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Author SHA1 Message Date
My favourite Minetest cheat clients are Dragonfire and Waspsaliva. 23f1c51912 Merge pull request 'ITEMS/mcl_farming: Convert correct floor node to dirt as gourd grows' (#231) from fix-gourd-farmland-dirtification into master
Reviewed-on: Mineclonia/Mineclonia#231
Reviewed-by: Li0n_2 <li0n_2@noreply.git.minetest.land>
2022-01-15 22:07:24 +00:00
Nils Dagsson Moskopp 4d02af8c94
Convert correct floor node to dirt as gourd grows
Before this patch, growing a gourd (e.g. melon, pumpkin) would always
convert a node west of the node below the stem to dirt if belonged to
the group “dirtifies_below_solid”. This happened because of a loop in
which the variables floorpos and floor were re-used without setting a
new value … therefore, both floorpos and floor were always containing
the last values set in a previous loop instead of the correct values.

This patch fixes the problem by setting both variables in both loops.
2022-01-13 07:29:57 +01:00
Li0n_2 7ede0ca79a Merge pull request 'Fix shearsy wool typo in GROUPS.md' (#229) from JosiahWI/Mineclonia:fix-groups-typo into master
Reviewed-on: Mineclonia/Mineclonia#229
Reviewed-by: Li0n_2 <li0n_2@noreply.git.minetest.land>
2022-01-12 21:19:10 +00:00
JosiahWI e2e7e15b39
fix one character typo in GROUPS.md 2022-01-12 11:09:07 -06:00
cora 93a0879b40 Merge pull request 'MISC/mcl_selftests: Do not crash if minetest.find_nodes_in_area() lies' (#214) from fix-selftest-crash into master
Reviewed-on: Mineclonia/Mineclonia#214
Reviewed-by: cora <cora@noreply.git.minetest.land>
2021-12-20 22:42:59 +00:00
Nils Dagsson Moskopp 0b5fa14041 Do not crash if minetest.find_nodes_in_area() lies 2021-12-20 21:38:24 +01:00
cora 4f33f626f5 Merge pull request 'ITEMS/mcl_chests: Reskin chests as presents on December 24th to 26th' (#212) from add-christmas-chests into master
Reviewed-on: Mineclonia/Mineclonia#212
Reviewed-by: cora <cora@noreply.git.minetest.land>
2021-12-20 16:34:54 +00:00
Nils Dagsson Moskopp df7bd78af5
Add noise to christmas chest textures 2021-12-12 15:40:29 +01:00
Nils Dagsson Moskopp fe3e837e1b
Reskin chests as presents on December 24th to 26th 2021-12-11 18:17:53 +01:00
My favourite Minetest cheat clients are Dragonfire and Waspsaliva. 6f811b3cee Merge pull request 'ITEMS/mcl_chests: Spawn small chest entities only if animated chests are enabled' (#207) from fix-animchest-setting into master
Reviewed-on: Mineclonia/Mineclonia#207
Reviewed-by: erlehmann <nils+git.minetest.land@dieweltistgarnichtso.net>
2021-12-11 14:27:24 +00:00
Lizzy Fleckenstein dfa56f229f
Spawn small chest entities only if animated chests are enabled 2021-12-10 22:15:53 +01:00
My favourite Minetest cheat clients are Dragonfire and Waspsaliva. ee77f33ea8 Merge pull request 'PLAYER/mcl_playerplus: send player object props only if changed' (#147) from fix-active-object-message-spam into master
Reviewed-on: Mineclonia/Mineclonia#147
Reviewed-by: erlehmann <nils+git.minetest.land@dieweltistgarnichtso.net>
2021-12-09 09:31:09 +00:00
cora 5deaabdb47
Fix player bone positions and properties setting
The comparison and setting logic in the previous patch that set player
bone positions and properties conditionally incorrectly did not update
some values (like player eye level position) when they changed. This
patch fixes it and adds asserts to ensure the code works as intended.
2021-12-09 04:53:45 +01:00
cora d77f31eab8
Only set/send player properties if necessary
Before this patch, Mineclonia set (and therefore sent) player bone
positions and player properties in every globalstep. This results in
about 30 TOCLIENT_ACTIVE_OBJECT_MESSAGE per second per player. This
patch adds conditional functions to set bone positions and properties.
The functions set values only when they have changed, reducing traffic.
2021-12-09 04:26:22 +01:00
cora 10670d5c10 Merge pull request 'HUD/mcl_death_messages: Fix crash when skeleton kills player using bow' (#202) from fix-skelly-crash-2 into master
Reviewed-on: Mineclonia/Mineclonia#202
Reviewed-by: cora <cora@noreply.git.minetest.land>
2021-12-06 18:42:20 +00:00
Nils Dagsson Moskopp 609105e091
Add test cases for get_tool_name() 2021-12-06 04:11:55 +01:00
cora f9e3c4fd6d
Fix crash when skeleton kills player using bow
Commit 5252952555 used string.gsub() to
strip newlines from tools in death messages. The second return value of
string.gsub() (the number of substitutions) was erroneously returned too
by get_tool_name(). This bug caused a crash whenever a skeleton killed a
player using its bow.
2021-12-06 03:48:39 +01:00
cora d70c05e92c Merge pull request 'ITEMS/mcl_chests: Fix access to ender chest inventory without an ender chest' (#193) from EliasFleckenstein03/Mineclonia:enderchest-fix into master
Reviewed-on: Mineclonia/Mineclonia#193
Reviewed-by: erlehmann <nils+git.minetest.land@dieweltistgarnichtso.net>
Reviewed-by: cora <cora@noreply.git.minetest.land>
2021-12-04 13:25:26 +00:00
Lizzy Fleckenstein cacddd3fb4
Fix access to ender inventory without an ender chest 2021-12-03 21:23:10 +01:00
13 changed files with 374 additions and 66 deletions

View File

@ -21,7 +21,7 @@ The basic digging time groups determine by which tools a node can be dug.
* `swordy=1`: Diggable by sword (any material), and this node is *not* a cobweb
* `swordy_cobweb=1`: Diggable by sword (any material), and this node is a cobweb
* `shearsy=1`: Diggable by shears, and this node is *not* wool
* `shearsy=wool=1`: Diggable by shears, and this node is wool
* `shearsy_wool=1`: Diggable by shears, and this node is wool
* `handy=1`: Breakable by hand and this node gives it useful drop when dug by hand. All nodes which are breakable by pickaxe, axe, shovel, sword or shears are also automatically breakable by hand, but not neccess
* `creative_breakable=1`: Block is breakable by hand in creative mode. This group is implied if the node belongs to any other digging group

View File

@ -7,9 +7,102 @@ local function get_tool_name(item)
local def = item:get_definition()
name=def._tt_original_description or def.description
end
return name:gsub("[\r\n]"," ")
local sanitized_name, substitution_count = name:gsub("[\r\n]"," ")
return sanitized_name
end
local test_tool_1a = {
get_meta = function()
return {
get_string = function()
return "foo 1a"
end
}
end
}
assert( get_tool_name(test_tool_1a) == "foo 1a" )
local test_tool_1b = {
get_meta = function()
return {
get_string = function()
return "bar\rbaz\n1b"
end
}
end
}
assert( get_tool_name(test_tool_1b) == "bar baz 1b" )
local test_tool_2a = {
get_definition = function()
return {
_tt_original_description = "foo 2a"
}
end,
get_meta = function()
return {
get_string = function()
return ""
end
}
end
}
assert( get_tool_name(test_tool_2a) == "foo 2a" )
local test_tool_2b = {
get_definition = function()
return {
_tt_original_description = "bar\rbaz\n2b"
}
end,
get_meta = function()
return {
get_string = function()
return ""
end
}
end
}
assert( get_tool_name(test_tool_2b) == "bar baz 2b" )
local test_tool_3a = {
get_definition = function()
return {
description = "foo 3a"
}
end,
get_meta = function()
return {
get_string = function()
return ""
end
}
end
}
assert( get_tool_name(test_tool_3a) == "foo 3a" )
local test_tool_3b = {
get_definition = function()
return {
description = "bar\rbaz\n3b"
}
end,
get_meta = function()
return {
get_string = function()
return ""
end
}
end
}
assert( get_tool_name(test_tool_3b) == "bar baz 3b" )
mcl_death_messages = {}
-- Death messages

View File

@ -1,6 +1,41 @@
local S = minetest.get_translator("mcl_chests")
local mod_doc = minetest.get_modpath("doc")
-- Christmas chest setup
local it_is_christmas = false
local date = os.date("*t")
if (
date.month == 12 and (
date.day == 24 or
date.day == 25 or
date.day == 26
)
) then
it_is_christmas = true
end
local tiles_chest_normal_small = {"mcl_chests_normal.png"}
local tiles_chest_normal_double = {"mcl_chests_normal_double.png"}
if it_is_christmas then
tiles_chest_normal_small = {"mcl_chests_normal_present.png^mcl_chests_noise.png"}
tiles_chest_normal_double = {"mcl_chests_normal_double_present.png^mcl_chests_noise_double.png"}
end
local tiles_chest_trapped_small = {"mcl_chests_trapped.png"}
local tiles_chest_trapped_double = {"mcl_chests_trapped_double.png"}
if it_is_christmas then
tiles_chest_trapped_small = {"mcl_chests_trapped_present.png^mcl_chests_noise.png"}
tiles_chest_trapped_double = {"mcl_chests_trapped_double_present.png^mcl_chests_noise_double.png"}
end
local tiles_chest_ender_small = {"mcl_chests_ender.png"}
if it_is_christmas then
tiles_chest_ender_small = {"mcl_chests_ender_present.png^mcl_chests_noise.png"}
end
-- Chest Entity
local animate_chests = (minetest.settings:get_bool("animated_chests") ~= false)
local entity_animations = {
@ -152,7 +187,10 @@ if minetest.get_modpath("screwdriver") then
local nodename = node.name
local nodedef = minetest.registered_nodes[nodename]
local dir = minetest.facedir_to_dir(new_param2)
find_or_create_entity(pos, nodename, nodedef._chest_entity_textures, new_param2, false, nodedef._chest_entity_sound, nodedef._chest_entity_mesh, nodedef._chest_entity_animation_type, dir):set_yaw(dir)
if animate_chests then
find_or_create_entity(pos, nodename, nodedef._chest_entity_textures, new_param2, false, nodedef._chest_entity_sound, nodedef._chest_entity_mesh, nodedef._chest_entity_animation_type, dir):set_yaw(dir)
end
else
return false
end
@ -181,6 +219,10 @@ local player_chest_open = function(player, pos, node_name, textures, param2, dou
local dir = minetest.facedir_to_dir(param2)
local blocked = not shulker and (back_is_blocked(pos, dir) or double and back_is_blocked(mcl_util.get_double_container_neighbor_pos(pos, param2, node_name:sub(-4)), dir))
find_or_create_entity(pos, node_name, textures, param2, double, sound, mesh, shulker and "shulker" or "chest", dir):open(name, blocked)
else
minetest.sound_play(sound .. "_open", {
pos = pos,
})
end
end
@ -212,11 +254,14 @@ local chest_update_after_close = function(pos)
if node.name == "mcl_chests:trapped_chest_on_small" then
minetest.swap_node(pos, {name="mcl_chests:trapped_chest_small", param2 = node.param2})
find_or_create_entity(pos, "mcl_chests:trapped_chest_small", {"mcl_chests_trapped.png"}, node.param2, false, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_small")
if animate_chests then
find_or_create_entity(pos, "mcl_chests:trapped_chest_small", tiles_chest_trapped_small, node.param2, false, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_small")
end
mesecon.receptor_off(pos, trapped_chest_mesecons_rules)
elseif node.name == "mcl_chests:trapped_chest_on_left" then
minetest.swap_node(pos, {name="mcl_chests:trapped_chest_left", param2 = node.param2})
find_or_create_entity(pos, "mcl_chests:trapped_chest_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_left")
find_or_create_entity(pos, "mcl_chests:trapped_chest_left", tiles_chest_trapped_double, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_left")
mesecon.receptor_off(pos, trapped_chest_mesecons_rules)
local pos_other = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "left")
@ -228,7 +273,7 @@ local chest_update_after_close = function(pos)
local pos_other = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
minetest.swap_node(pos_other, {name="mcl_chests:trapped_chest_left", param2 = node.param2})
find_or_create_entity(pos_other, "mcl_chests:trapped_chest_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_left")
find_or_create_entity(pos_other, "mcl_chests:trapped_chest_left", tiles_chest_trapped_double, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_left")
mesecon.receptor_off(pos_other, trapped_chest_mesecons_rules)
end
end
@ -242,6 +287,10 @@ local player_chest_close = function(player)
end
if animate_chests then
find_or_create_entity(open_chest.pos, open_chest.node_name, open_chest.textures, open_chest.param2, open_chest.double, open_chest.sound, open_chest.mesh, open_chest.shulker and "shulker" or "chest"):close(name)
else
minetest.sound_play(open_chest.sound .. "_close", {
pos = open_chest.pos,
})
end
chest_update_after_close(open_chest.pos)
@ -380,12 +429,21 @@ minetest.register_node(small_name, {
_doc_items_longdesc = longdesc,
_doc_items_usagehelp = usagehelp,
_doc_items_hidden = hidden,
drawtype = "nodebox",
node_box = {
drawtype = animate_chests and "nodebox" or "mesh",
mesh = not animate_chests and "mcl_chests_chest.obj" or nil,
node_box = animate_chests and {
type = "fixed",
fixed = {-0.4375, -0.5, -0.4375, 0.4375, 0.375, 0.4375},
fixed = {-0.4375, -0.5, -0.4375, 0.4375, 0.375, 0.4375},
} or nil,
collision_box = {
type = "fixed",
fixed = {-0.4375, -0.5, -0.4375, 0.4375, 0.375, 0.4375},
},
tiles = {"mcl_chests_blank.png"},
selection_box = {
type = "fixed",
fixed = {-0.4375, -0.5, -0.4375, 0.4375, 0.375, 0.4375},
},
tiles = animate_chests and {"mcl_chests_blank.png"} or small_textures,
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "clip" or true,
_chest_entity_textures = small_textures,
_chest_entity_sound = "default_chest",
@ -435,7 +493,10 @@ minetest.register_node(small_name, {
minetest.swap_node(p, { name = "mcl_chests:"..canonical_basename.."_right", param2 = param2 })
else
minetest.swap_node(pos, { name = "mcl_chests:"..canonical_basename.."_small", param2 = param2 })
create_entity(pos, small_name, small_textures, param2, false, "default_chest", "mcl_chests_chest", "chest")
if animate_chests then
create_entity(pos, small_name, small_textures, param2, false, "default_chest", "mcl_chests_chest", "chest")
end
end
end,
after_place_node = function(pos, placer, itemstack, pointed_thing)
@ -823,8 +884,8 @@ register_chest("chest",
chestusage,
S("27 inventory slots") .. "\n" .. S("Can be combined to a large chest"),
{
small = {"mcl_chests_normal.png"},
double = {"mcl_chests_normal_double.png"},
small = tiles_chest_normal_small,
double = tiles_chest_normal_double,
inv = {"default_chest_top.png", "mcl_chests_chest_bottom.png",
"mcl_chests_chest_right.png", "mcl_chests_chest_left.png",
"mcl_chests_chest_back.png", "default_chest_front.png"},
@ -839,8 +900,8 @@ register_chest("chest",
)
local traptiles = {
small = {"mcl_chests_trapped.png"},
double = {"mcl_chests_trapped_double.png"},
small = tiles_chest_trapped_small,
double = tiles_chest_trapped_double,
inv = {"mcl_chests_chest_trapped_top.png", "mcl_chests_chest_trapped_bottom.png",
"mcl_chests_chest_trapped_right.png", "mcl_chests_chest_trapped_left.png",
"mcl_chests_chest_trapped_back.png", "mcl_chests_chest_trapped_front.png"},
@ -865,7 +926,9 @@ register_chest("trapped_chest",
}},
function(pos, node, clicker)
minetest.swap_node(pos, {name="mcl_chests:trapped_chest_on_small", param2 = node.param2})
find_or_create_entity(pos, "mcl_chests:trapped_chest_on_small", {"mcl_chests_trapped.png"}, node.param2, false, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_on_small")
if animate_chests then
find_or_create_entity(pos, "mcl_chests:trapped_chest_on_small", tiles_chest_trapped_small, node.param2, false, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_on_small")
end
mesecon.receptor_on(pos, trapped_chest_mesecons_rules)
end,
function(pos, node, clicker)
@ -873,7 +936,7 @@ register_chest("trapped_chest",
meta:set_int("players", 1)
minetest.swap_node(pos, {name="mcl_chests:trapped_chest_on_left", param2 = node.param2})
find_or_create_entity(pos, "mcl_chests:trapped_chest_on_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_on_left")
find_or_create_entity(pos, "mcl_chests:trapped_chest_on_left", tiles_chest_trapped_double, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_on_left")
mesecon.receptor_on(pos, trapped_chest_mesecons_rules)
local pos_other = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "left")
@ -887,7 +950,7 @@ register_chest("trapped_chest",
mesecon.receptor_on(pos, trapped_chest_mesecons_rules)
minetest.swap_node(pos_other, {name="mcl_chests:trapped_chest_on_left", param2 = node.param2})
find_or_create_entity(pos_other, "mcl_chests:trapped_chest_on_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_on_left")
find_or_create_entity(pos_other, "mcl_chests:trapped_chest_on_left", tiles_chest_trapped_double, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_on_left")
mesecon.receptor_on(pos_other, trapped_chest_mesecons_rules)
end
)
@ -908,13 +971,15 @@ local function close_if_trapped_chest(pos, player)
if node.name == "mcl_chests:trapped_chest_on_small" then
minetest.swap_node(pos, {name="mcl_chests:trapped_chest_small", param2 = node.param2})
find_or_create_entity(pos, "mcl_chests:trapped_chest_small", {"mcl_chests_trapped.png"}, node.param2, false, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_small")
if animate_chests then
find_or_create_entity(pos, "mcl_chests:trapped_chest_small", tiles_chest_trapped_small, node.param2, false, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_small")
end
mesecon.receptor_off(pos, trapped_chest_mesecons_rules)
player_chest_close(player)
elseif node.name == "mcl_chests:trapped_chest_on_left" then
minetest.swap_node(pos, {name="mcl_chests:trapped_chest_left", param2 = node.param2})
find_or_create_entity(pos, "mcl_chests:trapped_chest_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_left")
find_or_create_entity(pos, "mcl_chests:trapped_chest_left", tiles_chest_trapped_double, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_left")
mesecon.receptor_off(pos, trapped_chest_mesecons_rules)
local pos_other = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "left")
@ -928,7 +993,7 @@ local function close_if_trapped_chest(pos, player)
local pos_other = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
minetest.swap_node(pos_other, {name="mcl_chests:trapped_chest_left", param2 = node.param2})
find_or_create_entity(pos_other, "mcl_chests:trapped_chest_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_left")
find_or_create_entity(pos_other, "mcl_chests:trapped_chest_left", tiles_chest_trapped_double, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_left")
mesecon.receptor_off(pos_other, trapped_chest_mesecons_rules)
player_chest_close(player)
@ -976,7 +1041,7 @@ minetest.register_node("mcl_chests:ender_chest", {
_doc_items_usagehelp = S("Rightclick the ender chest to access your personal interdimensional inventory."),
drawtype = "mesh",
mesh = "mcl_chests_chest.obj",
tiles = {"mcl_chests_ender.png"},
tiles = tiles_chest_ender_small,
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
paramtype = "light",
paramtype2 = "facedir",
@ -1015,16 +1080,25 @@ minetest.register_node("mcl_chests:ender_chest_small", {
_tt_help = S("27 interdimensional inventory slots") .. "\n" .. S("Put items inside, retrieve them from any ender chest"),
_doc_items_longdesc = S("Ender chests grant you access to a single personal interdimensional inventory with 27 slots. This inventory is the same no matter from which ender chest you access it from. If you put one item into one ender chest, you will find it in all other ender chests. Each player will only see their own items, but not the items of other players."),
_doc_items_usagehelp = S("Rightclick the ender chest to access your personal interdimensional inventory."),
drawtype = "nodebox",
node_box = {
drawtype = animate_chests and "nodebox" or "mesh",
mesh = not animate_chests and "mcl_chests_chest.obj" or nil,
node_box = animate_chests and {
type = "fixed",
fixed = {-0.4375, -0.5, -0.4375, 0.5, 0.375, 0.4375},
fixed = {-0.4375, -0.5, -0.4375, 0.4375, 0.375, 0.4375},
} or nil,
collision_box = {
type = "fixed",
fixed = {-0.4375, -0.5, -0.4375, 0.4375, 0.375, 0.4375},
},
_chest_entity_textures = {"mcl_chests_ender.png"},
selection_box = {
type = "fixed",
fixed = {-0.4375, -0.5, -0.4375, 0.4375, 0.375, 0.4375},
},
tiles = animate_chests and {"mcl_chests_blank.png"} or tiles_chest_ender_small,
_chest_entity_textures = tiles_chest_ender_small,
_chest_entity_sound = "mcl_chests_enderchest",
_chest_entity_mesh = "mcl_chests_chest",
_chest_entity_animation_type = "chest",
tiles = {"mcl_chests_blank.png"},
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "clip" or true,
--[[{"mcl_chests_ender_chest_top.png", "mcl_chests_ender_chest_bottom.png",
"mcl_chests_ender_chest_right.png", "mcl_chests_ender_chest_left.png",
@ -1041,10 +1115,13 @@ minetest.register_node("mcl_chests:ender_chest_small", {
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", formspec_ender_chest)
create_entity(pos, "mcl_chests:ender_chest_small", {"mcl_chests_ender.png"}, minetest.get_node(pos).param2, false, "mcl_chests_enderchest", "mcl_chests_chest", "chest")
if animate_chests then
create_entity(pos, "mcl_chests:ender_chest_small", tiles_chest_ender_small, minetest.get_node(pos).param2, false, "mcl_chests_enderchest", "mcl_chests_chest", "chest")
end
end,
on_rightclick = function(pos, node, clicker)
player_chest_open(clicker, pos, "mcl_chests:ender_chest_small", {"mcl_chests_ender.png"}, node.param2, false, "mcl_chests_enderchest", "mcl_chests_chest")
player_chest_open(clicker, pos, "mcl_chests:ender_chest_small", tiles_chest_ender_small, node.param2, false, "mcl_chests_enderchest", "mcl_chests_chest")
end,
on_receive_fields = function(pos, formname, fields, sender)
if fields.quit then
@ -1062,6 +1139,20 @@ minetest.register_on_joinplayer(function(player)
inv:set_size("enderchest", 9*3)
end)
minetest.register_allow_player_inventory_action(function(player, action, inv, info)
if inv:get_location().type == "player" and (
action == "move" and (info.from_list == "enderchest" or info.to_list == "enderchest")
or action == "put" and info.listname == "enderchest"
or action == "take" and info.listname == "enderchest"
) then
local def = player:get_wielded_item():get_definition()
if not minetest.find_node_near(player:get_pos(), def and def.range or ItemStack():get_definition().range, "mcl_chests:ender_chest_small", true) then
return 0
end
end
end)
minetest.register_craft({
output = 'mcl_chests:ender_chest',
recipe = {
@ -1222,8 +1313,9 @@ for color, desc in pairs(boxtypes) do
_doc_items_entry_name = entry_name,
_doc_items_longdesc = longdesc,
_doc_items_usagehelp = usagehelp,
drawtype = "nodebox",
tiles = {"mcl_chests_blank.png"},
drawtype = animate_chests and "nodebox" or "mesh",
mesh = not animate_chests and "mcl_chests_shulker.obj" or nil,
tiles = animate_chests and {"mcl_chests_blank.png"} or {mob_texture},
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "clip" or true,
_chest_entity_textures = {mob_texture},
_chest_entity_sound = "mcl_chests_shulker",
@ -1244,7 +1336,10 @@ for color, desc in pairs(boxtypes) do
meta:set_string("formspec", formspec_shulker_box(nil))
local inv = meta:get_inventory()
inv:set_size("main", 9*3)
create_entity(pos, small_name, {mob_texture}, minetest.get_node(pos).param2, false, "mcl_chests_shulker", "mcl_chests_shulker", "shulker")
if animate_chests then
create_entity(pos, small_name, {mob_texture}, minetest.get_node(pos).param2, false, "mcl_chests_shulker", "mcl_chests_shulker", "shulker")
end
end,
after_place_node = function(pos, placer, itemstack, pointed_thing)
local nmeta = minetest.get_meta(pos)
@ -1363,6 +1458,11 @@ local function select_and_spawn_entity(pos, node)
local node_name = node.name
local node_def = minetest.registered_nodes[node_name]
local double_chest = minetest.get_item_group(node_name, "double_chest") > 0
if not animate_chests and not double_chest then
return
end
find_or_create_entity(pos, node_name, node_def._chest_entity_textures, node.param2, double_chest, node_def._chest_entity_sound, node_def._chest_entity_mesh, node_def._chest_entity_animation_type)
end

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@ -388,12 +388,11 @@ function mcl_farming:add_gourd(full_unconnected_stem, connected_stem_basename, s
{ x=0, y=0, z=-1 },
{ x=0, y=0, z=1 },
}
local floorpos, floor
for n=#neighbors, 1, -1 do
local offset = neighbors[n]
local blockpos = vector.add(stempos, offset)
floorpos = { x=blockpos.x, y=blockpos.y-1, z=blockpos.z }
floor = minetest.get_node(floorpos)
local floorpos = { x=blockpos.x, y=blockpos.y-1, z=blockpos.z }
local floor = minetest.get_node(floorpos)
local block = minetest.get_node(blockpos)
local soilgroup = minetest.get_item_group(floor.name, "soil")
if not ((minetest.get_item_group(floor.name, "grass_block") == 1 or floor.name=="mcl_core:dirt" or soilgroup == 2 or soilgroup == 3) and block.name == "air") then
@ -407,6 +406,8 @@ function mcl_farming:add_gourd(full_unconnected_stem, connected_stem_basename, s
local r = math.random(1, #neighbors)
local offset = neighbors[r]
local blockpos = vector.add(stempos, offset)
local floorpos = { x=blockpos.x, y=blockpos.y-1, z=blockpos.z }
local floor = minetest.get_node(floorpos)
local p2
if offset.x == 1 then
minetest.set_node(stempos, {name=connected_stem_names[1]})

View File

@ -75,14 +75,22 @@ local test_minetest_find_nodes_in_area_can_count = function(dtime)
local nodes_expected = math.pow( 1 + (2 * radius), 3 )
local nodes_counted = nnum[nodename]
local nodes_difference = nodes_expected - nodes_counted
-- Yes, the following line is supposed to crash the game in
-- the case that Minetest forgot how to count the number of
-- nodes in a three dimensional volume it just filled. This
-- function contains an excellent explanation on what not to
-- do further up. I strongly suggest to pester Minetest core
-- devs about this issue and not the author of the function,
-- should this test ever fail.
assert ( 0 == nodes_difference )
-- Originally, there was an assertion here that made the game
-- crash at startup if Minetest forgot how to count. This was
-- originally intended to avoid buggy engine releases, but it
-- mostly made people upset and hindered debugging. Also, the
-- assertion contained no error message hinting at the reason
-- for the crash, making it exceptionally user-unfriendly. It
-- follows that a game or mod should only assert on behaviour
-- of the Lua code, not the underlying implementation, unless
-- engine bugs are bad enough to permanently corrupt a world.
if ( 0 ~= nodes_difference ) then
minetest.debug(
"minetest.find_nodes_in_area() failed to find " ..
nodes_difference .. " nodes that were placed. " ..
"Downgrading to Minetest 5.4.1 might fix this."
)
end
end
minetest.after( 0, test_minetest_find_nodes_in_area_can_count )

View File

@ -19,8 +19,114 @@ end
local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
minetest.register_globalstep(function(dtime)
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
-- Update jump status immediately since we need this info in real time.
@ -45,55 +151,55 @@ minetest.register_globalstep(function(dtime)
-- controls right and left arms pitch when shooting a bow or punching
if string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and controls.RMB and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right 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))
elseif controls.LMB and player:get_attach() == nil 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))
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 controls.sneak and player:get_attach() == nil then
-- controls head pitch when sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, 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(0,0,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
elseif minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.is_sprinting(name) == true then
-- set head pitch and yaw when swimming
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),yaw - player_vel_yaw * -1,0))
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),yaw - player_vel_yaw * -1,0))
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, 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 = 0.65, 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 * -1 - 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 * -1 - yaw + 180,0))
elseif player:get_attach() == nil then
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
if player_velocity.x > 0.35 or player_velocity.z > 0.35 or player_velocity.x < -0.35 or player_velocity.z < -0.35 then
if player_vel_yaw * -1 - yaw < 90 or player_vel_yaw * -1 - yaw > 270 then
-- controls head and Body_Control bones while moving backwards
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1,0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw,0))
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw,0))
else
-- controls head and Body_Control bones while moving forwards
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1 + 180,0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw + 180,0))
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1 + 180,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw + 180,0))
end
else
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
end
else
local attached = player:get_attach(parent)
local attached_yaw = degrees(attached:get_yaw())
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,degrees(player:get_look_horizontal()) * -1 + attached_yaw,0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
set_bone_position_conditional(player,"Head", vector.new(0,6.3,0), vector.new(pitch,degrees(player:get_look_horizontal()) * -1 + attached_yaw,0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
end
if mcl_playerplus_internal[name].jump_cooldown > 0 then