diff --git a/mods/ENTITIES/mcl_mobs/api.lua b/mods/ENTITIES/mcl_mobs/api.lua index 6a8646bd5f..6e932ed5e5 100644 --- a/mods/ENTITIES/mcl_mobs/api.lua +++ b/mods/ENTITIES/mcl_mobs/api.lua @@ -4351,7 +4351,7 @@ end -- make explosion with protection and tnt mod check function mobs:boom(self, pos, strength, fire) - + self.object:remove() if mod_explosions then if mobs_griefing and not minetest.is_protected(pos, "") then mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object) diff --git a/mods/MAPGEN/mcl_end_island/init.lua b/mods/MAPGEN/mcl_end_island/init.lua new file mode 100644 index 0000000000..fb062bf771 --- /dev/null +++ b/mods/MAPGEN/mcl_end_island/init.lua @@ -0,0 +1,36 @@ +local noisemap = PerlinNoiseMap({ + offset = 0.5, + scale = 0.5, + spread = {x = 84, y = 84, z = 84}, + seed = minetest.get_mapgen_setting("seed") + 99999, + octaves = 4, + persist = 0.85, +}, {x = 151, y = 30, z = 151}):get_3d_map({x = 0, y = 0, z = 0}) + +local c_end_stone = minetest.get_content_id("mcl_end:end_stone") + +local x_offset = mcl_vars.mg_end_platform_pos.x - 27 +local y_offset = -2 + +minetest.register_on_generated(function(minp, maxp) + if maxp.y < (-27025 + y_offset) or minp.y > (-27000 + y_offset + 4) or maxp.x < (-75 + x_offset) or minp.x > (75 + x_offset) or maxp.z < -75 or minp.z > 75 then + return + end + + local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") + local data = vm:get_data() + local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) + + for idx in area:iter(math.max(minp.x, -75 + x_offset), math.max(minp.y, -27025 + y_offset + 4), math.max(minp.z, -75), math.min(maxp.x, 75 + x_offset), math.min(maxp.y, -27000 + y_offset), math.min(maxp.z, 75)) do + local pos = area:position(idx) + local y = 27025 + pos.y - y_offset + if noisemap[pos.x + 75 - x_offset + 1][y + 1][pos.z + 75 + 1] > (math.abs(1 - y / 25) ^ 2 + math.abs((pos.x - x_offset) / 75) ^ 2 + math.abs(pos.z / 75) ^ 2) then + data[idx] = c_end_stone + end + end + + vm:set_data(data) + vm:calc_lighting() + vm:update_liquids() + vm:write_to_map() +end) diff --git a/mods/MAPGEN/mcl_end_island/mod.conf b/mods/MAPGEN/mcl_end_island/mod.conf new file mode 100644 index 0000000000..90432792ca --- /dev/null +++ b/mods/MAPGEN/mcl_end_island/mod.conf @@ -0,0 +1,4 @@ +name = mcl_end_island +author = Fleckenstein +depends = mcl_mapgen_core, mcl_end +description = Generate the end main island for MCL2 diff --git a/mods/PLAYER/mcl_playerplus/init.lua b/mods/PLAYER/mcl_playerplus/init.lua index 767b275e40..52c87a5147 100644 --- a/mods/PLAYER/mcl_playerplus/init.lua +++ b/mods/PLAYER/mcl_playerplus/init.lua @@ -86,17 +86,23 @@ minetest.register_globalstep(function(dtime) time = time + dtime - -- Update jump status immediately since we need this info in real time. - -- WARNING: This section is HACKY as hell since it is all just based on heuristics. for _,player in pairs(get_connected_players()) do + + --[[ + _ _ _ + __ _ _ __ (_)_ __ ___ __ _| |_(_) ___ _ __ ___ + / _` | '_ \| | '_ ` _ \ / _` | __| |/ _ \| '_ \/ __| + | (_| | | | | | | | | | | (_| | |_| | (_) | | | \__ \ + \__,_|_| |_|_|_| |_| |_|\__,_|\__|_|\___/|_| |_|___/ + + ]]-- + local controls = player:get_player_control() - name = player:get_player_name() - + local name = player:get_player_name() local meta = player:get_meta() - - local player_velocity = player:get_velocity() or player:get_player_velocity() - + local parent = player:get_attach() local wielded = player:get_wielded_item() + local player_velocity = player:get_velocity() or player:get_player_velocity() -- controls head bone local pitch = - degrees(player:get_look_vertical()) @@ -114,7 +120,7 @@ minetest.register_globalstep(function(dtime) 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)) -- when punching - elseif controls.LMB and player:get_attach() == nil then + elseif controls.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)) -- when holding an item. @@ -127,38 +133,40 @@ minetest.register_globalstep(function(dtime) player:set_bone_position("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 + if parent then + local parent_yaw = degrees(parent:get_yaw()) + player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) + player:set_bone_position("Head", 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)) + elseif controls.sneak then -- controls head pitch when sneaking player:set_bone_position("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 }}) -- sneaking body conrols player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0)) - elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and is_sprinting(name) == true then + 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", vector.new(0,6.3,0), vector.new(pitch+90-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 }}) -- 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)) - - elseif player:get_attach() == nil then + else -- sets eye height, and nametag color accordingly player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) player:set_bone_position("Head", 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)) - 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 = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) - player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, attached_yaw) + attached_yaw, 0)) - player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0)) end + -- Update jump status immediately since we need this info in real time. + -- WARNING: This section is HACKY as hell since it is all just based on heuristics. + if mcl_playerplus_internal[name].jump_cooldown > 0 then mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime end + if controls.jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then pos = player:get_pos()