output = "mcl_shields:shield", + recipe = { + {"group:wood", "mcl_core:iron_ingot", "group:wood"}, + {"group:wood", "group:wood", "group:wood"}, + {"", "group:wood", ""}, + } +}) + +for _, colortab in pairs(mcl_banners.colors) do + minetest.register_tool("mcl_shields:shield_" .. colortab[1], { + description = S(colortab[6] .. " Shield"), + _doc_items_longdesc = S("A shield is a tool used for protecting the player against attacks."), + inventory_image = "mcl_shield.png^(mcl_shield_item_overlay.png^[colorize:" .. colortab[4] ..")", + stack_max = 1, + groups = { + shield = 1, + weapon = 1, + enchantability = 1, + no_wieldview = 1, + not_in_creative_inventory = 1, + offhand_item = 1, + }, + sound = {breaks = "default_tool_breaks"}, + _repair_material = "group:wood", + wield_scale = vector.new(2, 2, 2), + _shield_color = colortab[4], + }) + + local banner = "mcl_banners:banner_item_" .. colortab[1] + minetest.register_craft({ + type = "shapeless", + output = "mcl_shields:shield_" .. colortab[1], + recipe = {"mcl_shields:shield", banner}, + }) +end + +local function to_shield_texture(banner_texture) + return banner_texture + :gsub("mcl_banners_base_inverted.png", "mcl_shield_base_nopattern.png^mcl_shield_pattern_base.png") + :gsub("mcl_banners_banner_base.png", "mcl_shield_base_nopattern.png^mcl_shield_pattern_base.png") + :gsub("mcl_banners_base", "mcl_shield_pattern_base") + :gsub("mcl_banners", "mcl_shield_pattern") +end + +local function craft_banner_on_shield(itemstack, player, old_craft_grid, craft_inv) + if string.find(itemstack:get_name(), "mcl_shields:shield_") then + local shield_stack + for i = 1, player:get_inventory():get_size("craft") do + local stack = old_craft_grid[i] + local name = stack:get_name() + if name == "mcl_shields:shield" then + shield_stack = stack + break + end + end + for i = 1, player:get_inventory():get_size("craft") do + local banner_stack = old_craft_grid[i] + local banner_name = banner_stack:get_name() + if string.find(banner_name, "mcl_banners:banner") and shield_stack then + local banner_meta = banner_stack:get_meta() + local layers_meta = banner_meta:get_string("layers") + local new_shield_meta = itemstack:get_meta() + if layers_meta ~= "" then + local color = mcl_banners.color_reverse(banner_name) + local layers = minetest.deserialize(layers_meta) + local texture = mcl_banners.make_banner_texture(color, layers) + new_shield_meta:set_string("description", mcl_banners.make_advanced_banner_description(itemstack:get_description(), layers)) + new_shield_meta:set_string("mcl_shields:shield_custom_pattern_texture", to_shield_texture(texture)) + end + itemstack:set_wear(shield_stack:get_wear()) + break + end + end + end + return itemstack +end + +minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv) + return craft_banner_on_shield(itemstack, player, old_craft_grid, craft_inv) +end) + +minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv) + return craft_banner_on_shield(itemstack, player, old_craft_grid, craft_inv) +end) + +minetest.register_on_joinplayer(function(player) + mcl_shields.players[player] = { + shields = {}, + blocking = 0, + } + mcl_shields.players[player].blocking = 0 + remove_shield_hud(player) +end) diff --git a/mods/ITEMS/mcl_shields/locale/mcl_shields.de.tr b/mods/ITEMS/mcl_shields/locale/mcl_shields.de.tr new file mode 100644 index 000000000..2a4deccc0 --- /dev/null +++ b/mods/ITEMS/mcl_shields/locale/mcl_shields.de.tr @@ -0,0 +1,19 @@ +# textdomain: mcl_shields +Shield=Schild +A shield is a tool used for protecting the player against attacks.=Der Schild ist eine Schutzwaffe, die den Spieler vor Angriffen schützt. +White Shield=Weißer Schild +Grey Shield=Grauer Schild +Light Grey Shield=Hellgrauer Schild +Black Shield=Schwarzer Schild +Red Shield=Roter Schild +Yellow Shield=Gelber Schild +Green Shield=Grüner Schild +Cyan Shield=Türkiser Schild +Blue Shield=Blauer Schild +Magenta Shield=Magenta Schild +Orange Shield=Oranger Schild +Purple Shield=Violetter Schild +Brown Shield=Brauner Schild +Pink Shield=Rosa Schild +Lime Shield=Hellgrüner Schild +Light Blue Shield=Hellblauer Schild diff --git a/mods/ITEMS/mcl_shields/locale/template.txt b/mods/ITEMS/mcl_shields/locale/template.txt new file mode 100644 index 000000000..bcf7b1b54 --- /dev/null +++ b/mods/ITEMS/mcl_shields/locale/template.txt @@ -0,0 +1,19 @@ +# textdomain: mcl_shields +Shield= +A shield is a tool used for protecting the player against attacks.= +White Shield= +Grey Shield= +Light Grey Shield= +Black Shield= +Red Shield= +Yellow Shield= +Green Shield= +Cyan Shield= +Blue Shield= +Magenta Shield= +Orange Shield= +Purple Shield= +Brown Shield= +Pink Shield= +Lime Shield= +Light Blue Shield= diff --git a/mods/ITEMS/mcl_shields/mod.conf b/mods/ITEMS/mcl_shields/mod.conf new file mode 100644 index 000000000..8aded6a62 --- /dev/null +++ b/mods/ITEMS/mcl_shields/mod.conf @@ -0,0 +1,3 @@ +name = mcl_shields +author = NO11 +depends = mcl_damage, mcl_enchanting, mcl_banners, mcl_util, playerphysics diff --git a/mods/ITEMS/mcl_shields/models/mcl_shield.obj b/mods/ITEMS/mcl_shields/models/mcl_shield.obj new file mode 100644 index 000000000..b1cf77c28 --- /dev/null +++ b/mods/ITEMS/mcl_shields/models/mcl_shield.obj @@ -0,0 +1,88 @@ +# Blender v3.0.0 OBJ File: '' +# www.blender.org +mtllib mcl_shield.mtl +o Cube.002_Cube.003 +v 4.663009 11.096291 6.387994 +v 4.663009 4.596560 5.241916 +v 5.213008 4.596560 5.241916 +v 5.213008 11.096291 6.387994 +v 5.213007 13.197435 -5.528180 +v 5.213007 6.697705 -6.674258 +v 4.663008 6.697705 -6.674258 +v 4.663008 13.197435 -5.528180 +v 4.663008 8.641873 -1.863572 +v 4.663008 8.068833 1.386293 +v 1.363008 8.068833 1.386294 +v 1.363008 8.641873 -1.863572 +v 1.363008 9.152122 1.577307 +v 1.363008 9.725162 -1.672559 +v 4.663008 9.152122 1.577306 +v 4.663008 9.725162 -1.672559 +vt 0.015625 0.984375 +vt 0.203125 0.984375 +vt 0.203125 1.000000 +vt 0.015625 1.000000 +vt 0.203125 0.640625 +vt 0.203125 0.984375 +vt 0.015625 0.984375 +vt 0.015625 0.640625 +vt 0.015625 0.984375 +vt 0.015625 0.640625 +vt -0.000000 0.640625 +vt -0.000000 0.984375 +vt 0.203125 0.984375 +vt 0.390625 0.984375 +vt 0.390625 1.000000 +vt 0.203125 1.000000 +vt 0.203125 0.984375 +vt 0.203125 0.640625 +vt 0.218750 0.640625 +vt 0.218750 0.984375 +vt 0.406250 0.640625 +vt 0.406250 0.984375 +vt 0.218750 0.984375 +vt 0.218750 0.640625 +vt 0.531250 0.812500 +vt 0.625000 0.812500 +vt 0.625000 0.906250 +vt 0.531250 0.906250 +vt 0.500000 0.906250 +vt 0.500000 0.812500 +vt 0.531250 0.812500 +vt 0.531250 0.906250 +vt 0.406250 0.812500 +vt 0.500000 0.812500 +vt 0.500000 0.906250 +vt 0.406250 0.906250 +vt 0.625000 0.812500 +vt 0.656250 0.812500 +vt 0.656250 0.906250 +vt 0.625000 0.906250 +vt 0.562500 1.000000 +vt 0.531250 1.000000 +vt 0.531250 0.906250 +vt 0.562500 0.906250 +vt 0.531250 1.000000 +vt 0.500000 1.000000 +vt 0.500000 0.906250 +vt 0.531250 0.906250 +vn 0.0000 -0.1736 0.9848 +vn 1.0000 0.0000 -0.0000 +vn 0.0000 -0.9848 -0.1736 +vn 0.0000 0.1736 -0.9848 +vn 0.0000 0.9848 0.1736 +vn -1.0000 -0.0000 0.0000 +usemtl Material.002 +s 1 +f 1/1/1 2/2/1 3/3/1 4/4/1 +f 5/5/2 4/6/2 3/7/2 6/8/2 +f 6/9/3 3/10/3 2/11/3 7/12/3 +f 7/13/4 8/14/4 5/15/4 6/16/4 +f 8/17/5 1/18/5 4/19/5 5/20/5 +f 7/21/6 2/22/6 1/23/6 8/24/6 +f 9/25/3 10/26/3 11/27/3 12/28/3 +f 12/29/6 11/30/6 13/31/6 14/32/6 +f 14/33/5 13/34/5 15/35/5 16/36/5 +f 16/37/2 15/38/2 10/39/2 9/40/2 +f 12/41/4 14/42/4 16/43/4 9/44/4 +f 13/45/1 11/46/1 10/47/1 15/48/1 diff --git a/mods/ITEMS/mcl_shields/sounds/mcl_block.ogg b/mods/ITEMS/mcl_shields/sounds/mcl_block.ogg new file mode 100644 index 000000000..3af7f04b4 Binary files /dev/null and b/mods/ITEMS/mcl_shields/sounds/mcl_block.ogg differ diff --git a/mods/ITEMS/mcl_shields/textures/mcl_shield.png b/mods/ITEMS/mcl_shields/textures/mcl_shield.png new file mode 100644 index 000000000..7391636e9 Binary files /dev/null and b/mods/ITEMS/mcl_shields/textures/mcl_shield.png differ diff --git a/mods/ITEMS/mcl_shields/textures/mcl_shield_base_nopattern.png b/mods/ITEMS/mcl_shields/textures/mcl_shield_base_nopattern.png new file mode 100644 index 000000000..8146632bb Binary files /dev/null and b/mods/ITEMS/mcl_shields/textures/mcl_shield_base_nopattern.png differ diff --git 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a/mods/ITEMS/mcl_shields/textures/mcl_shield_pattern_triangles_bottom.png b/mods/ITEMS/mcl_shields/textures/mcl_shield_pattern_triangles_bottom.png new file mode 100644 index 000000000..3e4851abb Binary files /dev/null and b/mods/ITEMS/mcl_shields/textures/mcl_shield_pattern_triangles_bottom.png differ diff --git a/mods/ITEMS/mcl_shields/textures/mcl_shield_pattern_triangles_top.png b/mods/ITEMS/mcl_shields/textures/mcl_shield_pattern_triangles_top.png new file mode 100644 index 000000000..0ae85d6d1 Binary files /dev/null and b/mods/ITEMS/mcl_shields/textures/mcl_shield_pattern_triangles_top.png differ diff --git a/mods/ITEMS/mcl_totems/init.lua b/mods/ITEMS/mcl_totems/init.lua index b11e68df7..7a45ea58f 100644 --- a/mods/ITEMS/mcl_totems/init.lua +++ b/mods/ITEMS/mcl_totems/init.lua @@ -12,6 +12,14 @@ mcl_damage.register_modifier(function(obj, damage, reason) local hp = obj:get_hp() if hp - damage <= 0 then local wield = obj:get_wielded_item() + local in_offhand = false + if not (wield:get_name() == "mobs_mc:totem") then + local inv = obj:get_inventory() + if inv then + wield = obj:get_inventory():get_stack("offhand", 1) + in_offhand = true + end + end if wield:get_name() == "mobs_mc:totem" then local ppos = obj:get_pos() local pnname = minetest.get_node(ppos).name @@ -28,7 +36,12 @@ mcl_damage.register_modifier(function(obj, damage, reason) if not minetest.is_creative_enabled(obj:get_player_name()) then wield:take_item() - obj:set_wielded_item(wield) + if in_offhand then + obj:get_inventory():set_stack("offhand", 1, wield) + mcl_inventory.update_inventory_formspec(obj) + else + obj:set_wielded_item(wield) + end end -- Effects diff --git a/mods/PLAYER/mcl_player/init.lua b/mods/PLAYER/mcl_player/init.lua index 2a4c25c34..2c6592ac8 100644 --- a/mods/PLAYER/mcl_player/init.lua +++ b/mods/PLAYER/mcl_player/init.lua @@ -9,7 +9,8 @@ local animation_blend = 0 local function get_mouse_button(player) local controls = player:get_player_control() local get_wielded_item_name = player:get_wielded_item():get_name() - if controls.RMB and not string.find(get_wielded_item_name, "mcl_bows:bow") and not string.find(get_wielded_item_name, "mcl_bows:crossbow") or controls.LMB then + if controls.RMB and not string.find(get_wielded_item_name, "mcl_bows:bow") and not string.find(get_wielded_item_name, "mcl_bows:crossbow") and + not mcl_shields.wielding_shield(player, 1) and not mcl_shields.wielding_shield(player, 2) or controls.LMB then return true else return false @@ -188,6 +189,9 @@ minetest.register_globalstep(function(dtime) animation_speed_mod = animation_speed_mod / 2 end + if mcl_shields.is_blocking(player) then + animation_speed_mod = animation_speed_mod / 2 + end -- ask if player is swiming @@ -204,6 +208,8 @@ minetest.register_globalstep(function(dtime) or walking and velocity.x < -0.35 or walking and velocity.z > 0.35 or walking and velocity.z < -0.35 then + local wielded_itemname = player:get_wielded_item():get_name() + local no_arm_moving = string.find(wielded_itemname, "mcl_bows:bow") or mcl_shields.wielding_shield(player, 1) or mcl_shields.wielding_shield(player, 2) if player_sneak[name] ~= controls.sneak then player_anim[name] = nil player_sneak[name] = controls.sneak @@ -212,9 +218,9 @@ minetest.register_globalstep(function(dtime) player_set_animation(player, "swim_walk_mine", animation_speed_mod) elseif not controls.sneak and head_in_water and is_sprinting == true then player_set_animation(player, "swim_walk", animation_speed_mod) - elseif string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and controls.RMB and controls.sneak or string.find(player:get_wielded_item():get_name(), "mcl_bows:crossbow_") and controls.sneak then + elseif no_arm_moving and controls.RMB and controls.sneak or string.find(wielded_itemname, "mcl_bows:crossbow_") and controls.sneak then player_set_animation(player, "bow_sneak", animation_speed_mod) - elseif string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and controls.RMB or string.find(player:get_wielded_item():get_name(), "mcl_bows:crossbow_") then + elseif no_arm_moving and controls.RMB or string.find(wielded_itemname, "mcl_bows:crossbow_") then player_set_animation(player, "bow_walk", animation_speed_mod) elseif is_sprinting == true and get_mouse_button(player) == true and not controls.sneak and not head_in_water then player_set_animation(player, "run_walk_mine", animation_speed_mod) diff --git a/mods/PLAYER/mcl_playerplus/init.lua b/mods/PLAYER/mcl_playerplus/init.lua index e6063da75..720c11525 100644 --- a/mods/PLAYER/mcl_playerplus/init.lua +++ b/mods/PLAYER/mcl_playerplus/init.lua @@ -120,6 +120,114 @@ end local node_stand, node_stand_below, node_head, node_feet + +local function roundN(n, d) + if type(n) ~= "number" then return n end + local m = 10^d + return math.floor(n * m + 0.5) / m +end + +local function close_enough(a,b) + local rt=true + if type(a) == "table" and type(b) == "table" then + for k,v in pairs(a) do + if roundN(v,2) ~= roundN(b[k],2) then + rt=false + break + end + end + else + rt = roundN(a,2) == roundN(b,2) + end + return rt +end + + + +local function props_changed(props,oldprops) + local changed=false + local p={} + for k,v in pairs(props) do + if not close_enough(v,oldprops[k]) then + p[k]=v + changed=true + end + end + return changed,p +end + +--test if assert works +assert(true) +assert(not false) + +--test data for == and ~= +local test_equal1=42 +local test_equal2=42.0 +local test_equal3=42.1 + +assert(test_equal1==test_equal1) +assert(test_equal1==test_equal2) +assert(test_equal1~=test_equal3) + +--testdata for roundN +local test_round1=15 +local test_round2=15.00199999999 +local test_round3=15.00111111 +local test_round4=15.00999999 + +assert(roundN(test_round1,2)==roundN(test_round1,2)) --test again if basic equality works because wth not +assert(roundN(test_round1,2)==roundN(test_round2,2)) +assert(roundN(test_round1,2)==roundN(test_round3,2)) +assert(roundN(test_round1,2)~=roundN(test_round4,2)) + + +-- tests for close_enough +local test_cb = {-0.35,0,-0.35,0.35,0.8,0.35} --collisionboxes +local test_cb_close = {-0.351213,0,-0.35,0.35,0.8,0.351212} +local test_cb_diff = {-0.35,0,-1.35,0.35,0.8,0.35} + +local test_eh = 1.65 --eye height +local test_eh_close = 1.65123123 +local test_eh_diff = 1.35 + +local test_nt = { r = 225, b = 225, a = 225, g = 225 } --nametag +local test_nt_diff = { r = 225, b = 225, a = 0, g = 225 } + +assert(close_enough(test_cb,test_cb_close)) +assert(not close_enough(test_cb,test_cb_diff)) + +assert(close_enough(test_eh,test_eh_close)) +assert(not close_enough(test_eh,test_eh_diff)) + +assert(not close_enough(test_nt,test_nt_diff)) --no floats involved here + +--tests for props_changed +local test_properties_set1={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }} +local test_properties_set2={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 225, g = 225 }} + +local test_p1,p=props_changed(test_properties_set1,test_properties_set1) +local test_p2,p=props_changed(test_properties_set1,test_properties_set2) + +assert(not test_p1) +assert(test_p2) + +-- we still don't really know if lua is lying to us! but at least everything *seems* to be ok + +local function set_properties_conditional(player,props) + local changed,p=props_changed(props,player:get_properties()) + if changed then + player:set_properties(p) + end +end + +local function set_bone_position_conditional(player,b,p,r) --bone,position,rotation + local oldp,oldr=player:get_bone_position(b) + if vector.equals(vector.round(oldp),vector.round(p)) and vector.equals(vector.round(oldr),vector.round(r)) then + return + end + player:set_bone_position(b,p,r) +end + minetest.register_globalstep(function(dtime) time = time + dtime @@ -214,78 +322,82 @@ minetest.register_globalstep(function(dtime) end if wielded_def and wielded_def._mcl_toollike_wield then - player:set_bone_position("Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0)) + set_bone_position_conditional(player,"Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0)) elseif string.find(wielded:get_name(), "mcl_bows:bow") then - player:set_bone_position("Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20)) + set_bone_position_conditional(player,"Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20)) elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then - player:set_bone_position("Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(64,90,0)) + set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(64,90,0)) elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then - player:set_bone_position("Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(90,90,0)) + set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(90,90,0)) else - player:set_bone_position("Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90)) + set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90)) end player_velocity_old = player:get_velocity() or player:get_player_velocity() - -- controls right and left arms pitch when shooting a bow - if string.find(wielded:get_name(), "mcl_bows:bow") and control.RMB then - player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35)) - player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35)) + -- controls right and left arms pitch when shooting a bow or blocking + if mcl_shields.is_blocking(player) == 2 then + set_bone_position_conditional(player, "Arm_Right_Pitch_Control", vector.new(-3, 5.785, 0), vector.new(20, -20, 0)) + elseif mcl_shields.is_blocking(player) == 1 then + set_bone_position_conditional(player, "Arm_Left_Pitch_Control", vector.new(3, 5.785, 0), vector.new(20, 20, 0)) + elseif string.find(wielded:get_name(), "mcl_bows:bow") and control.RMB then + set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35)) + set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35)) -- controls right and left arms pitch when holing a loaded crossbow elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then - player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35)) - player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35)) + set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35)) + set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35)) -- controls right and left arms pitch when loading a crossbow elseif string.find(wielded:get_name(), "mcl_bows:crossbow_") then - player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(45,-20,25)) - player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(55,20,-45)) + set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(45,-20,25)) + set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(55,20,-45)) -- when punching elseif control.LMB and not parent then - player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0)) - player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) + set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0)) + set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) -- when holding an item. elseif wielded:get_name() ~= "" then - player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(20,0,0)) - player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) + set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(20,0,0)) + set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) -- resets arms pitch else - player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) - player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0)) + set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) + set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0)) end if elytra.active then -- set head pitch and yaw when flying - player:set_bone_position("Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0)) + set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0)) -- sets eye height, and nametag color accordingly - player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) + set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) -- control body bone when flying - player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0)) + set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0)) elseif parent then local parent_yaw = degrees(parent:get_yaw()) - player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) - player:set_bone_position("Head_Control", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0)) - player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0)) + set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) + set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0)) + set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,0,0)) elseif control.sneak then -- controls head pitch when sneaking - player:set_bone_position("Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, player_vel_yaw - yaw)) + set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, player_vel_yaw - yaw)) -- sets eye height, and nametag color accordingly - player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }}) + set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }}) -- sneaking body conrols - player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0)) + set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0)) elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then -- set head pitch and yaw when swimming - player:set_bone_position("Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0)) + set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0)) -- sets eye height, and nametag color accordingly - player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) + set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) -- control body bone when swimming - player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0)) + set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0)) else -- sets eye height, and nametag color accordingly - player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) + set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) - player:set_bone_position("Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0)) - player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0)) + set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0)) + set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0)) end -- Update jump status immediately since we need this info in real time. diff --git a/mods/PLAYER/mcl_playerplus/mod.conf b/mods/PLAYER/mcl_playerplus/mod.conf index b77c9e2e5..374178625 100644 --- a/mods/PLAYER/mcl_playerplus/mod.conf +++ b/mods/PLAYER/mcl_playerplus/mod.conf @@ -1,5 +1,5 @@ name = mcl_playerplus author = TenPlus1 description = Adds some simple player-related gameplay effects: Hurt by touching a cactus, suffocation and more. -depends = mcl_init, mcl_core, mcl_particles, mcl_hunger, playerphysics, mcl_playerinfo, mcl_weather, mcl_spawn, mcl_enchanting, mcl_damage, mcl_sprint +depends = mcl_init, mcl_core, mcl_particles, mcl_hunger, playerphysics, mcl_playerinfo, mcl_weather, mcl_spawn, mcl_enchanting, mcl_damage, mcl_sprint, mcl_shields diff --git a/mods/PLAYER/mcl_refresh_status/README.md b/mods/PLAYER/mcl_refresh_status/README.md new file mode 100644 index 000000000..b214ffb75 --- /dev/null +++ b/mods/PLAYER/mcl_refresh_status/README.md @@ -0,0 +1,28 @@ +# Status Effect Refresh for Mineclone 5 + +This allows the use of status effect function from mcl_potions and prevents them +from continuing their effect after player respawn + +## Licensing +MIT License + +Copyright (c) 2022 Mental-Inferno + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. + diff --git a/mods/PLAYER/mcl_refresh_status/init.lua b/mods/PLAYER/mcl_refresh_status/init.lua new file mode 100644 index 000000000..7b9bc4bd9 --- /dev/null +++ b/mods/PLAYER/mcl_refresh_status/init.lua @@ -0,0 +1,3 @@ +minetest.register_on_respawnplayer(function(player) + mcl_potions._reset_player_effects(player, true) +end) \ No newline at end of file diff --git a/mods/PLAYER/mcl_refresh_status/mod.conf b/mods/PLAYER/mcl_refresh_status/mod.conf new file mode 100644 index 000000000..f72f49ff2 --- /dev/null +++ b/mods/PLAYER/mcl_refresh_status/mod.conf @@ -0,0 +1,4 @@ +name = mcl_refresh_status +author = Mental-Inferno +description = Resets status-effects inflicted on player when player respawns +depends = mcl_potions diff --git a/mods/PLAYER/mcl_wieldview/init.lua b/mods/PLAYER/mcl_wieldview/init.lua index 7200f6186..92175a17e 100644 --- a/mods/PLAYER/mcl_wieldview/init.lua +++ b/mods/PLAYER/mcl_wieldview/init.lua @@ -6,7 +6,7 @@ mcl_wieldview = { } function mcl_wieldview.get_item_texture(itemname) - if itemname == "" then + if itemname == "" or minetest.get_item_group(itemname, "no_wieldview") ~= 0 then return end @@ -41,14 +41,19 @@ function mcl_wieldview.update_wielded_item(player) local def = mcl_wieldview.players[player] - if def.item == itemname then + if def and (def.item == itemname) then return end - def.item = itemname - def.texture = mcl_wieldview.get_item_texture(itemname) or "blank.png" + local texture = mcl_wieldview.get_item_texture(itemname) or "blank.png" - mcl_player.player_set_wielditem(player, def.texture) + local new_def = { + item = itemname, + texture = texture, + } + mcl_wieldview.players[player] = new_def + + mcl_player.player_set_wielditem(player, texture) end minetest.register_on_joinplayer(function(player) @@ -113,6 +118,10 @@ minetest.register_entity("mcl_wieldview:wieldnode", { self.object:set_properties({textures = {""}}) end + if minetest.get_item_group(itemstring, "no_wieldview") ~= 0 then + self.object:set_properties({textures = {""}}) + end + self.itemstring = itemstring end else