Fix https://git.minetest.land/MineClone2/MineClone2/issues/1079 by epCode #9
|
@ -0,0 +1,12 @@
|
|||
root = true
|
||||
|
||||
[*]
|
||||
end_of_line = lf
|
||||
|
||||
[*.lua]
|
||||
charset = utf8
|
||||
indent_style = tab
|
||||
insert_final_newline = true
|
||||
trim_trailing_whitespace = true
|
||||
keep_one_space_between_table_and_bracket = false
|
||||
spaces_around_operators = true
|
|
@ -0,0 +1,36 @@
|
|||
---
|
||||
|
||||
name: "Bug report"
|
||||
about: "File a bug report"
|
||||
labels:
|
||||
|
||||
- unconfirmed
|
||||
- bug
|
||||
|
||||
---
|
||||
|
||||
<!--
|
||||
Thanks for taking the time to fill out this bug report!
|
||||
|
||||
Please follow our contributing guidelines first:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
|
||||
|
||||
By submitting this issue, you agree to follow our Code of Conduct:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
|
||||
-->
|
||||
|
||||
<!--
|
||||
What version of MineClone2 are you using? We do not provide support for outdated versions of MineClone2.
|
||||
Current latest version is listed here, at the top:
|
||||
https://git.minetest.land/MineClone2/MineClone2/tags
|
||||
-->
|
||||
MineClone2 version:
|
||||
|
||||
### What happened?
|
||||
Report about the bug! Please send large log snippets as an attachement file.
|
||||
|
||||
### What should happen:
|
||||
Tell us what should happen!
|
||||
|
||||
### Steps to reproduce
|
||||
Tell us how we can reproduce the bug!
|
|
@ -0,0 +1,26 @@
|
|||
---
|
||||
|
||||
name: "Feature request"
|
||||
about: "File a feature request not in Minecraft"
|
||||
labels:
|
||||
|
||||
- "non-Minecraft feature"
|
||||
- "needs discussion"
|
||||
|
||||
---
|
||||
|
||||
<!--
|
||||
Got a new non-Minecraft feature request? Explain to us why we should consider your idea.
|
||||
|
||||
Please follow our contributing guidelines first:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
|
||||
|
||||
By submitting this issue, you agree to follow our Code of Conduct:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
|
||||
-->
|
||||
|
||||
### Feature
|
||||
Tell us about your requested feature not in Minecraft!
|
||||
|
||||
### Why
|
||||
Tell us why should we implement it!
|
|
@ -0,0 +1,25 @@
|
|||
---
|
||||
|
||||
name: "Missing Feature request"
|
||||
about: "File a missing feature request in Minecraft but not in MineClone2"
|
||||
labels:
|
||||
|
||||
- "missing feature"
|
||||
|
||||
---
|
||||
|
||||
<!--
|
||||
Thanks for taking the time to fill out this missing feature request!
|
||||
|
||||
Please follow our contributing guidelines first:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
|
||||
|
||||
By submitting this issue, you agree to follow our Code of Conduct:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
|
||||
-->
|
||||
|
||||
### Current feature in Minecraft
|
||||
Tell us about the feature currently in Minecraft! What is it like on Minecraft?
|
||||
|
||||
### Current feature in MineClone2
|
||||
Tell us about the feature currently in MineClone2! What is different?
|
|
@ -0,0 +1,20 @@
|
|||
---
|
||||
|
||||
name: "Pull request"
|
||||
about: "Submit a pull request"
|
||||
labels:
|
||||
|
||||
---
|
||||
|
||||
<!--
|
||||
Please follow our contributing guidelines first:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#how-you-can-help-as-a-programmer
|
||||
|
||||
By submitting this pull request, you agree to follow our Code of Conduct:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
|
||||
-->
|
||||
|
||||
Tell us about your pull request! Reference related issues, if necessary
|
||||
|
||||
### Testing
|
||||
Tell us how to test your changes!
|
|
@ -0,0 +1,8 @@
|
|||
# Text Editor TMP Files
|
||||
*.swp
|
||||
*.blend1
|
||||
*.blend2
|
||||
*.blend3
|
||||
/.idea/
|
||||
*.xcf
|
||||
.Rproj.user
|
|
@ -0,0 +1,55 @@
|
|||
unused_args = false
|
||||
allow_defined_top = true
|
||||
max_line_length = false
|
||||
redefined = false
|
||||
|
||||
globals = {
|
||||
"minetest", "core",
|
||||
}
|
||||
|
||||
read_globals = {
|
||||
"DIR_DELIM",
|
||||
"dump", "dump2",
|
||||
"vector",
|
||||
"VoxelManip", "VoxelArea",
|
||||
"PseudoRandom", "PcgRandom", "PerlinNoise", "PerlinNoiseMap",
|
||||
"ItemStack",
|
||||
"Settings",
|
||||
"unpack",
|
||||
|
||||
table = {
|
||||
fields = {
|
||||
"copy",
|
||||
"indexof",
|
||||
"insert_all",
|
||||
"key_value_swap",
|
||||
}
|
||||
},
|
||||
|
||||
string = {
|
||||
fields = {
|
||||
"split",
|
||||
"trim",
|
||||
}
|
||||
},
|
||||
|
||||
math = {
|
||||
fields = {
|
||||
"hypot",
|
||||
"sign",
|
||||
"factorial"
|
||||
}
|
||||
},
|
||||
------
|
||||
--MODS
|
||||
------
|
||||
|
||||
--GENERAL
|
||||
"default",
|
||||
|
||||
--ENTITIES
|
||||
"cmi",
|
||||
|
||||
--HUD
|
||||
"sfinv", "sfinv_buttons", "unified_inventory", "cmsg", "inventory_plus",
|
||||
}
|
16
API.md
|
@ -17,6 +17,10 @@ Items can have these fields:
|
|||
anvil.
|
||||
See `mcl_banners` for an example.
|
||||
|
||||
Tools can have these fields:
|
||||
* `_mcl_diggroups`: Specifies the digging groups that a tool can dig and how
|
||||
efficiently. See `_mcl_autogroup` for more information.
|
||||
|
||||
All nodes can have these fields:
|
||||
|
||||
* `_mcl_hardness`: Hardness of the block, ranges from 0 to infinity (represented by -1). Determines digging times. Default: 0
|
||||
|
@ -37,9 +41,10 @@ A lot of things are possible by using one of the APIs in the mods. Note that not
|
|||
* Beds: `ITEMS/mcl_beds`
|
||||
* Buckets: `ITEMS/mcl_buckets`
|
||||
* Dispenser support: `ITEMS/REDSTONE/mcl_dispensers`
|
||||
* Campfires: `ITEMS/mcl_campfires`
|
||||
|
||||
## Mobs
|
||||
* Mobs: `ENTITIES/mcl_mods`
|
||||
### Mobs
|
||||
* Mobs: `ENTITIES/mcl_mobs`
|
||||
|
||||
MineClone 2 uses its own mobs framework, called “Mobs Redo: MineClone 2 Edition” or “MRM” for short.
|
||||
This is a fork of Mobs Redo [`mobs`] by TenPlus1.
|
||||
|
@ -67,6 +72,9 @@ chances are good that it works out of the box.
|
|||
* Get flowing direction of liquids: `CORE/flowlib`
|
||||
* `on_walk_over` callback for nodes: `CORE/walkover`
|
||||
* Get node names close to player (to reduce constant querying): `PLAYER/mcl_playerinfo`
|
||||
* Explosion API
|
||||
* Music discs API
|
||||
* Flowers and flower pots
|
||||
|
||||
### Unstable APIs
|
||||
The following APIs may be subject to change in future. You could already use these APIs but there will probably be breaking changes in the future, or the API is not as fleshed out as it should be. Use at your own risk!
|
||||
|
@ -79,12 +87,10 @@ The following APIs may be subject to change in future. You could already use the
|
|||
|
||||
### Planned APIs
|
||||
|
||||
* Flowers
|
||||
* Saplings and trees
|
||||
* Custom banner patterns
|
||||
* Custom dimensions
|
||||
* Custom portals
|
||||
* Music discs
|
||||
* Dispenser and dropper support
|
||||
* Proper sky and weather APIs
|
||||
* Explosion API
|
||||
|
||||
|
|
|
@ -0,0 +1,128 @@
|
|||
# Contributor Covenant Code of Conduct
|
||||
|
||||
## Our Pledge
|
||||
|
||||
We as members, contributors, and leaders pledge to make participation in our
|
||||
community a harassment-free experience for everyone, regardless of age, body
|
||||
size, visible or invisible disability, ethnicity, sex characteristics, gender
|
||||
identity and expression, level of experience, education, socio-economic status,
|
||||
nationality, personal appearance, race, religion, or sexual identity
|
||||
and orientation.
|
||||
|
||||
We pledge to act and interact in ways that contribute to an open, welcoming,
|
||||
diverse, inclusive, and healthy community.
|
||||
|
||||
## Our Standards
|
||||
|
||||
Examples of behavior that contributes to a positive environment for our
|
||||
community include:
|
||||
|
||||
* Demonstrating empathy and kindness toward other people
|
||||
* Being respectful of differing opinions, viewpoints, and experiences
|
||||
* Giving and gracefully accepting constructive feedback
|
||||
* Accepting responsibility and apologizing to those affected by our mistakes,
|
||||
and learning from the experience
|
||||
* Focusing on what is best not just for us as individuals, but for the
|
||||
overall community
|
||||
|
||||
Examples of unacceptable behavior include:
|
||||
|
||||
* The use of sexualized language or imagery, and sexual attention or
|
||||
advances of any kind
|
||||
* Trolling, insulting or derogatory comments, and personal or political attacks
|
||||
* Public or private harassment
|
||||
* Publishing others' private information, such as a physical or email
|
||||
address, without their explicit permission
|
||||
* Other conduct which could reasonably be considered inappropriate in a
|
||||
professional setting
|
||||
|
||||
## Enforcement Responsibilities
|
||||
|
||||
Community leaders are responsible for clarifying and enforcing our standards of
|
||||
acceptable behavior and will take appropriate and fair corrective action in
|
||||
response to any behavior that they deem inappropriate, threatening, offensive,
|
||||
or harmful.
|
||||
|
||||
Community leaders have the right and responsibility to remove, edit, or reject
|
||||
comments, commits, code, wiki edits, issues, and other contributions that are
|
||||
not aligned to this Code of Conduct, and will communicate reasons for moderation
|
||||
decisions when appropriate.
|
||||
|
||||
## Scope
|
||||
|
||||
This Code of Conduct applies within all community spaces, and also applies when
|
||||
an individual is officially representing the community in public spaces.
|
||||
Examples of representing our community include using an official e-mail address,
|
||||
posting via an official social media account, or acting as an appointed
|
||||
representative at an online or offline event.
|
||||
|
||||
## Enforcement
|
||||
|
||||
Instances of abusive, harassing, or otherwise unacceptable behavior may be
|
||||
reported to the community leaders responsible for enforcement at
|
||||
ancientmariner_dev@proton.me.
|
||||
All complaints will be reviewed and investigated promptly and fairly.
|
||||
|
||||
All community leaders are obligated to respect the privacy and security of the
|
||||
reporter of any incident.
|
||||
|
||||
## Enforcement Guidelines
|
||||
|
||||
Community leaders will follow these Community Impact Guidelines in determining
|
||||
the consequences for any action they deem in violation of this Code of Conduct:
|
||||
|
||||
### 1. Correction
|
||||
|
||||
**Community Impact**: Use of inappropriate language or other behavior deemed
|
||||
unprofessional or unwelcome in the community.
|
||||
|
||||
**Consequence**: A private, written warning from community leaders, providing
|
||||
clarity around the nature of the violation and an explanation of why the
|
||||
behavior was inappropriate. A public apology may be requested.
|
||||
|
||||
### 2. Warning
|
||||
|
||||
**Community Impact**: A violation through a single incident or series
|
||||
of actions.
|
||||
|
||||
**Consequence**: A warning with consequences for continued behavior. No
|
||||
interaction with the people involved, including unsolicited interaction with
|
||||
those enforcing the Code of Conduct, for a specified period of time. This
|
||||
includes avoiding interactions in community spaces as well as external channels
|
||||
like social media. Violating these terms may lead to a temporary or
|
||||
permanent ban.
|
||||
|
||||
### 3. Temporary Ban
|
||||
|
||||
**Community Impact**: A serious violation of community standards, including
|
||||
sustained inappropriate behavior.
|
||||
|
||||
**Consequence**: A temporary ban from any sort of interaction or public
|
||||
communication with the community for a specified period of time. No public or
|
||||
private interaction with the people involved, including unsolicited interaction
|
||||
with those enforcing the Code of Conduct, is allowed during this period.
|
||||
Violating these terms may lead to a permanent ban.
|
||||
|
||||
### 4. Permanent Ban
|
||||
|
||||
**Community Impact**: Demonstrating a pattern of violation of community
|
||||
standards, including sustained inappropriate behavior, harassment of an
|
||||
individual, or aggression toward or disparagement of classes of individuals.
|
||||
|
||||
**Consequence**: A permanent ban from any sort of public interaction within
|
||||
the community.
|
||||
|
||||
## Attribution
|
||||
|
||||
This Code of Conduct is adapted from the [Contributor Covenant][homepage],
|
||||
version 2.0, available at
|
||||
https://www.contributor-covenant.org/version/2/0/code_of_conduct.html.
|
||||
|
||||
Community Impact Guidelines were inspired by [Mozilla's code of conduct
|
||||
enforcement ladder](https://github.com/mozilla/diversity).
|
||||
|
||||
[homepage]: https://www.contributor-covenant.org
|
||||
|
||||
For answers to common questions about this code of conduct, see the FAQ at
|
||||
https://www.contributor-covenant.org/faq. Translations are available at
|
||||
https://www.contributor-covenant.org/translations.
|
458
CONTRIBUTING.md
|
@ -1,96 +1,420 @@
|
|||
# Contributing to MineClone 2
|
||||
So you want to MineClone 2?
|
||||
# Contributing to MineClone2
|
||||
So you want to contribute to MineClone2?
|
||||
Wow, thank you! :-)
|
||||
|
||||
But first, some things to note:
|
||||
MineClone2 is maintained by AncientMariner and Nicu. If you have any
|
||||
problems or questions, contact us on Discord/Matrix (See Links section below).
|
||||
|
||||
MineClone 2's development target is to make a free software clone of Minecraft,
|
||||
***version 1.11***, ***PC edition***.
|
||||
You can help with MineClone2's development in many different ways,
|
||||
whether you're a programmer or not.
|
||||
|
||||
MineClone 2 is maintained by two persons. Namely, kay27 and EliasFleckenstein. You can find us
|
||||
in the Minetest forums (forums.minetest.net), in IRC in the #minetest
|
||||
channel on irc.freenode.net. And finally, you can send e-mails to
|
||||
<eliasfleckenstein@web.de> or <kay27@bk.ru>.
|
||||
## MineClone2's development target is to...
|
||||
- Create a stable, peformant, moddable, free/libre game based on Minecraft
|
||||
using the Minetest engine, usable in both singleplayer and multiplayer.
|
||||
- Currently, a lot of features are already implemented.
|
||||
Polishing existing features is always welcome.
|
||||
|
||||
There is **no** guarantee we will accept anything from anybody.
|
||||
## Links
|
||||
* [Mesehub](https://git.minetest.land/MineClone2/MineClone2)
|
||||
* [Discord](https://discord.gg/xE4z8EEpDC)
|
||||
* [YouTube](https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A)
|
||||
* [IRC](https://web.libera.chat/#mineclone2)
|
||||
* [Matrix](https://app.element.io/#/room/#mc2:matrix.org)
|
||||
* [Reddit](https://www.reddit.com/r/MineClone2/)
|
||||
* [Minetest forums](https://forum.minetest.net/viewtopic.php?f=50&t=16407)
|
||||
* [ContentDB](https://content.minetest.net/packages/wuzzy/mineclone2/)
|
||||
* [OpenCollective](https://opencollective.com/mineclone2)
|
||||
|
||||
By sending us patches or asking us to include your changes in this game,
|
||||
you agree that they fall under the terms of the LGPLv2.1, which basically
|
||||
means they will become part of a free software.
|
||||
## Using git
|
||||
MineClone2 is developed using the version control system
|
||||
[git](https://git-scm.com/). If you want to contribute code to the
|
||||
project, it is **highly recommended** that you learn the git basics.
|
||||
For non-programmers and people who do not plan to contribute code to
|
||||
MineClone2, git is not required. However, git is a tool that will be
|
||||
referenced frequently because of its usefulness. As such, it is valuable
|
||||
in learning how git works and its terminology. It can also help you
|
||||
keeping your game updated, and easily test pull requests.
|
||||
|
||||
## The suggested workflow
|
||||
We don't **dictate** your workflow, but in order to work with us in an efficient
|
||||
way, you can follow these suggestions:
|
||||
Look at our wiki for some concrete guides:
|
||||
https://git.minetest.land/MineClone2/MineClone2/wiki/
|
||||
|
||||
For small and medium changes:
|
||||
## How you can help as a non-programmer
|
||||
As someone who does not know how to write programs in Lua or does not
|
||||
know how to use the Minetest API, you can still help us out a lot. For
|
||||
example, by opening an issue in the
|
||||
[Issue tracker](https://git.minetest.land/MineClone2/MineClone2/issues),
|
||||
you can report a bug or request a feature.
|
||||
|
||||
* Fork the repository
|
||||
### Rules about both bugs and feature requests
|
||||
* Stay polite towards the developers and anyone else involved in the
|
||||
discussion.
|
||||
* Choose a descriptive title (e.g. not just "crash", "bug" or "question"
|
||||
).
|
||||
* Always check the currently opened issues before creating a new one.
|
||||
Try not to report bugs that have already been reported or request features
|
||||
that already have been requested. This can often be ambiguous though.
|
||||
If in doubt open an issue!
|
||||
* If you know about Minetest's inner workings, please think about
|
||||
whether the bug / the feature that you are reporting / requesting is
|
||||
actually an issue with Minetest itself, and if it is, head to the
|
||||
[Minetest issue tracker](https://github.com/minetest/minetest/issues)
|
||||
instead.
|
||||
* If you need any help regarding creating a Mesehub account or opening
|
||||
an issue, feel free to ask on the Discord / Matrix server or the IRC
|
||||
channel.
|
||||
|
||||
The link to the mesehub registration page is: https://git.minetest.land/user/sign_up
|
||||
(It appears to sometimes get lost on the page itsself)
|
||||
|
||||
### Reporting bugs
|
||||
* A bug is an unintended behavior or, in the worst case, a crash.
|
||||
However, it is not a bug if you believe something is missing in the
|
||||
game. In this case, please read "Requesting features"
|
||||
* If you report a crash, always include the error message. If you play
|
||||
in singleplayer, post a screenshot of the message that Minetest showed
|
||||
when the crash happened (or copy the message into your issue). If you
|
||||
are a server admin, you can find error messages in the log file of the
|
||||
server.
|
||||
* Tell us which MineClone2 and Minetest versions you are using (from Minetest 5.7 type /ver, for previous versions, check the game.conf or README.md file).
|
||||
* Tell us how to reproduce the problem: What you were doing to trigger
|
||||
the bug, e.g. before the crash happened or what causes the faulty
|
||||
behavior.
|
||||
|
||||
### Requesting features
|
||||
* Ensure the requested feature fulfills our development targets and
|
||||
goals.
|
||||
* Begging or excessive attention seeking does not help us in the
|
||||
slightest, and may very well disrupt MineClone2 development. It's better
|
||||
to put that energy into helping or researching the feature in question.
|
||||
After all, we're just volunteers working on our spare time.
|
||||
* Ensure the requested feature has not been implemented in MineClone2
|
||||
latest or development versions.
|
||||
|
||||
### Testing code
|
||||
If you want to help us with speeding up MineClone2 development and
|
||||
making the game more stable, a great way to do that is by testing out
|
||||
new features from contributors. For most new things that get into the
|
||||
game, a pull request is created. A pull request is essentially a
|
||||
programmer saying "Look, I modified the game, please apply my changes
|
||||
to the upstream version of the game". However, every programmer makes
|
||||
mistakes sometimes, some of which are hard to spot. You can help by
|
||||
downloading this modified version of the game and trying it out - then
|
||||
tell us if the code works as expected without any issues. Ideally, you
|
||||
would report issues will pull requests similar to when you were
|
||||
reporting bugs that are the mainline (See Reporting bugs section). You
|
||||
can find currently open pull requests here:
|
||||
<https://git.minetest.land/MineClone2/MineClone2/pulls>. Note that pull
|
||||
requests that start with a `WIP:` are not done yet and therefore could
|
||||
still undergo substantial change. Testing these is still helpful however
|
||||
because that is the reason developers put them up as WIP so other people
|
||||
can have a look at the PR.
|
||||
|
||||
### Contributing assets
|
||||
Due to license problems, MineClone2 cannot use Minecraft's assets,
|
||||
therefore we are always looking for asset contributions.
|
||||
|
||||
To contribute assets, it can be useful to learn git basics and read
|
||||
the section for Programmers of this document, however this is not required.
|
||||
It's also a good idea to join the Discord server
|
||||
(or alternatively IRC or Matrix).
|
||||
|
||||
#### Textures
|
||||
For textures we prefer original art, but in the absence of that will accept
|
||||
Pixel Perfection texture pack contributions. Be warned many of the newer
|
||||
textures in it are copies or slight modifications of the original MC textures
|
||||
so great caution needs to be taken when using any textures coming from
|
||||
Minecraft texture packs.
|
||||
If you want to make such contributions, join our Discord server. Demands
|
||||
for textures will be communicated there.
|
||||
|
||||
#### Sounds
|
||||
MineClone2 currently does not have a consistent way to handle sounds.
|
||||
The sounds in the game come from different sources, like the SnowZone
|
||||
resource pack or minetest_game. Unfortunately, MineClone2 does not play
|
||||
a sound in every situation you would get one in Minecraft. Any help with
|
||||
sounds is greatly appreciated, however if you add new sounds you should
|
||||
probably work together with a programmer, to write the code to actually
|
||||
play these sounds in game. All sounds should be released under an open
|
||||
source license with clear information on the source, licencing and any
|
||||
changes made by the contributor. Use the README files in the mod to
|
||||
communicate this information.
|
||||
|
||||
#### 3D Models
|
||||
Most of the 3D Models in MineClone2 come from
|
||||
[22i's repository](https://github.com/22i/minecraft-voxel-blender-models).
|
||||
Similar to the textures, we need people that can make 3D Models with
|
||||
Blender on demand. Many of the models have to be patched, some new
|
||||
animations have to be added etc.
|
||||
|
||||
#### Crediting
|
||||
Asset contributions will be credited in their mods and their own respective
|
||||
sections in CREDITS.md. If you have commited the results yourself, you will
|
||||
also be credited in the Contributors section.
|
||||
|
||||
### Contributing Translations
|
||||
|
||||
#### Workflow
|
||||
To add/update support for your language to MineClone2, you should take
|
||||
the steps documented in the section for Programmers, add/update the
|
||||
translation files of the mods that you want to update. You can add
|
||||
support for all mods, just some of them or only one mod; you can update
|
||||
the translation file entirely or only partly; basically any effort is
|
||||
valued. If your changes are small, you can also send them to developers
|
||||
via E-Mail, Discord, IRC or Matrix - they will credit you appropriately.
|
||||
|
||||
#### Things to note
|
||||
You can use the script at `tools/check_translate_files.py` to compare
|
||||
the translation files for the language you are working on with the
|
||||
template files, to see what is missing and what is out of date with
|
||||
the template file. However, template files are often incomplete and/or
|
||||
out of date, sometimes they don't match the code. You can update the
|
||||
translation files if that is required, you can also modify the code in
|
||||
your translation PR if it's related to translation. You can also work on
|
||||
multiple languages at the same time in one PR.
|
||||
|
||||
#### Crediting
|
||||
Translation contributions will be credited in their own in CREDITS.md.
|
||||
If you have commited the results yourself, you will also be credited in
|
||||
the Contributors section.
|
||||
|
||||
### Profiling
|
||||
If you own a server, a great way to help us improve MineClone2's code
|
||||
is by giving us profiler results. Profiler results give us detailed
|
||||
information about the game's performance and let us know places to
|
||||
investigate optimization issues. This way we can make the game faster.
|
||||
|
||||
#### Using Minetest's profiler
|
||||
We frequently will use profiling to optimise our code. We recommend use of
|
||||
the JIT profiler (RIP Jude) to fully understand performance impact:
|
||||
|
||||
https://content.minetest.net/packages/jwmhjwmh/jitprofiler/
|
||||
|
||||
Minetest also has a built in profiler. Simply set `profiler.load = true` in
|
||||
your configuration file and restart the server. After running the server
|
||||
for some time, just run `/profiler save` in chat - then you will find a
|
||||
file in the world directory containing the results. Open a new issue and
|
||||
upload the file. You can name the issue "<Server name> profiler
|
||||
results".
|
||||
|
||||
### Let us know your opinion
|
||||
It is always encouraged to actively contribute to issue discussions on
|
||||
MeseHub, let us know what you think about a topic and help us make
|
||||
decisions. Also, note that a lot of discussion takes place on the
|
||||
Discord server, so it's definitely worth checking it out.
|
||||
|
||||
### Funding
|
||||
You can help pay for our infrastructure (Mesehub) by donating to our
|
||||
OpenCollective link (See Links section).
|
||||
|
||||
### Crediting
|
||||
If you opened or have contributed to an issue, you receive the
|
||||
`Community` role on our Discord (after asking for it).
|
||||
OpenCollective Funders are credited in their own section in
|
||||
`CREDITS.md` and receive a special role "Funder" on our discord (unless
|
||||
they have made their donation Incognito).
|
||||
|
||||
## How you can help as a programmer
|
||||
(Almost) all the MineClone2 development is done using pull requests.
|
||||
|
||||
### Recommended workflow
|
||||
* Fork the repository (in case you have not already)
|
||||
* Do your change in a new branch
|
||||
* Upload the repository somewhere where it can be accessed from the Internet and
|
||||
notify us
|
||||
* Create a pull request to get your changes merged into master
|
||||
* It is important that conflicts are resolved prior to merging the pull
|
||||
request.
|
||||
* We update our branches via rebasing. Please avoid merging master into
|
||||
your branch unless it's the only way you can resolve a conflict. We can
|
||||
rebase branches from the GUI if the user has not merged master into the
|
||||
branch.
|
||||
* After the pull request got merged, you can delete the branch if the
|
||||
merger hasn't done this already.
|
||||
|
||||
For small changes, sending us a patch is also good.
|
||||
### Discuss first
|
||||
If you feel like a problem needs to fixed or you want to make a new
|
||||
feature, you could start writing the code right away and notifying us
|
||||
when you're done, but it never hurts to discuss things first. If there
|
||||
is no issue on the topic, open one. If there is an issue, tell us that
|
||||
you'd like to take care of it, to avoid duplicate work.
|
||||
|
||||
For big changes: Same as above, but consider notifying us first to avoid
|
||||
duplicate work and possible tears of rejection. ;-)
|
||||
### Don't hesitate to ask for help
|
||||
We appreciate any contributing effort to MineClone2. If you are a
|
||||
relatively new programmer, you can reach us on Discord, Matrix or IRC
|
||||
for questions about git, Lua, Minetest API, MineClone2 codebase or
|
||||
anything related to MineClone2. We can help you avoid writing code that
|
||||
would be deemed inadequate, or help you become familiar with MineClone2
|
||||
better, or assist you use development tools.
|
||||
|
||||
For trusted people, we might give them direct commit access to this
|
||||
repository. In this case, you obviously don't need to fork, but you still
|
||||
need to show your contributions align with the project goals. We still
|
||||
reserve the right to revert everything that we don't like.
|
||||
For bigger changes, we strongly recommend to use feature branches and
|
||||
discuss with me first.
|
||||
### Maintain your own code, even if already got merged
|
||||
Sometimes, your code may cause crashes or bugs - we try to avoid such
|
||||
scenarios by testing every time before merging it, but if your merged
|
||||
work causes problems, we ask you fix the issues as soon as possible.
|
||||
|
||||
Contributors will be credited in `README.md`.
|
||||
### Changing Gameplay
|
||||
Pull Requests that change gameplay have to be properly researched and
|
||||
need to state their sources. These PRs also need the maintainer's approval
|
||||
before they are merged.
|
||||
You can use these sources:
|
||||
|
||||
## Quality remarks
|
||||
Again: There is ***no*** guarantee we will accept anything from anybody.
|
||||
But we will gladly take in code from others when we feel it saves us work
|
||||
in the long run.
|
||||
* Testing things inside of Minecraft (Attach screenshots / video footage
|
||||
of the results)
|
||||
* Looking at [Minestom](https://github.com/Minestom/Minestom) code. An open source Minecraft Server implementation
|
||||
* [Official Minecraft Wiki](https://minecraft.fandom.com/wiki/Minecraft_Wiki)
|
||||
(Include a link to the specific page you used)
|
||||
|
||||
### Inclusion criteria
|
||||
Depending on what you add, the chances for inclusion vary:
|
||||
### Guidelines
|
||||
|
||||
### High chance for inclusion
|
||||
* Gameplay features in Minecraft which are missing in MineClone 2
|
||||
#### Git Guidelines
|
||||
* Pushing to master is disabled - don't even try it.
|
||||
* Every change is tracked as a PR.
|
||||
* All but the tiniest changes require at least one approval from a Developer
|
||||
* To update branches we use rebase not merge (so we don't end up with
|
||||
excessive git bureaucracy commits in master)
|
||||
* We use merge to add the commits from a PR/branch to master
|
||||
* Submodules should only be used if a) upstream is highly reliable and
|
||||
b) it is 100% certain that no mcl2 specific changes to the code will be
|
||||
needed (this has never been the case before, hence mcl2 is submodule free so far)
|
||||
* Commit messages should be descriptive
|
||||
* Try to group your submissions best as you can:
|
||||
* Try to keep your PRs small: In some cases things reasonably be can't
|
||||
split up but in general multiple small PRs are better than a big one.
|
||||
* Similarly multiple small commits are better than a giant one. (use git commit -p)
|
||||
|
||||
### Medium chance for inclusion (discuss first)
|
||||
* Features which don't a impact on gameplay
|
||||
* GUI improvement
|
||||
* Features from pocket or console edition
|
||||
#### Code Guidelines
|
||||
* Each mod must provide `mod.conf`.
|
||||
* Mod names are snake case, and newly added mods start with `mcl_`, e.g.
|
||||
`mcl_core`, `mcl_farming`, `mcl_monster_eggs`. Keep in mind Minetest
|
||||
does not support capital letters in mod names.
|
||||
* To export functions, store them inside a global table named like the
|
||||
mod, e.g.
|
||||
|
||||
### Low chance for inclusion (discuss/optimize first)
|
||||
* Overhaul of architecture / mod structure
|
||||
* Mass-itemstring changes all over the place
|
||||
* Added files have a unusual high file size
|
||||
* Indentation looks like crazy
|
||||
* Single commits which add several unrelated things
|
||||
* Gameplay features which don't exist in Minecraft
|
||||
```lua
|
||||
mcl_example = {}
|
||||
|
||||
### Instant rejection
|
||||
* Proprietary **anything**
|
||||
* Code contains `minetest.env` anywhere
|
||||
function mcl_example.do_something()
|
||||
-- ...
|
||||
end
|
||||
|
||||
## Coding style guide
|
||||
* Indentations should reflect the code flow
|
||||
* Use tabs, not spaces for indentation (tab size = 8)
|
||||
* Never use `minetest.env`
|
||||
```
|
||||
|
||||
## Reporting bugs
|
||||
Report all bugs and missing Minecraft features here:
|
||||
* Public functions should not use self references but rather just access
|
||||
the table directly, e.g.
|
||||
|
||||
<https://git.minetest.land/MineClone2/MineClone2/issues>
|
||||
```lua
|
||||
-- bad
|
||||
function mcl_example:do_something()
|
||||
end
|
||||
|
||||
## Direct discussion
|
||||
We have an IRC channel! Join us on #mineclone2 in freenode.net.
|
||||
-- good
|
||||
function mcl_example.do_something()
|
||||
end
|
||||
```
|
||||
|
||||
<ircs://irc.freenode.net:6697/#mineclone2>
|
||||
* Use modern Minetest API, e.g. no usage of `minetest.env`
|
||||
* Tabs should be used for indent, spaces for alignment, e.g.
|
||||
|
||||
## Creating releases
|
||||
```lua
|
||||
|
||||
-- use tabs for indent
|
||||
|
||||
for i = 1, 10 do
|
||||
if i % 3 == 0 then
|
||||
print(i)
|
||||
end
|
||||
end
|
||||
|
||||
-- use tabs for indent and spaces to align things
|
||||
|
||||
some_table = {
|
||||
{"a string", 5},
|
||||
{"a very much longer string", 10},
|
||||
}
|
||||
```
|
||||
|
||||
* Use double quotes for strings, e.g. `"asdf"` rather than `'asdf'`
|
||||
* Use snake_case rather than CamelCase, e.g. `my_function` rather than
|
||||
`MyFunction`
|
||||
* Don't declare functions as an assignment, e.g.
|
||||
|
||||
```lua
|
||||
-- bad
|
||||
local some_local_func = function()
|
||||
-- ...
|
||||
end
|
||||
|
||||
my_mod.some_func = function()
|
||||
-- ...
|
||||
end
|
||||
|
||||
-- good
|
||||
local function some_local_func()
|
||||
-- ...
|
||||
end
|
||||
|
||||
function my_mod.some_func()
|
||||
-- ...
|
||||
end
|
||||
```
|
||||
|
||||
### Developer status
|
||||
Active and trusted contributors are often granted write access to the
|
||||
MineClone2 repository as a contributor. Those that have demonstrated the right
|
||||
technical skills and behaviours may be granted developer access. These are the
|
||||
most trusted contributors who will contribute to ensure coding standards and
|
||||
processes are followed.
|
||||
|
||||
#### Developer responsibilities
|
||||
- If you have developer/contributor privileges you can just open a new branch
|
||||
in the mcl2 repository (which is preferred). From that you create a pull request.
|
||||
This way other people can review your changes and make sure they work
|
||||
before they get merged.
|
||||
- If you do not (yet) have developer privs you do your work on a branch
|
||||
on your private repository e.g. using the "fork" function on mesehub.
|
||||
- Any developer is welcome to review, test and approve PRs. A maintainer may prefer
|
||||
to merge the PR especially if it is in a similar area to what has been worked on
|
||||
and could result in merge conflicts for a larger older branch, or needs
|
||||
art/licencing reviewing. A PR needs at least one approval (by someone else other
|
||||
than the author).
|
||||
- The maintainers are usually relatively quick to react to new submissions.
|
||||
|
||||
### Maintainer status
|
||||
Maintainers carry the main responsibility for the project.
|
||||
|
||||
#### Maintainer responsibilities
|
||||
- Making sure issues are addressed and pull requests are reviewed and
|
||||
merged.
|
||||
- Making releases
|
||||
- Making project decisions based on community feedback
|
||||
- Granting/revoking developer access
|
||||
- Enforcing the code of conduct (See CODE_OF_CONDUCT.md)
|
||||
- Moderating official community spaces (See Links section)
|
||||
- Resolving conflicts and problems within the community
|
||||
|
||||
#### Current maintainers
|
||||
* AncientMariner - responsible for gameplay review, publishing releases,
|
||||
technical guidelines
|
||||
* Nicu - responsible for community related issues
|
||||
|
||||
#### Release process
|
||||
* Run `tools/generate_ingame_credits.lua` to update the ingame credits
|
||||
from `CREDITS.md` and commit the result (if anything changed)
|
||||
* Launch MineClone2 to make sure it still runs
|
||||
* Update the version number in README.md
|
||||
* Use `git tag <version number>` to tag the latest commit with the version number
|
||||
* Push to repo (don't forget `--tags`!)
|
||||
* Update ContentDB (https://content.minetest.net/packages/Wuzzy/mineclone2/)
|
||||
* Update first post in forum thread (https://forum.minetest.net/viewtopic.php?f=50&t=16407)
|
||||
* Use `git tag <version number>` to tag the latest commit with the
|
||||
version number
|
||||
* Push to repository (don't forget `--tags`!)
|
||||
* Update ContentDB
|
||||
(https://content.minetest.net/packages/Wuzzy/mineclone2/)
|
||||
* Update first post in forum thread
|
||||
(https://forum.minetest.net/viewtopic.php?f=50&t=16407)
|
||||
* Post release announcement and changelog in forums
|
||||
|
||||
### Licensing
|
||||
By asking us to include your changes in this game, you agree that they
|
||||
fall under the terms of the GPLv3, which basically means they will
|
||||
become part of a free/libre software.
|
||||
|
||||
### Crediting
|
||||
Contributors, Developers and Maintainers will be credited in
|
||||
`CREDITS.md`. If you make your first time contribution, please add
|
||||
yourself to this file. There are also Discord roles for Contributors,
|
||||
Developers and Maintainers.
|
||||
|
|
|
@ -0,0 +1,210 @@
|
|||
# Credits
|
||||
|
||||
## Creator of MineClone
|
||||
* davedevils
|
||||
|
||||
## Creator of MineClone2
|
||||
* Wuzzy
|
||||
|
||||
## Maintainers
|
||||
* AncientMariner
|
||||
* Nicu
|
||||
|
||||
## Previous Maintainers
|
||||
* Fleckenstein
|
||||
* cora
|
||||
|
||||
## Developers
|
||||
* AFCMS
|
||||
* epCode
|
||||
* chmodsayshello
|
||||
* PrairieWind
|
||||
* MrRar
|
||||
* FossFanatic
|
||||
* SmokeyDope
|
||||
|
||||
## Past Developers
|
||||
* jordan4ibanez
|
||||
* iliekprogrammar
|
||||
* kabou
|
||||
* Faerraven / Michieal
|
||||
* MysticTempest
|
||||
* NO11
|
||||
* SumianVoice
|
||||
|
||||
## Contributors
|
||||
* RandomLegoBrick
|
||||
* rudzik8
|
||||
* Code-Sploit
|
||||
* aligator
|
||||
* Rootyjr
|
||||
* ryvnf
|
||||
* bzoss
|
||||
* talamh
|
||||
* Laurent Rocher
|
||||
* HimbeerserverDE
|
||||
* TechDudie
|
||||
* Alexander Minges
|
||||
* ArTee3
|
||||
* ZeDique la Ruleta
|
||||
* pitchum
|
||||
* wuniversales
|
||||
* Bu-Gee
|
||||
* David McMackins II
|
||||
* Nicholas Niro
|
||||
* Wouters Dorian
|
||||
* Blue Blancmange
|
||||
* Jared Moody
|
||||
* Li0n
|
||||
* Midgard
|
||||
* Saku Laesvuori
|
||||
* Yukitty
|
||||
* ZedekThePD
|
||||
* aldum
|
||||
* dBeans
|
||||
* nickolas360
|
||||
* yutyo
|
||||
* Tianyang Zhang
|
||||
* j45
|
||||
* Marcin Serwin
|
||||
* erlehmann
|
||||
* E
|
||||
* n_to
|
||||
* kay27
|
||||
* debiankaios
|
||||
* Gustavo6046 / wallabra
|
||||
* CableGuy67
|
||||
* Benjamin Schötz
|
||||
* Doloment
|
||||
* Sydney Gems
|
||||
* Emily2255
|
||||
* Emojigit
|
||||
* FinishedFragment
|
||||
* sfan5
|
||||
* Blue Blancmange
|
||||
* Jared Moody
|
||||
* SmallJoker
|
||||
* Sven792
|
||||
* aldum
|
||||
* Dieter44
|
||||
* Pepebotella
|
||||
* Lazerbeak12345
|
||||
* mrminer
|
||||
* Thunder1035
|
||||
* opfromthestart
|
||||
* snowyu
|
||||
* FaceDeer
|
||||
* Herbert West
|
||||
* GuyLiner
|
||||
* 3raven
|
||||
* anarquimico
|
||||
* TheOnlyJoeEnderman
|
||||
* Ranko Saotome
|
||||
* Gregor Parzefall
|
||||
* Wbjitscool
|
||||
* b3nderman
|
||||
* CyberMango
|
||||
* gldrk
|
||||
* atomdmac
|
||||
* emptyshore
|
||||
* FlamingRCCars
|
||||
* uqers
|
||||
* Niterux
|
||||
* appgurueu
|
||||
|
||||
## Music
|
||||
* Jordach for the jukebox music compilation from Big Freaking Dig
|
||||
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/
|
||||
* Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
|
||||
* Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
|
||||
* Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)
|
||||
|
||||
## Original Mod Authors
|
||||
* Wuzzy
|
||||
* Fleckenstein
|
||||
* BlockMen
|
||||
* TenPlus1
|
||||
* PilzAdam
|
||||
* ryvnf
|
||||
* stujones11
|
||||
* Arcelmi
|
||||
* celeron55
|
||||
* maikerumine
|
||||
* GunshipPenguin
|
||||
* Qwertymine3
|
||||
* Rochambeau
|
||||
* rubenwardy
|
||||
* stu
|
||||
* 4aiman
|
||||
* Kahrl
|
||||
* Krock
|
||||
* UgnilJoZ
|
||||
* lordfingle
|
||||
* 22i
|
||||
* bzoss
|
||||
* kilbith
|
||||
* xeranas
|
||||
* kddekadenz
|
||||
* sofar
|
||||
* 4Evergreen4
|
||||
* jordan4ibanez
|
||||
* paramat
|
||||
* debian044 / debian44
|
||||
* chmodsayshello
|
||||
* cora
|
||||
* Faerraven / Michieal
|
||||
* PrairieWind
|
||||
|
||||
## 3D Models
|
||||
* 22i
|
||||
* tobyplowy
|
||||
* epCode
|
||||
* Faerraven / Michieal
|
||||
* SumianVoice
|
||||
|
||||
## Textures
|
||||
* XSSheep
|
||||
* Wuzzy
|
||||
* kingoscargames
|
||||
* leorockway
|
||||
* xMrVizzy
|
||||
* yutyo
|
||||
* NO11
|
||||
* kay27
|
||||
* MysticTempest
|
||||
* RandomLegoBrick
|
||||
* cora
|
||||
* Faerraven / Michieal
|
||||
* Nicu
|
||||
* Exhale
|
||||
* Wbjitscool
|
||||
* SmokeyDope
|
||||
|
||||
## Translations
|
||||
* Wuzzy
|
||||
* Rocher Laurent
|
||||
* wuniversales
|
||||
* kay27
|
||||
* pitchum
|
||||
* todoporlalibertad
|
||||
* Marcin Serwin
|
||||
* Pepebotella
|
||||
* Emojigit
|
||||
* snowyu
|
||||
* 3raven
|
||||
* SakuraRiu
|
||||
* anarquimico
|
||||
* syl
|
||||
* Temak
|
||||
* megustanlosfrijoles
|
||||
* kbundg
|
||||
|
||||
## Funders
|
||||
* 40W
|
||||
* bauknecht
|
||||
* Cora
|
||||
|
||||
## Special thanks
|
||||
* The Minetest team for making and supporting an engine, and distribution infrastructure that makes this all possible
|
||||
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
|
||||
* Notch and Jeb for being the major forces behind Minecraft
|
14
GROUPS.md
|
@ -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
|
||||
|
||||
|
@ -41,6 +41,7 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
|
|||
* `flammable=-1` Does not get destroyed by fire
|
||||
* `fire_encouragement`: How quickly this block catches fire
|
||||
* `fire_flammability`: How fast the block will burn away
|
||||
* `path_creation_possible=1`: Node can be turned into grass path by using a shovel on it
|
||||
* `spreading_dirt_type=1`: A dirt-type block with a cover (e.g. grass) which may spread to neighbor dirt blocks
|
||||
* `dirtifies_below_solid=1`: This node turns into dirt immediately when a solid or dirtifier node is placed on top
|
||||
* `dirtifier=1`: This node turns nodes the above group into dirt when placed above
|
||||
|
@ -56,6 +57,7 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
|
|||
* `no_eat_delay=1`: Only for foodstuffs. When eating this, all eating delays are ignored.
|
||||
* `can_eat_when_full=1`: Only for foodstuffs. This item can be eaten when the user has a full hunger bar
|
||||
* `attached_node_facedir=1`: Like `attached_node`, but for facedir nodes
|
||||
* `supported_node=1`: Like `attached_node`, but can be placed on any nodes that do not have the `drawtype="airlike"` attribute.
|
||||
* `cauldron`: Cauldron. 1: Empty. 2-4: Water height
|
||||
* `anvil`: Anvil. 1: No damage. 2-3: Higher damage levels
|
||||
* `no_rename=1`: Item cannot be renamed by anvil
|
||||
|
@ -71,6 +73,9 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
|
|||
* `coral_block=X`: Coral block (1 = alive, 2 = dead)
|
||||
* `coral_species=X`: Specifies the species of a coral; equal X means equal species
|
||||
* `set_on_fire=X`: Sets any (not fire-resistant) mob or player on fire for X seconds when touching
|
||||
* `compostability=X`: Item can be used on a composter block; X (1-100) is the % chance of adding a level of compost
|
||||
* `leaves=X`: Node will spotaneously decay if no tree trunk nodes remain within 6 blocks distance.
|
||||
* `leaves_orphan`: See above, these nodes are in the process of decayed.
|
||||
|
||||
#### Footnotes
|
||||
|
||||
|
@ -99,6 +104,8 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
|
|||
* `water_bucket=1`: Bucket containing a liquid of group “water”
|
||||
* `enchantability=X`: How good the enchantments are the item gets (1 equals book)
|
||||
* `enchanted=1`: The item is already enchanted, meaning that it can't be enchanted using an enchanting table
|
||||
* `cobble=1`: Cobblestone of any kind
|
||||
* `soul_block`: Fire burning on these blocks turns to soul fire, can be used to craft soul torch
|
||||
|
||||
### Material groups
|
||||
|
||||
|
@ -149,7 +156,7 @@ These groups are used mostly for informational purposes
|
|||
* `trapdoor=2`: Open trapdoor
|
||||
* `glass=1`: Glass (full cubes only)
|
||||
* `rail=1`: Rail
|
||||
* `music_record`: Music Disc (rating is track ID)
|
||||
* `music_record`: Item is Music Disc
|
||||
* `tnt=1`: Block is TNT
|
||||
* `boat=1`: Boat
|
||||
* `minecart=1`: Minecart
|
||||
|
@ -200,6 +207,9 @@ These groups are used mostly for informational purposes
|
|||
* `building_block=1`: Block is a building block
|
||||
* `deco_block=1`: Block is a decorational block
|
||||
|
||||
* `blast_furnace_smeltable=1` : Item or node is smeltable by a blast furnace
|
||||
* `smoker_cookable=1` : Food is cookable by a smoker.
|
||||
|
||||
|
||||
## Fake item groups
|
||||
These groups put similar items together which should all be treated by the gameplay or the GUI as a single item.
|
||||
|
|
|
@ -0,0 +1,21 @@
|
|||
Survive, farm, build, explore, play with friends, and do much more. Inspired by a well known block game, pushing beyond.
|
||||
|
||||
How to play:
|
||||
|
||||
#### Download Minetest
|
||||
- Navigate to https://www.minetest.net/ to download the client.
|
||||
- Once installed, open and select the "Content" tab
|
||||
|
||||
#### Install MineClone2 from ContentDB
|
||||
- Click "Browse Online Content" and filter by Games (select "Games" from the dropdown box)
|
||||
- Find "MineClone2" (should be first on the list or on the first page)
|
||||
- Click the [+] button next to MineClone2 and wait for download to finish
|
||||
- Click "Back to Main Menu"
|
||||
|
||||
#### Create new world and play
|
||||
- Click "Start Game" tab
|
||||
- At the bottom click the MineClone2 icon (the 2 dirt with grass blocks)
|
||||
- Click "New", give your world a name
|
||||
- You can leave seed blank or put in a word of your choice
|
||||
- Select your new world
|
||||
- Click "Play Game" and enjoy!
|
|
@ -0,0 +1,52 @@
|
|||
# Legal information
|
||||
This is a fan game, not developed or endorsed by Mojang AB.
|
||||
|
||||
Copying is an act of love. Please copy and share! <3
|
||||
Here's the detailed legalese for those who need it:
|
||||
|
||||
## License of source code
|
||||
MineClone 2 (by Lizzy Fleckenstein, Wuzzy, davedevils and countless others)
|
||||
is an imitation of Minecraft.
|
||||
|
||||
MineClone 2 is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License (in the LICENSE.txt file) for more
|
||||
details.
|
||||
|
||||
In the mods you might find in the read-me or license
|
||||
text files a different license. This counts as dual-licensing.
|
||||
You can choose which license applies to you: Either the
|
||||
license of MineClone 2 (GNU GPLv3) or the mod's license.
|
||||
|
||||
MineClone 2 is a direct continuation of the discontinued MineClone
|
||||
project by davedevils.
|
||||
|
||||
Mod credits:
|
||||
See `README.txt` or `README.md` in each mod directory for information about other authors.
|
||||
For mods that do not have such a file, the license is the source code license
|
||||
of MineClone 2 and the author is Wuzzy.
|
||||
|
||||
## License of media (textures and sounds)
|
||||
No non-free licenses are used anywhere.
|
||||
|
||||
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
|
||||
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
|
||||
from scratch.
|
||||
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
|
||||
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
|
||||
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
|
||||
|
||||
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
|
||||
|
||||
All other files, unless mentioned otherwise, fall under:
|
||||
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||
http://creativecommons.org/licenses/by-sa/3.0/
|
||||
|
||||
See README.txt in each mod directory for detailed information about other authors.
|
||||
|
|
@ -1,40 +0,0 @@
|
|||
# Missing features in Minetest to recreate Minecraft features
|
||||
|
||||
A side goal of the MineClone 2 project is to find any shortcomings of Minetest which make it impossible to recreate a Minecraft feature exactly.
|
||||
This file lists some of the missing features in Minetest which MineClone 2 would require.
|
||||
|
||||
## No workaround possible
|
||||
For these features, no easy Lua workaround could be found.
|
||||
|
||||
### Lua API
|
||||
#### Tools/wielded item
|
||||
- “Lock” hotbar for a brief time after using an item, making it impossible to switch item or to attach/mine/build until the delay is over (For eating with delay)
|
||||
- Tool charging: Holding down the mouse and releasing it, applying a “power level” (For bow and arrows, more charge = higher arrow range) ([issue 5212](https://github.com/minetest/minetest/issues/5212))
|
||||
- [Dual Wielding](http://minecraft.gamepedia.com/Dual_wield)
|
||||
- Eating/drinking animation ([issue 2811](https://github.com/minetest/minetest/issues/2811))
|
||||
|
||||
#### Nodes
|
||||
- Light level 15 for nodes (not sunlight)
|
||||
- Nodes makes light level drop by 2 or or more per node ([issue 5209](https://github.com/minetest/minetest/issues/5209))
|
||||
|
||||
## Interface
|
||||
- Inventory: Hold down right mouse button while holding an item stack to drop items into the slots as you move the mouse. Makes crafting MUCH faster
|
||||
- Sneak+Leftclick on crafting output crafts as many items as possible and immediately puts it into the player inventory ([issue 5211](https://github.com/minetest/minetest/issues/5211))
|
||||
- Sneak+click puts items in different inventories depending on the item type (maybe group-based)? Required for sneak-clicking to armor slots
|
||||
|
||||
## Workaround theoretically possible
|
||||
For these features, a workaround (or hack ;-)) by using Lua is theoretically possible. But engine support would be clearly better, more performant, more reliable, etc.
|
||||
|
||||
### Lua API
|
||||
#### Nodes
|
||||
- Change walking speed on block (soul sand)
|
||||
- Change jumping height on block (soul sand),
|
||||
- Change object movement speed *through* a block, but for non-liquids (for cobweb)
|
||||
- Add `on_walk_over` event
|
||||
- Set frequency in which players lose breath. 2 seconds are hardcoded in Minetest, in Minecraft it's 1 second
|
||||
- Set damage frequency of `damage_per_second`. In Minecraft many things damage players every half-second rather than every second
|
||||
- Possible to damage players directly when they are with the head inside. This allows to add Minecraft-like suffocation
|
||||
- Sneak+click on inventory slot should be able to put items into additional “fallback inventories” if the first inventory is full. Useful for large chests
|
||||
|
||||
#### Nice-to-haye
|
||||
- Utility function to rotate pillar-like nodes, requiring only 3 possible orientations (X, Y, Z). Basically this is `minetest.rotate_node` but with less orientations; the purpur pillar would mess up if a mirrored rotation would be possible. This is already implemented in MCL2, See `mcl_util` for more infos
|
|
@ -0,0 +1,70 @@
|
|||
#Models in Minetest/Mineclone2
|
||||
|
||||
Models are an important part of all entities & unique nodes in Mineclone2. They provide a 3 dimensional map of an object for which textures are then applied to. This document is for modders, it quickly highlights some important information for the software needed to open models in Mineclone2.
|
||||
|
||||
## Minetest Wiki
|
||||
For more detailed information on actually using blender to create and modify models for Minetest/Mineclone2, please visit the Minetest wiki's page on using Blender [Here](https://wiki.minetest.net/Using_Blender)
|
||||
|
||||
##Recommended software
|
||||
|
||||
###Blender
|
||||
|
||||
Blender is a very popular and free modeling software supported on Windows, MacOS, and most Linux distributions. It is recommended to use Blender to create and modify 3D models within the minetest engine.
|
||||
|
||||
Download blender [Here](https://www.blender.org/download/)
|
||||
|
||||
### .b3d addon for blender
|
||||
|
||||
Blitz 3D (.b3d) Is one of the main animated model formats used for entities in the minetest engine. It cannot be imported to blender without a plugin called "Import-Export:Bitz 3D format (.b3d)".
|
||||
|
||||
The most up to date version of this Blender plugin can be downloaded [Here](https://github.com/GreenXenith/io_scene_b3d/releases/tag/f189786)
|
||||
|
||||
##Types of model formats
|
||||
|
||||
###Animated, skinned models
|
||||
* Blitz 3D files (.b3d)
|
||||
|
||||
* Microsoft DirectX (.x) (binary & text, compression is not supported)
|
||||
|
||||
###Static meshes
|
||||
* Wavefront OBJ (.obj)
|
||||
|
||||
Note: The sometimes accompanying .mtl files are not supported and can safely be deleted.
|
||||
|
||||
Note: Do not use .b3d and .x files for static meshes at the moment, Minetest currently spawns animated mesh scene nodes for these, which may result in reduced performance.
|
||||
|
||||
### Supported texture formats
|
||||
|
||||
* .png
|
||||
|
||||
* .jpg
|
||||
|
||||
* .bmp (depreciated, please use .png or .jpg)
|
||||
|
||||
* .tga (depreciated, please use .png or .jpg)
|
||||
|
||||
Note: Any formats not mentioned above but known to work in the past were removed in 5.5.0 and aren't supported anymore.
|
||||
|
||||
##Pros & Cons of .b3d vs .x
|
||||
|
||||
###B3D
|
||||
* [+] Binary format means a small size
|
||||
|
||||
* [-] Difficult to postprocess after exporting
|
||||
|
||||
* [-] Difficult to debug problems
|
||||
|
||||
###X (text version)
|
||||
* [+] Can be parsed easily with lua scripts
|
||||
|
||||
* [+] Can be easily generated by scripts
|
||||
|
||||
* [+] Easy to debug issues (you can just read it)
|
||||
|
||||
* [+] Can be optimized by quantizing some data
|
||||
|
||||
* [-] Blender exporter is kinda buggy and inefficient
|
||||
|
||||
* [-] Probably still bigger than an equivalent .b3d
|
||||
|
||||
Note: Avoid using the binary X format! It's actually just a tokenized version of the ASCII representation, and may actually be less efficient than a sufficiently optimized text .x file!
|
211
README.md
|
@ -1,9 +1,7 @@
|
|||
# MineClone 2
|
||||
# MineClone2
|
||||
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
|
||||
Developed by many people. Not developed or endorsed by Mojang AB.
|
||||
|
||||
Version: 0.70.0
|
||||
|
||||
### Gameplay
|
||||
You start in a randomly-generated world made entirely of cubes. You can explore
|
||||
the world and dig and build almost every block in the world to create new
|
||||
|
@ -65,40 +63,46 @@ map builders. They can not be obtained in-game or in the creative inventory.
|
|||
Use the `/giveme` chat command to obtain them. See the in-game help for
|
||||
an explanation.
|
||||
|
||||
#### Incomplete items
|
||||
These items do not work yet, but you can get them with `/giveme` for testing:
|
||||
|
||||
* Minecart with Chest: `mcl_minecarts:chest_minecart`
|
||||
* Minecart with Furnace: `mcl_minecarts:furnace_minecart`
|
||||
* Minecart with Hopper: `mcl_minecarts:hopper_minecart`
|
||||
* Minecart with Command Block: `mcl_minecarts:command_block_minecart`
|
||||
|
||||
## Installation
|
||||
This game requires [Minetest](http://minetest.net) to run (version 5.0.0 or
|
||||
This game requires [Minetest](http://minetest.net) to run (version 5.4.1 or
|
||||
later). So you need to install Minetest first. Only stable versions of Minetest
|
||||
are officially supported.
|
||||
There is no support for running MineClone 2 in development versions of Minetest.
|
||||
There is no support for running MineClone2 in development versions of Minetest.
|
||||
|
||||
To install MineClone 2 (if you haven't already), move this directory into the
|
||||
To install MineClone2 (if you haven't already), move this directory into the
|
||||
“games” directory of your Minetest data directory. Consult the help of
|
||||
Minetest to learn more.
|
||||
|
||||
## Project description
|
||||
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
|
||||
## Useful links
|
||||
The MineClone2 repository is hosted at Mesehub. To contribute or report issues, head there.
|
||||
|
||||
* **Target of development: Minecraft, PC Edition, version 1.11** (later known as “Java Edition”)
|
||||
* Features of later Minecraft versions might sneak in, but they have a low priority
|
||||
* In general, Minecraft is aimed to be cloned as good as Minetest currently permits (no hacks)
|
||||
* Cloning the gameplay has highest priority
|
||||
* MineClone 2 will use different graphics and sounds, but with a similar style
|
||||
* Cloning the interface has no priority. It will only be roughly imitated
|
||||
* Limitations found in Minetest will be written down and reported in the course of development
|
||||
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
|
||||
* Discord: <https://discord.gg/xE4z8EEpDC>
|
||||
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
|
||||
* IRC: <https://web.libera.chat/#mineclone2>
|
||||
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
|
||||
* Reddit: <https://www.reddit.com/r/MineClone2/>
|
||||
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
|
||||
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
|
||||
* OpenCollective: <https://opencollective.com/mineclone2>
|
||||
|
||||
## Target
|
||||
- Create a stable, moddable, free/libre game based on Minecraft
|
||||
on the Minetest engine with polished features, usable in both
|
||||
singleplayer and multiplayer. Currently, a lot of **Minecraft Java
|
||||
Edition** features are already implemented and polishing existing
|
||||
features are prioritized over new feature requests.
|
||||
- Implement features targetting
|
||||
**Current Minecraft versions + OptiFine** (OptiFine only as far as supported
|
||||
by the Minetest Engine).
|
||||
- Create a performant experience that will run relatively
|
||||
well on really low spec computers.
|
||||
|
||||
## Completion status
|
||||
This game is currently in **alpha** stage.
|
||||
It is playable, but unfinished, many bugs are to be expected.
|
||||
Backwards-compability is *not* guaranteed, updating your world might cause small and
|
||||
big bugs (such as “missing node” errors or even crashes).
|
||||
This game is currently in **beta** stage.
|
||||
It is playable, but not yet feature-complete.
|
||||
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
|
||||
If you want to use the development version of MineClone2 in production, the master branch is usually relatively stable.
|
||||
|
||||
The following main features are available:
|
||||
|
||||
|
@ -113,7 +117,7 @@ The following main features are available:
|
|||
* Most blocks in the overworld
|
||||
* Water and lava
|
||||
* Weather
|
||||
* 28 biomes
|
||||
* 28 biomes + 5 Nether Biomes
|
||||
* The Nether, a fiery underworld in another dimension
|
||||
* Redstone circuits (partially)
|
||||
* Minecarts (partial)
|
||||
|
@ -127,7 +131,7 @@ The following main features are available:
|
|||
* Clock
|
||||
* Compass
|
||||
* Sponge
|
||||
* Slime block (does not interact with redstone)
|
||||
* Slime block
|
||||
* Small plants and saplings
|
||||
* Dyes
|
||||
* Banners
|
||||
|
@ -139,19 +143,19 @@ The following main features are available:
|
|||
* Creative inventory
|
||||
* Farming
|
||||
* Writable books
|
||||
* A few server commands
|
||||
* Commands
|
||||
* Villages
|
||||
* The End
|
||||
* And more!
|
||||
|
||||
The following features are incomplete:
|
||||
|
||||
* Generated structures (especially villages)
|
||||
* Some monsters and animals
|
||||
* Redstone-related things
|
||||
* The End
|
||||
* Special minecarts
|
||||
* Some special minecarts (hopper and chest minecarts work)
|
||||
* A couple of non-trivial blocks and items
|
||||
|
||||
Bonus features (not found in Minecraft 1.11):
|
||||
Bonus features (not found in Minecraft):
|
||||
|
||||
* Built-in crafting guide which shows you crafting and smelting recipes
|
||||
* In-game help system containing extensive help about gameplay basics, blocks, items and more
|
||||
|
@ -164,6 +168,9 @@ Bonus features (not found in Minecraft 1.11):
|
|||
* Nether Brick Fence Gate
|
||||
* Red Nether Brick Fence
|
||||
* Red Nether Brick Fence Gate
|
||||
* Structure replacements - these small variants of Minecraft structures serve as replacements until we can get large structures working:
|
||||
* Woodland Cabin (Mansions)
|
||||
* Nether Outpost (Fortress)
|
||||
|
||||
Technical differences from Minecraft:
|
||||
|
||||
|
@ -176,142 +183,14 @@ Technical differences from Minecraft:
|
|||
* Different textures (Pixel Perfection)
|
||||
* Different sounds (various sources)
|
||||
* Different engine (Minetest)
|
||||
* Different easter eggs
|
||||
|
||||
… and finally, MineClone 2 is free software (“free” as in “freedom”)!
|
||||
|
||||
## Reporting bugs
|
||||
Please report all bugs and missing Minecraft features here:
|
||||
|
||||
<https://git.minetest.land/MineClone2/MineClone2/issues>
|
||||
… and finally, MineClone2 is free software (“free” as in “freedom”)!
|
||||
|
||||
## Other readme files
|
||||
|
||||
* `LICENSE.txt`: The GPLv3 license text
|
||||
* `CONTRIBUTING.md`: Information for those who want to contribute
|
||||
* `MISSING_ENGINE_FEATURES.md`: List of missing features in Minetest which MineClone 2 would need for improvement
|
||||
* `API.md`: For Minetest modders who want to mod this game
|
||||
|
||||
## Credits
|
||||
There are so many people to list (sorry). Check out the respective mod directories for details. This section is only a rough overview of the core authors of this game.
|
||||
|
||||
### Coding
|
||||
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082): Main programmer of most mods (retired)
|
||||
* davedevils: Creator of MineClone on which MineClone 2 is based on
|
||||
* [ex-bart](https://github.com/ex-bart): Redstone comparators
|
||||
* [Rootyjr](https://github.com/Rootyjr): Fishing rod and bugfixes
|
||||
* [aligator](https://github.com/aligator): Improvement of doors
|
||||
* [ryvnf](https://github.com/ryvnf): Explosion mechanics
|
||||
* MysticTempest: Bugfixes
|
||||
* [bzoss](https://github.com/bzoss): Status effects, potions, brewing stand
|
||||
* kay27 <kay27@bk.ru>: Experience system, bugfixes, optimizations (Current maintainer)
|
||||
* [EliasFleckenstein03](https://github.com/EliasFleckenstein03): End crystals, enchanting, burning mobs / players, animated chests, bugfixes (Current maintainer)
|
||||
* 2mac: Fix bug with powered rail
|
||||
* Lots of other people: TO BE WRITTEN (see mod directories for details)
|
||||
|
||||
#### Mod credits (summary)
|
||||
|
||||
* `controls`: Arcelmi
|
||||
* `flowlib`: Qwertymine13
|
||||
* `walkover`: lordfingle
|
||||
* `drippingwater`: kddekadenz
|
||||
* `mobs_mc`: maikerumine, 22i and others
|
||||
* `awards`: rubenwardy
|
||||
* `screwdriver`: RealBadAngel, Maciej Kastakin, Minetest contributors
|
||||
* `xpanes`: Minetest contributors
|
||||
* `mesecons` mods: Jeija and contributors
|
||||
* `wieldview`: Stuart Jones
|
||||
* `mcl_meshhand`: Based on `newhand` by jordan4ibanez
|
||||
* `mcl_mobs`: Based on Mobs Redo [`mobs`] by TenPlus1 and contributors
|
||||
* Most other mods: Wuzzy
|
||||
|
||||
Detailed credits for each mod can be found in the individual mod directories.
|
||||
|
||||
### Graphics
|
||||
* [XSSheep](http://www.minecraftforum.net/members/XSSheep): Main author; creator of the Pixel Perfection resource pack of Minecraft 1.11
|
||||
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082): Main menu imagery and various edits and additions of texture pack
|
||||
* [kingoscargames](https://github.com/kingoscargames): Various edits and additions of existing textures
|
||||
* [leorockway](https://github.com/leorockway): Some edits of mob textures
|
||||
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy): Glazed terracotta (textures are subject to be replaced later)
|
||||
* yutyo <tanakinci2002@gmail.com>: MineClone 2 logo
|
||||
* Other authors: GUI images
|
||||
|
||||
### Translations
|
||||
* Wuzzy: German
|
||||
* Rocher Laurent <rocherl@club-internet.fr>: French
|
||||
* wuniversales: Spanish
|
||||
* kay27 <kay27@bk.ru>: Russian
|
||||
|
||||
### Models
|
||||
* [22i](https://github.com/22i): Creator of all models
|
||||
* [tobyplowy](https://github.com/tobyplowy): UV-mapping fixes to said models
|
||||
|
||||
### Sounds and music
|
||||
Various sources. See the respective mod directories for details.
|
||||
|
||||
### Special thanks
|
||||
|
||||
* davedevils for starting MineClone, the original version of this game
|
||||
* Wuzzy for starting and maintaining MineClone2 for several years
|
||||
* celeron55 for creating Minetest
|
||||
* Minetest's modding community for providing a huge selection of mods, some of which ended up in MineClone 2
|
||||
* Jordach for the jukebox music compilation from Big Freaking Dig
|
||||
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
|
||||
* Notch and Jeb for being the major forces behind Minecraft
|
||||
* XSSheep for creating the Pixel Perfection resource pack
|
||||
* [22i](https://github.com/22i) for providing great models and support
|
||||
* [maikerumine](http://github.com/maikerumine) for kicking off mobs and biomes
|
||||
|
||||
## Info for programmers
|
||||
You find interesting and useful infos in `API.md`.
|
||||
|
||||
## Legal information
|
||||
This is a fan game, not developed or endorsed by Mojang AB.
|
||||
|
||||
Copying is an act of love. Please copy and share! <3
|
||||
Here's the detailed legalese for those who need it:
|
||||
|
||||
### License of source code
|
||||
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
|
||||
is an imitation of Minecraft.
|
||||
|
||||
MineClone 2 is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License (in the LICENSE.txt file) for more
|
||||
details.
|
||||
|
||||
In the mods you might find in the read-me or license
|
||||
text files a different license. This counts as dual-licensing.
|
||||
You can choose which license applies to you: Either the
|
||||
license of MineClone 2 (GNU GPLv3) or the mod's license.
|
||||
|
||||
MineClone 2 is a direct continuation of the discontinued MineClone
|
||||
project by davedevils.
|
||||
|
||||
Mod credits:
|
||||
See `README.txt` or `README.md` in each mod directory for information about other authors.
|
||||
For mods that do not have such a file, the license is the source code license
|
||||
of MineClone 2 and the author is Wuzzy.
|
||||
|
||||
### License of media (textures and sounds)
|
||||
No non-free licenses are used anywhere.
|
||||
|
||||
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
|
||||
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
|
||||
from scratch.
|
||||
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
|
||||
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
|
||||
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
|
||||
|
||||
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
|
||||
|
||||
All other files, unless mentioned otherwise, fall under:
|
||||
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||
http://creativecommons.org/licenses/by-sa/3.0/
|
||||
|
||||
See README.txt in each mod directory for detailed information about other authors.
|
||||
* `LEGAL.md`: Legal information
|
||||
* `CREDITS.md`: List of everyone who contributed
|
||||
|
|
|
@ -0,0 +1,173 @@
|
|||
# MineClone2
|
||||
Un jeu non-officiel similaire à Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Développé par de nombreuses personnes. Pas développé ni supporté par Mojang AB.
|
||||
|
||||
### Gameplay
|
||||
Vous atterissez dans un monde fait entièrement de cubes et généré aléatoirement. Vous pouvez explorer le monde, miner et construire presque n'importe quel bloc pour créer de nouvelles structures. Vous pouvez choisir de jouer en "mode survie" dans lequel vous devez combattre des monstres et la faim et progresser lentement dans différents aspects du jeu, comme l'extraction de minerai, l'agriculture, la construction de machines et ainsi de suite. Ou alors vous pouvez jouer en "mode créatif" où vous pouvez construire à peu près n'importe quoi instantanément.
|
||||
|
||||
### Résumé du Gameplay
|
||||
|
||||
* Jeu de type bac-à-sable, sans objetifs
|
||||
* Survie : combattez des monstres hostiles et la faim
|
||||
* Creusez pour du minerai et d'autres trésors
|
||||
* Magie : gagnez de l'expérience et enchantez les outils
|
||||
* Utilisez les blocs ramassés pour construire de magnifiques bâtiments, votre imagination est la seule limite
|
||||
* Ramassez des fleurs (et d'autres sources de teinture) et colorez votre monde
|
||||
* Trouvez des graines et commencez à cultiver
|
||||
* Trouvez ou fabriquez des centaines d'objets
|
||||
* Construisez un réseau ferroviaire complexe et amusez-vous avec les wagonnets
|
||||
* En mode créatif vous pouvez construire presque n'importe quoi gratuitement et sans limite
|
||||
|
||||
## Comment jouer (démarrer rapidement)
|
||||
### Commencer
|
||||
* **Frappez un arbre** jusqu'à ce qu'il casse et donne du bois
|
||||
* Placez le **bois dans la grille 2x2** (la "grille de fabrication" de votre menu d'inventaire) et fabriquez 4 planches de bois
|
||||
* Placer les 4 planches de bois dans la grille 2x2 et **fabriquez un établi**
|
||||
* **Faites un clic droit sur l'établi** (icone livre) pour apprendre toutes les recettes possibles
|
||||
* **Fabriquez une pioche de bois** pour miner la pierre
|
||||
* Différents outils minent différentes sortes de blocs. Essayez-les !
|
||||
* Continuez à jouer comme vous voulez. Amusez-vous !
|
||||
|
||||
### Agriculture
|
||||
* Trouvez des graines
|
||||
* Fabriquez une houe
|
||||
* Faites un clic droit sur la terre ou des blocs similaires avec la houe pour créer des terres agricoles
|
||||
* Placer des graines sur des terres agricoles et regardez les pousser
|
||||
* Récoltez les plantes une fois matûres
|
||||
* Les terres agricoles proche de l'eau deviennent humides et accélèrent la croissance
|
||||
|
||||
### Four
|
||||
* Fabriquez un four
|
||||
* Le four permet d'obtenir plus d'objets
|
||||
* L'emplacement du haut doit contenir un objet fondable (par ex : minerai de fer)
|
||||
* L'emplacement du bas doit contenir un objet combustible (par ex : charbon)
|
||||
* Voir le guide d'artisanat pour en apprendre plus sur les objets fondables et combustibles
|
||||
|
||||
### Aide supplémentaire
|
||||
Plus d'aide à propos du jeu, des blocs, objets et plus encore peuvent être trouvés dans le jeu. Vous pouvez accéder à l'aide depuis le menu inventaire.
|
||||
|
||||
### Objets spéciaux
|
||||
Les objets suivants sont intéressants pour le mode Créatif et pour les constructeurs de cartes d'aventure. Ils ne peuvent être obtenus dans le jeu ou dans l'inventaire créatif.
|
||||
|
||||
* Barrière : `mcl_core:barrier`
|
||||
|
||||
Utilisez la commande de chat `/giveme` pour les obtenir. Voir l'aide interne au jeu pour une explication.
|
||||
|
||||
## Installation
|
||||
Ce jeu nécessite [Minetest](http://minetest.net) pour fonctionner (version 5.4.1 ou plus). Vous devez donc installer Minetest d'abord. Seules les versions stables de Minetest sont officielement supportées.
|
||||
Il n'y a pas de support de MineClone2 dans les versions développement de Minetest.
|
||||
|
||||
Pour installer MineClone2 (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus.
|
||||
|
||||
## Liens utiles
|
||||
Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou signaler des problèmes, allez là-bas.
|
||||
|
||||
* Mesehub : <https://git.minetest.land/MineClone2/MineClone2>
|
||||
* Discord : <https://discord.gg/xE4z8EEpDC>
|
||||
* YouTube : <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
|
||||
* IRC : <https://web.libera.chat/#mineclone2>
|
||||
* Matrix : <https://app.element.io/#/room/#mc2:matrix.org>
|
||||
* Reddit : <https://www.reddit.com/r/MineClone2/>
|
||||
* Forums Minetest : <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
|
||||
* ContentDB : <https://content.minetest.net/packages/wuzzy/mineclone2/>
|
||||
* OpenCollective : <https://opencollective.com/mineclone2>
|
||||
|
||||
## Objectif
|
||||
* Essentiellement, créer un clone de Minecraft stable, moddable, libre et gratuit basé sur le moteur de jeu Minetest avec des fonctionnalités abouties, utilisable à la fois en mode solo et multijoueur. Actuellement, beaucoup des fonctionnalités de **Minecraft Java Edition** sont déjà implémentées et leur amélioration est prioritaire sur les nouvelles demandes.
|
||||
* Avec une priorité moindre, implémenter les fonctionnalités des versions **Minecraft + OptiFine** (OptiFine autant que supporté par le moteur Minetest). Cela signifie que les fonctionnalités présentes dans les versions listées sont priorisées.
|
||||
* Dans l'idéal, créer une expérience performante qui tourne bien sur des ordinateurs à basse performance. Malheureusement, en raison des mécanismes de Minecraft et des limitations du moteur Minetest ainsi que de la petite taille de la communauté de joueurs sur des ordinateurs à basses performances, les optimisations sont difficiles à explorer.
|
||||
|
||||
## Statut de complétion
|
||||
Ce jeu est actuellement au stade **beta**.
|
||||
Il est jouable mais incomplet en fonctionnalités.
|
||||
La rétro-compatibilité n'est pas entièrement garantie, mettre votre monde à jour peut causer de petits bugs.
|
||||
Si vous voulez utiliser la version de développement de MineClone2 en production, la branche master est habituellement relativement stable. Les branches de test fusionnent souvent des pull requests expérimentales et doivent être considérées comme moins stable.
|
||||
|
||||
Les principales fonctionnalités suivantes sont disponibles :
|
||||
|
||||
* Outils, armes
|
||||
* Armure
|
||||
* Système de fabrication : grille 2x2, établi (grille 3x3), four, incluant un guide de fabrication
|
||||
* Coffres, grands coffres, coffre ender, boites de Shulker
|
||||
* Fours, entonnoirs
|
||||
* Faim
|
||||
* La plupart des monstres et animaux
|
||||
* Tous les minerais de Minecraft
|
||||
* La plupart des blocs de l'overworld
|
||||
* Eau et lave
|
||||
* Météo
|
||||
* 28 biomes + 5 biomes du Nether
|
||||
* Le Nether, monde souterrain brûlant dans une autre dimension
|
||||
* Circuits Redstone (partiel)
|
||||
* Effets de Statut (partiel)
|
||||
* Expérience
|
||||
* Enchantement
|
||||
* Brassage, potions, flèches trempées (partiel)
|
||||
* Bâteaux
|
||||
* Feu
|
||||
* Blocs de construction : escaliers, dalles, portes, trappes, barrières, portillons, murets
|
||||
* Horloge
|
||||
* Boussole
|
||||
* Éponge
|
||||
* Bloc de slime
|
||||
* Petites plantes et pousses
|
||||
* Teintures
|
||||
* Bannières
|
||||
* Blocs de décoration : verre, verre teinté, vitres, barres de fer, terre cuites (et couleurs), têtes et plus
|
||||
* Cadres d'objets
|
||||
* Juke-boxes
|
||||
* Lits
|
||||
* Menu d'inventaire
|
||||
* Inventaire créatif
|
||||
* Agriculture
|
||||
* Livres pour écrire
|
||||
* Commandes
|
||||
* Villages
|
||||
* L'End
|
||||
* et plus !
|
||||
|
||||
Les fonctionnalités suivantes sont incomplètes :
|
||||
|
||||
* Certains monstres et animaux
|
||||
* Certains composants de Redstone
|
||||
* Wagonnets spéciaux
|
||||
* Quelques blocs et objets non-triviaux
|
||||
|
||||
Fonctionnalités bonus (absentes de Minecraft) :
|
||||
|
||||
* Guide d'artisanat intégré au jeu qui montre les recettes d'artisanat et de cuisson
|
||||
* Système d'aide intégré au jeu contenant des informations à propos des techniques de base, blocs, objets et plus
|
||||
* Recettes d'artisanat temporaires. Elles existent uniquement pour rendre des objets accessibles qui ne le seraient pas autrement sauf en mode créatif. Elles seront retirées au cours de l'avancement du développement et de l'ajout de nouvelles fonctionnalités.
|
||||
* Pousses dans les coffres en mapgen v6
|
||||
* Entièrement moddable (grâce la puissante API Lua de Minetest)
|
||||
* Nouveaux blocs et objets :
|
||||
* Outil de recherche, montre l'aide de ce qu'il touche
|
||||
* Plus de dalles et d'escaliers
|
||||
* Portillon en briques du Nether
|
||||
* Barrière en briques du Nether rouges
|
||||
* Portillon en briques du Nether rouges
|
||||
* Structures de remplacement - ces petites variantes de structures de Minecraft servent de remplacement en attendant qu'on arrive à en faire fonctionner de plus grandes :
|
||||
* Cabine dans les bois (Manoir des bois)
|
||||
* Avant-poste du Nether (Forteresse)
|
||||
|
||||
Différences techniques avec Minecraft :
|
||||
|
||||
* Limite en hauteur de 31000 blocs (bien plus grand que Minecraft)
|
||||
* Taille horizontale du monde 62000×62000 blocs (bien plus petit que Minecraft mais toujours très grand)
|
||||
* Toujours assez incomplet et buggé
|
||||
* Des blocs, objets, ennemis et fonctionnalités manquent
|
||||
* Quelques objets ont des noms légèrement différents pour être plus faciles à distinguer
|
||||
* Des musiques différentes pour le juke-boxe
|
||||
* Des textures différentes (Pixel Perfection)
|
||||
* Des sons différents (sources diverses)
|
||||
* Un moteur de jeu différent (Minetest)
|
||||
* Des bonus cachés différents
|
||||
|
||||
...et enfin MineClone2 est un logiciel libre !
|
||||
|
||||
## Autres fichiers readme
|
||||
|
||||
* `LICENSE.txt` : Le texte de la licence GPLv3
|
||||
* `CONTRIBUTING.md` : Information pour ceux qui veulent contribuer
|
||||
* `API.md` : Pour les modders Minetest qui veulent modder ce jeu
|
||||
* `LEGAL.md` : Information légale
|
||||
* `CREDITS.md` : Liste de toutes les personnes qui ont contribué
|
|
@ -0,0 +1,324 @@
|
|||
# MineClone 2
|
||||
一個非官方的Minetest遊戲,遊玩方式和Minecraft類似。由davedevils從MineClone分拆。
|
||||
由許多人開發。並非由Mojang Studios開發。<!-- "Mojang AB"'s Name changed at 2020/05, main README should change too -->
|
||||
|
||||
版本:0.71.0
|
||||
|
||||
### 遊玩
|
||||
你開始在一個完全由方塊隨機生成的世界裡。你可以探索這個世界,挖掘和建造世界上幾乎所有的方塊,以創造新的結構。你可以選擇在「生存模式」中進行遊戲,在這個模式中,你必須與怪物戰鬥,飢餓求生,並在遊戲的其他各個環節中慢慢進步,如採礦、養殖、建造機器等等。
|
||||
|
||||
或者你也可以在「創造模式」中玩,在這個模式中,你可以瞬間建造大部分東西。
|
||||
#### Gameplay summary
|
||||
|
||||
* 沙盒式遊戲,沒有明確目標
|
||||
* 生存:與怪物和飢餓搏鬥
|
||||
* 挖礦來獲得礦物和寶物
|
||||
* 附魔:獲得經驗值並以附魔強化你的工具
|
||||
* 使用收集的方塊來創造偉大的建築
|
||||
* 收集鮮花(和其他染料來源),令世界多姿多彩
|
||||
* 找些種子並開始耕種
|
||||
* 尋找或合成數百個物品之一
|
||||
* 建立一個鐵路系統,並從礦車中得到樂趣
|
||||
* 用紅石電路建造複雜的機器
|
||||
* 在創造模式下,你幾乎可以免費建造任何東西,而且沒有限制。
|
||||
|
||||
## 如何開始
|
||||
### 開始生存
|
||||
* **挖樹幹**直到其破裂並收集木材
|
||||
* 將木頭**放入2×2的格子中**(你的物品欄中的「合成格子」),然後製作4塊木材。
|
||||
* 將4塊木材按2×2的形狀擺放在合成格子裡,製作成合成臺。
|
||||
* **右鍵單擊製作臺**以獲得3×3製作網格,製作更複雜的東西
|
||||
* 使用**合成指南**(書形圖標)了解所有可能的合成方式
|
||||
* **製作一個木鎬**,這樣你就可以挖石頭了。
|
||||
* 不同的工具可以打破不同種類的方塊。試試吧!
|
||||
* 繼續玩你想玩的。盡情享受吧!
|
||||
|
||||
### 耕種
|
||||
* 找到種子
|
||||
* 合成鋤頭
|
||||
* 用鋤頭右鍵點擊泥土或類似的方塊,創建農田
|
||||
* 將種子放在農田上,看著它們長出來
|
||||
* Collect plant when fully grown
|
||||
* If near water, farmland becomes wet and speeds up growth
|
||||
|
||||
### Furnace
|
||||
* Craft furnace
|
||||
* Furnace allows you to obtain more items
|
||||
* Upper slot must contain a smeltable item (example: iron ore)
|
||||
* Lower slot must contain a fuel item (example: coal)
|
||||
* See tooltips in crafting guide to learn about fuels and smeltable items
|
||||
|
||||
### Additional help
|
||||
More help about the gameplay, blocks items and much more can be found from inside
|
||||
the game. You can access the help from your inventory menu.
|
||||
|
||||
### Special items
|
||||
The following items are interesting for Creative Mode and for adventure
|
||||
map builders. They can not be obtained in-game or in the creative inventory.
|
||||
|
||||
* Barrier: `mcl_core:barrier`
|
||||
|
||||
Use the `/giveme` chat command to obtain them. See the in-game help for
|
||||
an explanation.
|
||||
|
||||
#### Incomplete items
|
||||
These items do not work yet, but you can get them with `/giveme` for testing:
|
||||
|
||||
* Minecart with Chest: `mcl_minecarts:chest_minecart`
|
||||
* Minecart with Furnace: `mcl_minecarts:furnace_minecart`
|
||||
* Minecart with Hopper: `mcl_minecarts:hopper_minecart`
|
||||
* Minecart with Command Block: `mcl_minecarts:command_block_minecart`
|
||||
|
||||
## Installation
|
||||
This game requires [Minetest](http://minetest.net) to run (version 5.0.0 or
|
||||
later). So you need to install Minetest first. Only stable versions of Minetest
|
||||
are officially supported.
|
||||
There is no support for running MineClone 2 in development versions of Minetest.
|
||||
|
||||
To install MineClone 2 (if you haven't already), move this directory into the
|
||||
“games” directory of your Minetest data directory. Consult the help of
|
||||
Minetest to learn more.
|
||||
|
||||
## Project description
|
||||
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
|
||||
|
||||
* **開發目標:我的世界, Java版, 版本 1.12**
|
||||
* MineClone2還包括Minetest支持的Optifine功能。
|
||||
* 後期Minecraft版本的功能可能會偷偷加入,但它們的優先級較低。
|
||||
* 總的來說,Minecraft的目標是在Minetest目前允許的情況下進行克隆。
|
||||
* 克隆Minecraft是最優先的。
|
||||
* MineClone2將使用不同的圖形和聲音,但風格相似。
|
||||
* 克隆界面沒有優先權。只會被粗略地模仿。
|
||||
* 在Minetest中發現的局限性將在開發過程中被記錄和報告。
|
||||
|
||||
## 完成程度
|
||||
該遊戲目前處於**alpha**階段。
|
||||
它是可玩的,但尚未完成,預計會出現許多錯誤。
|
||||
向後兼容性是**不能保證的**,更新你的世界可能會造成大大小小的bug(比如「缺少節點」的錯誤甚至崩潰)。
|
||||
|
||||
已經實現以下功能:
|
||||
|
||||
* 工具,武器
|
||||
* 盔甲
|
||||
* 合成和熔煉系統:2×2 合成格, 合成臺 (3×3 合成格), 熔爐, 合成教學
|
||||
* 儲物箱,大型儲物箱,終界箱和界伏盒
|
||||
* 熔爐, 漏斗
|
||||
* 飢餓和飽食
|
||||
* 大多數怪物和動物
|
||||
* Minecraft 1.12中的所有礦物<!-- Minecraft 1.17 added copper, so here must mark the version is 1.12, then main README should also add this -->
|
||||
* 主世界的大部分方塊
|
||||
* 水和岩漿
|
||||
* 天氣
|
||||
* 28個生態域
|
||||
* 地獄,熾熱的維度
|
||||
* 紅石電路(部分)
|
||||
* 礦車(部分)
|
||||
* 狀態效果(部分)
|
||||
* 經驗系統
|
||||
* 附魔
|
||||
* 釀造,藥水,藥水箭(部分)
|
||||
* 船
|
||||
* 火
|
||||
* 建築方塊:樓梯、半磚、門、地板門、柵欄、柵欄門、牆。
|
||||
* 時鐘
|
||||
* 指南針
|
||||
* 海綿
|
||||
* 史萊姆方塊(不與紅石互動)
|
||||
* 小植物和樹苗
|
||||
* 染料
|
||||
* 旗幟
|
||||
* 裝飾方塊:玻璃、染色玻璃、玻璃片、鐵柵欄、陶土(和染色版本)、頭顱等
|
||||
* 物品展示框
|
||||
* 唱片機
|
||||
* 床
|
||||
* 物品欄
|
||||
* 創造模式物品欄
|
||||
* 生產
|
||||
* 書和羽毛筆
|
||||
* 一些服務器命令
|
||||
* 還有更多!
|
||||
|
||||
以下是不完整的特性:
|
||||
|
||||
* 生成結構(特別是村莊)
|
||||
* 一些怪物和動物
|
||||
* 紅石系統
|
||||
* 終界
|
||||
* 特殊的礦車
|
||||
* 一些不簡單的方塊和物品。
|
||||
|
||||
額外功能(在Minecraft 1.11中沒有)。
|
||||
|
||||
* 內置合成指南,向你展示製作和熔煉的配方
|
||||
* 遊戲中的幫助系統包含了大量關於遊戲基礎知識、方塊、物品等方面的幫助。
|
||||
* 臨時製作配方。它們的存在只是為了在你不在創造模式下時,提供一些其他無法獲得的物品。這些配方將隨著開發的進行和更多功能的出現而被移除。
|
||||
* v6地圖生成器中箱子裡的樹苗。
|
||||
* 完全可修改(得益於Minetest強大的Lua API)。
|
||||
* 新的方塊和物品:
|
||||
* 查找工具,顯示觸及事物的幫助
|
||||
* 更多的半磚和樓梯
|
||||
* 地獄磚柵欄門
|
||||
* 紅地獄磚柵欄
|
||||
* 紅地獄磚柵欄門
|
||||
|
||||
與Minecraft的技性術差異:
|
||||
|
||||
* 高度限制為31000格(遠高於Minecraft)
|
||||
* 水平世界大小約為62000×62000格(比Minecraft中的小得多,但仍然非常大)。
|
||||
* 仍然非常不完整和有問題
|
||||
* 塊、物品、敵人和其他功能缺失。
|
||||
* 一些項目的名稱略有不同,以便於區分。
|
||||
* 唱片機的音樂不同
|
||||
* 不同的材質(像素完美)
|
||||
* 不同的聲音(各種來源)
|
||||
* 不同的引擎(Minetest)
|
||||
|
||||
...最後,MineClone2是自由軟件!
|
||||
|
||||
## 錯誤報告
|
||||
請在此處報告所有錯誤和缺少的功能:
|
||||
|
||||
<https://git.minetest.land/MineClone2/MineClone2/issues>
|
||||
|
||||
## Chating with the community
|
||||
我們有Discord交流羣:
|
||||
|
||||
<https://discord.gg/84GKcxczG3>
|
||||
|
||||
|
||||
## Other readme files
|
||||
|
||||
* `LICENSE.txt`:GPLv3許可文本
|
||||
* `CONTRIBUTING.md`: 為那些想參與貢獻的人提供資訊
|
||||
* `MISSING_ENGINE_FEATURES.md`: MineClone2需要改进,Minetest中缺失的功能列表。
|
||||
* `API.md`: 關於MineClone2的API
|
||||
|
||||
## 參與者
|
||||
有這麼多人要列出(抱歉)。詳情請查看各mod目錄。本節只是粗略地介紹了本遊戲的核心作者。
|
||||
|
||||
### 程式碼
|
||||
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082):大多數mod的主要程序員(已退休)
|
||||
* davedevils:MineClone 2的原型——「MineClone」的創造者
|
||||
* [ex-bart](https://github.com/ex-bart):紅石比較器
|
||||
* [Rootyjr](https://github.com/Rootyjr):釣竿和錯誤修復
|
||||
* [aligator](https://github.com/aligator):改進門
|
||||
* [ryvnf](https://github.com/ryvnf):爆炸物理
|
||||
* MysticTempest:錯誤修復
|
||||
* [bzoss](https://github.com/bzoss):狀態效果,釀造,藥水
|
||||
* kay27 <kay27@bk.ru>:經驗系統,錯誤修復和優化(當前維護者)
|
||||
* [EliasFleckenstein03](https://github.com/EliasFleckenstein03):終界水晶,附魔,燃燒的怪物/玩家,箱子的動畫和錯誤修復(當前維護者)
|
||||
* epCode:更好的玩家動畫,新徽標
|
||||
* 2mac:修復動力鐵軌的錯誤
|
||||
* 更多:待篇寫 (請查看各mod目錄)
|
||||
|
||||
#### Mod(概括)
|
||||
|
||||
* `controls`: Arcelmi
|
||||
* `flowlib`: Qwertymine13
|
||||
* `walkover`: lordfingle
|
||||
* `drippingwater`: kddekadenz
|
||||
* `mobs_mc`: maikerumine, 22i and others
|
||||
* `awards`: rubenwardy
|
||||
* `screwdriver`: RealBadAngel, Maciej Kastakin, Minetest contributors
|
||||
* `xpanes`: Minetest contributors
|
||||
* `mesecons` mods: Jeija and contributors
|
||||
* `wieldview`: Stuart Jones
|
||||
* `mcl_meshhand`: Based on `newhand` by jordan4ibanez
|
||||
* `mcl_mobs`: Based on Mobs Redo [`mobs`] by TenPlus1 and contributors
|
||||
* 大多其他的Mod: Wuzzy
|
||||
|
||||
每个mod的详细參與者可以在各个mod目录中找到。
|
||||
|
||||
### 圖形
|
||||
* [XSSheep](http://www.minecraftforum.net/members/XSSheep):主要作者;Minecraft 1.11的Pixel Perfection资源包的制作者
|
||||
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082):主菜單圖像和各種編輯和添加的材質包
|
||||
* [kingoscargames](https://github.com/kingoscargames):現有材質的各種編輯和添加
|
||||
* [leorockway](https://github.com/leorockway):怪物紋理的一些編輯
|
||||
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy):釉陶(材質以後會被替換)
|
||||
* yutyo <tanakinci2002@gmail.com>:MineClone2標志
|
||||
* 其他:GUI圖片
|
||||
|
||||
### 翻譯
|
||||
* Wuzzy:德語
|
||||
* Rocher Laurent <rocherl@club-internet.fr>:法語
|
||||
* wuniversales:西班牙語
|
||||
* kay27 <kay27@bk.ru>:俄語
|
||||
* [Emoji](https://toyshost2.ddns.net):繁體中文<!-- Hi, after the translate finish, this name should add to the main README too! -->
|
||||
|
||||
### 模型
|
||||
* [22i](https://github.com/22i):所有模型的作者
|
||||
* [tobyplowy](https://github.com/tobyplowy):對上述模型進行UV映射修復
|
||||
|
||||
### 聲音和音樂
|
||||
多種來源。 有關詳細信息,請參見相應的mod目錄。
|
||||
|
||||
### 特殊感謝
|
||||
|
||||
* Wuzzy,感謝他啟動和維護MineClone2多年。
|
||||
* celeron55,創建Minetest。
|
||||
* Minetest的社區提供了大量的mods選擇,其中一些最終被納入MineClone 2。
|
||||
* Jordach,為《Big Freaking Dig》的唱片機音樂合輯而來
|
||||
* 花了太多時間為Minecraft Wiki寫作的工作狂。它是創建這個遊戲的寶貴資源。
|
||||
* Notch和Jeb是Minecraft背后的主要力量
|
||||
* XSSheep用於創建Pixel Perfection資源包。
|
||||
* [22i](https://github.com/22i) 提供出色的模型和支持
|
||||
* [maikerumine](http://github.com/maikerumine) 揭開生物和生物群落的序幕
|
||||
|
||||
## 給程序員的信息
|
||||
你可以在「API.md」中找到有趣和有用的信息。
|
||||
|
||||
## 法律信息
|
||||
這是一款粉絲開發的遊戲,並非由Mojang AB開發或認可。
|
||||
|
||||
複製是一種愛的行為。請複制和分享! <3
|
||||
下面是詳細的法律條文,有需要的朋友可以參考。
|
||||
|
||||
### License of source code
|
||||
```
|
||||
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
|
||||
is an imitation of Minecraft.
|
||||
|
||||
MineClone 2 is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License (in the LICENSE.txt file) for more
|
||||
details.
|
||||
|
||||
In the mods you might find in the read-me or license
|
||||
text files a different license. This counts as dual-licensing.
|
||||
You can choose which license applies to you: Either the
|
||||
license of MineClone 2 (GNU GPLv3) or the mod's license.
|
||||
|
||||
MineClone 2 is a direct continuation of the discontinued MineClone
|
||||
project by davedevils.
|
||||
|
||||
Mod credits:
|
||||
See `README.txt` or `README.md` in each mod directory for information about other authors.
|
||||
For mods that do not have such a file, the license is the source code license
|
||||
of MineClone 2 and the author is Wuzzy.
|
||||
```
|
||||
|
||||
### License of media (textures and sounds)
|
||||
```
|
||||
No non-free licenses are used anywhere.
|
||||
|
||||
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
|
||||
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
|
||||
from scratch.
|
||||
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
|
||||
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
|
||||
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
|
||||
|
||||
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
|
||||
|
||||
All other files, unless mentioned otherwise, fall under:
|
||||
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||
http://creativecommons.org/licenses/by-sa/3.0/
|
||||
|
||||
See README.txt in each mod directory for detailed information about other authors.
|
||||
```
|
|
@ -0,0 +1,75 @@
|
|||
### Standard Release
|
||||
|
||||
#File to document release steps with a view to evolving into a script
|
||||
|
||||
#Update CREDITS.md
|
||||
#Update version in game.conf
|
||||
|
||||
lua tools/generate_ingame_credits.lua
|
||||
|
||||
git add CREDITS.md
|
||||
git add mods/HUD/mcl_credits/people.lua
|
||||
git add game.conf
|
||||
|
||||
#git add RELEASE.md
|
||||
|
||||
git commit -m "Pre-release update credits and set version 0.83.0"
|
||||
|
||||
git tag 0.83.0
|
||||
|
||||
git push origin 0.83.0
|
||||
|
||||
#Update version in game.conf to the next version with -SNAPSHOT suffix
|
||||
|
||||
git commit -m "Post-release set version 0.84.0-SNAPSHOT"
|
||||
|
||||
### Hotfix Release
|
||||
|
||||
##### Prepare release branch
|
||||
|
||||
When hotfixing, you should never release new features. Any new code increases risk of new bugs which has additional testing/release concerns.
|
||||
To mitigate this, you just release the last release, and the relevant bug fix. For this, we do the following:
|
||||
|
||||
* Create release branch from the last release tag, push it:
|
||||
|
||||
git checkout -b release/0.82.1 0.82.0
|
||||
|
||||
git push origin release/0.82.1
|
||||
|
||||
##### Prepare feature branch and fix
|
||||
|
||||
* Create feature branch from that release branch (can review it to check only fix is there, nothing else, and use to also merge into master separately)
|
||||
|
||||
git checkout -b hotfix_bug_1_branch
|
||||
|
||||
* Fix crash/serious bug and commit
|
||||
* Push branch and create pr to the release and also the master branch (Do not rebase, to reduce merge conflict risk. Do not delete after first merge or it needs to be repushed)
|
||||
|
||||
##### Update version and tag the release
|
||||
|
||||
* After all fixes are in release branch, pull it locally (best to avoid a merge conflict as feature branch will need to be merged into master also, which already changed version):
|
||||
|
||||
* Update version in game.conf to hotfix version and commit it. Example: version=0.82.1
|
||||
|
||||
* Tag it, push tag and branch:
|
||||
|
||||
git tag 0.82.1
|
||||
|
||||
git push origin 0.82.1
|
||||
|
||||
git push origin release/0.82.1
|
||||
|
||||
Note: If you have to do more than 1 hotfix release, can do it on the same release branch.
|
||||
|
||||
### Release via ContentDB
|
||||
|
||||
* Go to MineClone2 page (https://content.minetest.net/packages/Wuzzy/mineclone2/)
|
||||
* Click +Release
|
||||
* Enter the release tag number in the title and Git reference box. For example (without quotes): "0.82.1"
|
||||
* In the minimum minetest version, put the oldest supported version (as of 14/02/2023 it is 5.5), leave the Maximum minetest version blank
|
||||
* Click save. Release is now live.
|
||||
|
||||
##### Inform people
|
||||
|
||||
* Add a comment to the forum post with the release number and what is involved, and maintainer will update main post.
|
||||
* Add a comment in Discord announcement
|
|
@ -0,0 +1,57 @@
|
|||
# Making Textures In Mineclone2
|
||||
|
||||
Textures are a crucial asset for all items, nodes, and models in mineclone2. This document is for artist who would like to make and modify textures for mineclone2. While no means comprehensive, this document contains the basic important information for beginners to get started with texture curation and optimization.
|
||||
|
||||
## Minetest Wiki
|
||||
For more detailed information on creating and modifing texture packs for Minetest/Mineclone2, please visit the Minetest wiki's page on creating a texture pack. Click [here](https://wiki.minetest.net/Creating_texture_packs) to view the wiki page on creating texture packs.
|
||||
|
||||
## GIMP Tutorials Pixel Art Guide
|
||||
GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would like further clarification as well as screenshots for what we are about to cover, it is an excellent resource to turn to. Click [here](https://thegimptutorials.com/how-to-make-pixel-art/) to view the guide
|
||||
|
||||
## Recommended Software
|
||||
|
||||
### GIMP
|
||||
|
||||
GIMP (GNU Image Manipulation Program) is a very popular and free image editing software supported on Windows, MacOS, and most Linux distributions. It is recommended to use GIMP to create and modify textures within the minetest engine.
|
||||
|
||||
Download GIMP [here](http://gimp.org/)
|
||||
|
||||
# Getting Started
|
||||
## Creating a new file
|
||||
the first thing to do is open GIMP and create a new file to work in by opening the File menu and choosing "New".
|
||||
|
||||
Choose width of 16 and height of 16 for the image size. While higher resolution textures are possible, The default size is 16x16. It is recommended you use this size as well, as it is universally supported on all systems.
|
||||
|
||||
## Zoom In
|
||||
Next, you'll want to zoom in as the canvas is very small at the default zoom level. To do this either use CTRL + mousewheel, +/-, or navigate to the View menu > zoom > zoom in
|
||||
|
||||
## Configure Grid
|
||||
Now, we'll want to turn on the grid. Open the edit menu and enable the 'show grid' option.
|
||||
|
||||
The default grid size is 10 pixels, we want to change it to a 1 pixel grid. Go to the Image menu and choose 'configure grid.
|
||||
|
||||
In the Spacing section, change both the Horizontal and Vertical pixel settings to 1.00 then click ok and the grid will update.
|
||||
|
||||
## Pencil Tool & Color Picking
|
||||
The most useful brush type for pixel art is the Pencil tool. Its nested under the paintbrush tool in the toolbox, or you can use the keyboard shortcut 'N'.
|
||||
|
||||
Once the pencil tool is selected, navigate to the sliders on the left side of the canvas and change brush size to 1 pixel.
|
||||
|
||||
Now choose a color! You can do this by clicking on the two colored squares under the toolbox. The Color Picker tool is also a good option if you already have a reference image for color palette.
|
||||
|
||||
## How to export optimally
|
||||
|
||||
Once you have finished up a texture and are ready to export it, navigate to the file menu > export as... and make sure the file name extention is .png
|
||||
|
||||
After clicking 'Export', a menu will appear with a bunch of options checked. Make sure to uncheck all of these options!!! This will drastically reduce the file size from multiple kilobytes to a couple of hundred bytes. Finally click 'Export' one more time.
|
||||
|
||||
### Further optimization with OptiPNG
|
||||
For those running a GNU/linux distribution, you most likely have the 'optipng' command available to you. If it does not come with your system by default, the software homepage can be found [here](https://optipng.sourceforge.net/) where you can download and install from source.
|
||||
|
||||
First, Open up the terminal in the directory where your exported texture is located (or navigate to the directory with the 'cd your/directory/path/to/textures'), then run this command
|
||||
```
|
||||
optipng -o7 -zm1-9 -nc -clobber -strip all *.png
|
||||
```
|
||||
This will further optimize all the textures in the directory.
|
||||
|
||||
NOTE: If you would like to further edit a texture that has been optipng'd in GIMP, you must manually set the color palette back to RBG after opening. Navigate to Image menu > Mode > select RGB
|
|
@ -1 +1 @@
|
|||
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more. Faithful clone of Minecraft 1.11. This is a work in progress! Expect bugs!
|
||||
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more.
|
||||
|
|
|
@ -1,2 +1,4 @@
|
|||
name = MineClone 2
|
||||
title = MineClone 2
|
||||
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
|
||||
disallowed_mapgens = v6
|
||||
version=0.84.0-SNAPSHOT
|
After Width: | Height: | Size: 83 KiB |
After Width: | Height: | Size: 1.1 MiB |
After Width: | Height: | Size: 990 KiB |
After Width: | Height: | Size: 1.3 MiB |
After Width: | Height: | Size: 1.1 MiB |
After Width: | Height: | Size: 1.7 MiB |
After Width: | Height: | Size: 1.3 MiB |
After Width: | Height: | Size: 1.6 MiB |
After Width: | Height: | Size: 2.0 MiB |
After Width: | Height: | Size: 865 KiB |
After Width: | Height: | Size: 916 KiB |
After Width: | Height: | Size: 606 KiB |
BIN
menu/footer.png
Before Width: | Height: | Size: 628 B After Width: | Height: | Size: 1.3 KiB |
After Width: | Height: | Size: 82 KiB |
After Width: | Height: | Size: 81 KiB |
After Width: | Height: | Size: 82 KiB |
BIN
menu/header.png
Before Width: | Height: | Size: 22 KiB After Width: | Height: | Size: 82 KiB |
BIN
menu/icon.png
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 51 KiB |
After Width: | Height: | Size: 1.5 MiB |
After Width: | Height: | Size: 830 KiB |
Before Width: | Height: | Size: 68 KiB |
Before Width: | Height: | Size: 119 KiB |
Before Width: | Height: | Size: 121 KiB |
Before Width: | Height: | Size: 118 KiB |
Before Width: | Height: | Size: 122 KiB |
BIN
menu/overlay.png
Before Width: | Height: | Size: 91 KiB |
|
@ -1,5 +1,8 @@
|
|||
# This is a game specific minetest.conf file, do not edit
|
||||
|
||||
# If any of these settings are set in your minetest.conf file in ~/.minetest (Linux) or in the root directory of the game (Run in place/Windows)
|
||||
# They will override these settings
|
||||
|
||||
# Basic game rules
|
||||
time_speed = 72
|
||||
|
||||
|
@ -31,3 +34,14 @@ mgvalleys_spflags = noaltitude_chill,noaltitude_dry,nohumid_rivers,vary_river_de
|
|||
|
||||
# MCL2-specific stuff
|
||||
keepInventory = false
|
||||
|
||||
# Performance settings
|
||||
dedicated_server_step = 0.05 #tick rate
|
||||
# abm_interval = 0.25
|
||||
# max_objects_per_block = 4096
|
||||
# max_packets_per_iteration = 10096
|
||||
|
||||
# Clientmodding to support official client
|
||||
enable_client_modding = true
|
||||
csm_restriction_flags = 0
|
||||
enable_mod_channels = true
|
||||
|
|
|
@ -4,6 +4,11 @@ Specifically, this mod has 2 purposes:
|
|||
1) Automatically adding the group “solid” for blocks considered “solid” in Minecraft.
|
||||
2) Generating digging time group for all nodes based on node metadata (it's complicated)
|
||||
|
||||
This mod also requires another mod called “mcl_autogroup” to function properly.
|
||||
“mcl_autogroup” exposes the API used to register digging groups, while this mod
|
||||
uses those digging groups to set the digging time groups for all the nodes and
|
||||
tools.
|
||||
|
||||
See init.lua for more infos.
|
||||
|
||||
The leading underscore in the name “_mcl_autogroup” was added to force Minetest to load this mod as late as possible.
|
||||
|
|
|
@ -1 +0,0 @@
|
|||
MineClone 2 core mod which automatically adds groups to all items. Very important for digging times.
|
|
@ -1,170 +1,376 @@
|
|||
--[[ Mining times. Yeah, mining times … Alright, this is going to be FUN!
|
||||
--[[
|
||||
This mod implements a HACK to make 100% sure the digging times of all tools
|
||||
match Minecraft's perfectly. The digging times system of Minetest is very
|
||||
different, so this weird group trickery has to be used. In Minecraft, each
|
||||
block has a hardness and the actual Minecraft digging time is determined by
|
||||
this:
|
||||
|
||||
This mod does include a HACK to make 100% sure the digging times of all tools match Minecraft's perfectly.
|
||||
The digging times system of Minetest is very different, so this weird group trickery has to be used.
|
||||
In Minecraft, each block has a hardness and the actual Minecraft digging time is determined by this:
|
||||
1) The block's hardness
|
||||
2) The tool being used
|
||||
3) Whether the tool is considered as “eligible” for the block
|
||||
2) The tool being used (the tool speed and its efficiency level)
|
||||
3) Whether the tool is considered as "eligible" for the block
|
||||
(e.g. only diamond pick eligible for obsidian)
|
||||
See Minecraft Wiki <http://minecraft.gamepedia.com/Minecraft_Wiki> for more information.
|
||||
|
||||
In MineClone 2, all diggable node have the hardness set in the custom field “_mcl_hardness” (0 by default).
|
||||
The nodes are also required to specify the “eligible” tools in groups like “pickaxey”, “shovely”, etc.
|
||||
This mod then calculates the real digging time based on the node meta data. The real digging times
|
||||
are then added into mcl_autogroup.digtimes where the table indices are group rating and the values are the
|
||||
digging times in seconds. These digging times can be then added verbatim into the tool definitions.
|
||||
See Minecraft Wiki <http://minecraft.gamepedia.com/Minecraft_Wiki> for more
|
||||
information.
|
||||
|
||||
Example:
|
||||
mcl_autogroup.digtimes.pickaxey_dig_diamond[1] = 0.2
|
||||
How the mod is used
|
||||
===================
|
||||
|
||||
→ This means that when a node has been assigned the group “pickaxey_dig_diamond=1”, it can be dug by the
|
||||
diamond pickaxe in 0.2 seconds.
|
||||
In MineClone 2, all diggable nodes have the hardness set in the custom field
|
||||
"_mcl_hardness" (0 by default). These values are used together with digging
|
||||
groups by this mod to create the correct digging times for nodes. Digging
|
||||
groups are registered using the following code:
|
||||
|
||||
mcl_autogroup.register_diggroup("shovely")
|
||||
mcl_autogroup.register_diggroup("pickaxey", {
|
||||
levels = { "wood", "gold", "stone", "iron", "diamond" }
|
||||
})
|
||||
|
||||
The first line registers a simple digging group. The second line registers a
|
||||
digging group with 5 different levels (in this case one for each material of a
|
||||
pickaxes).
|
||||
|
||||
This strange setup with mcl_autogroup has been done to minimize the amount of required digging times
|
||||
a single tool needs to use. If this is not being done, the loading time will increase considerably
|
||||
(>10s).
|
||||
Nodes indicate that they belong to a particular digging group by being member of
|
||||
the digging group in their node definition. "mcl_core:dirt" for example has
|
||||
shovely=1 in its groups. If the digging group has multiple levels the value of
|
||||
the group indicates which digging level the node requires.
|
||||
"mcl_core:stone_with_gold" for example has pickaxey=4 because it requires a
|
||||
pickaxe of level 4 be mined.
|
||||
|
||||
]]
|
||||
For tools to be able to dig nodes of digging groups they need to use the have
|
||||
the custom field "_mcl_diggroups" function to get the groupcaps. The value of
|
||||
this field is a table which defines which groups the tool can dig and how
|
||||
efficiently.
|
||||
|
||||
local materials = { "wood", "gold", "stone", "iron", "diamond" }
|
||||
local basegroups = { "pickaxey", "axey", "shovely" }
|
||||
local minigroups = { "handy", "shearsy", "swordy", "shearsy_wool", "swordy_cobweb" }
|
||||
local divisors = {
|
||||
["wood"] = 2,
|
||||
["gold"] = 12,
|
||||
["stone"] = 4,
|
||||
["iron"] = 6,
|
||||
["diamond"] = 8,
|
||||
["handy"] = 1,
|
||||
["shearsy"] = 15,
|
||||
["swordy"] = 1.5,
|
||||
["shearsy_wool"] = 5,
|
||||
["swordy_cobweb"] = 15,
|
||||
}
|
||||
local max_efficiency_level = 5
|
||||
_mcl_diggroups = {
|
||||
handy = { speed = 1, level = 1, uses = 0 },
|
||||
pickaxey = { speed = 1, level = 0, uses = 0 },
|
||||
}
|
||||
|
||||
mcl_autogroup = {}
|
||||
mcl_autogroup.digtimes = {}
|
||||
mcl_autogroup.creativetimes = {} -- Copy of digtimes, except that all values are 0. Used for creative mode
|
||||
The "uses" field indicate how many uses (0 for infinite) a tool has when used on
|
||||
the specified digging group. The "speed" field is a multiplier to the dig speed
|
||||
on that digging group.
|
||||
|
||||
for m=1, #materials do
|
||||
for g=1, #basegroups do
|
||||
mcl_autogroup.digtimes[basegroups[g].."_dig_"..materials[m]] = {}
|
||||
mcl_autogroup.creativetimes[basegroups[g].."_dig_"..materials[m]] = {}
|
||||
for e=1, max_efficiency_level do
|
||||
mcl_autogroup.digtimes[basegroups[g].."_dig_"..materials[m].."_efficiency_"..e] = {}
|
||||
The "level" field indicates which levels of the group the tool can harvest. A
|
||||
level of 0 means that the tool cannot harvest blocks of that node. A level of 1
|
||||
or above means that the tool can harvest nodes with that level or below. See
|
||||
"mcl_tools/init.lua" for examples on how "_mcl_diggroups" is used in practice.
|
||||
|
||||
Information about the mod
|
||||
=========================
|
||||
|
||||
The mod is split up into two parts, mcl_autogroup and _mcl_autogroup.
|
||||
mcl_autogroup contains the API functions used to register custom digging groups.
|
||||
_mcl_autogroup contains most of the code. The leading underscore in the name
|
||||
"_mcl_autogroup" is used to force Minetest to load that part of the mod as late
|
||||
as possible. Minetest loads mods in reverse alphabetical order.
|
||||
|
||||
This also means that it is very important that no mod adds _mcl_autogroup as a
|
||||
dependency.
|
||||
--]]
|
||||
|
||||
assert(minetest.get_modpath("mcl_autogroup"), "This mod requires the mod mcl_autogroup to function")
|
||||
|
||||
-- Returns a table containing the unique "_mcl_hardness" for nodes belonging to
|
||||
-- each diggroup.
|
||||
local function get_hardness_values_for_groups()
|
||||
local maps = {}
|
||||
local values = {}
|
||||
for g, _ in pairs(mcl_autogroup.registered_diggroups) do
|
||||
maps[g] = {}
|
||||
values[g] = {}
|
||||
end
|
||||
|
||||
for _, ndef in pairs(minetest.registered_nodes) do
|
||||
for g, _ in pairs(mcl_autogroup.registered_diggroups) do
|
||||
if ndef.groups[g] then
|
||||
maps[g][ndef._mcl_hardness or 0] = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for g, map in pairs(maps) do
|
||||
for k, _ in pairs(map) do
|
||||
table.insert(values[g], k)
|
||||
end
|
||||
end
|
||||
|
||||
for g, _ in pairs(mcl_autogroup.registered_diggroups) do
|
||||
table.sort(values[g])
|
||||
end
|
||||
return values
|
||||
end
|
||||
|
||||
-- Returns a table containing a table indexed by "_mcl_hardness_value" to get
|
||||
-- its index in the list of unique hardnesses for each diggroup.
|
||||
local function get_hardness_lookup_for_groups(hardness_values)
|
||||
local map = {}
|
||||
for g, values in pairs(hardness_values) do
|
||||
map[g] = {}
|
||||
for k, v in pairs(values) do
|
||||
map[g][v] = k
|
||||
end
|
||||
end
|
||||
return map
|
||||
end
|
||||
|
||||
-- Array of unique hardness values for each group which affects dig time.
|
||||
local hardness_values = get_hardness_values_for_groups()
|
||||
|
||||
-- Map indexed by hardness values which return the index of that value in
|
||||
-- hardness_value. Used for quick lookup.
|
||||
local hardness_lookup = get_hardness_lookup_for_groups(hardness_values)
|
||||
|
||||
--[[local function compute_creativetimes(group)
|
||||
local creativetimes = {}
|
||||
|
||||
for index, hardness in pairs(hardness_values[group]) do
|
||||
table.insert(creativetimes, 0)
|
||||
end
|
||||
|
||||
return creativetimes
|
||||
end]]
|
||||
|
||||
-- Get the list of digging times for using a specific tool on a specific
|
||||
-- diggroup.
|
||||
--
|
||||
-- Parameters:
|
||||
-- group - the group which it is digging
|
||||
-- can_harvest - if the tool can harvest the block
|
||||
-- speed - dig speed multiplier for tool (default 1)
|
||||
-- efficiency - efficiency level for the tool if applicable
|
||||
local function get_digtimes(group, can_harvest, speed, efficiency)
|
||||
local speed = speed or 1
|
||||
if efficiency then
|
||||
speed = speed + efficiency * efficiency + 1
|
||||
end
|
||||
|
||||
local digtimes = {}
|
||||
|
||||
for index, hardness in pairs(hardness_values[group]) do
|
||||
local digtime = (hardness or 0) / speed
|
||||
if can_harvest then
|
||||
digtime = digtime * 1.5
|
||||
else
|
||||
digtime = digtime * 5
|
||||
end
|
||||
|
||||
if digtime <= 0.05 then
|
||||
digtime = 0
|
||||
else
|
||||
digtime = math.ceil(digtime * 20) / 20
|
||||
end
|
||||
table.insert(digtimes, digtime)
|
||||
end
|
||||
|
||||
return digtimes
|
||||
end
|
||||
|
||||
-- Get one groupcap field for using a specific tool on a specific group.
|
||||
local function get_groupcap(group, can_harvest, multiplier, efficiency, uses)
|
||||
return {
|
||||
times = get_digtimes(group, can_harvest, multiplier, efficiency),
|
||||
uses = uses,
|
||||
maxlevel = 0,
|
||||
}
|
||||
end
|
||||
|
||||
-- Add the groupcaps from a field in "_mcl_diggroups" to the groupcaps of a
|
||||
-- tool.
|
||||
local function add_groupcaps(toolname, groupcaps, groupcaps_def, efficiency)
|
||||
if not groupcaps_def then
|
||||
return
|
||||
end
|
||||
|
||||
for g, capsdef in pairs(groupcaps_def) do
|
||||
local mult = capsdef.speed or 1
|
||||
local uses = capsdef.uses
|
||||
local def = mcl_autogroup.registered_diggroups[g]
|
||||
local max_level = def.levels and #def.levels or 1
|
||||
|
||||
assert(capsdef.level, toolname .. ' is missing level for ' .. g)
|
||||
local level = math.min(capsdef.level, max_level)
|
||||
|
||||
if def.levels then
|
||||
groupcaps[g .. "_dig_default"] = get_groupcap(g, false, mult, efficiency, uses)
|
||||
if level > 0 then
|
||||
groupcaps[g .. "_dig_" .. def.levels[level]] = get_groupcap(g, true, mult, efficiency, uses)
|
||||
end
|
||||
else
|
||||
groupcaps[g .. "_dig"] = get_groupcap(g, level > 0, mult, efficiency, uses)
|
||||
end
|
||||
end
|
||||
end
|
||||
for g=1, #minigroups do
|
||||
mcl_autogroup.digtimes[minigroups[g].."_dig"] = {}
|
||||
mcl_autogroup.creativetimes[minigroups[g].."_dig"] = {}
|
||||
for e=1, max_efficiency_level do
|
||||
mcl_autogroup.digtimes[minigroups[g].."_dig_efficiency_"..e] = {}
|
||||
mcl_autogroup.creativetimes[minigroups[g].."_dig_efficiency_"..e] = {}
|
||||
|
||||
-- Checks if the given node would drop its useful drop if dug by a given tool.
|
||||
-- Returns true if it will yield its useful drop, false otherwise.
|
||||
function mcl_autogroup.can_harvest(nodename, toolname, player)
|
||||
local ndef = minetest.registered_nodes[nodename]
|
||||
|
||||
if not ndef then
|
||||
return false
|
||||
end
|
||||
|
||||
if minetest.get_item_group(nodename, "dig_immediate") >= 2 then
|
||||
return true
|
||||
end
|
||||
|
||||
if minetest.get_item_group(nodename, "dig_immediate_piston") >= 1 then
|
||||
return true
|
||||
end
|
||||
|
||||
-- Check if it can be dug by tool
|
||||
local tdef = minetest.registered_tools[toolname]
|
||||
if tdef and tdef._mcl_diggroups then
|
||||
for g, gdef in pairs(tdef._mcl_diggroups) do
|
||||
if ndef.groups[g] then
|
||||
if ndef.groups[g] <= gdef.level then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Check if it can be dug by hand
|
||||
if not player or not player:is_player() then return false end
|
||||
local name = player:get_inventory():get_stack("hand", 1):get_name()
|
||||
local tdef = minetest.registered_items[name]
|
||||
if tdef then
|
||||
for g, gdef in pairs(tdef._mcl_diggroups) do
|
||||
if ndef.groups[g] then
|
||||
if ndef.groups[g] <= gdef.level then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
local overwrite = function()
|
||||
-- Get one groupcap field for using a specific tool on a specific group.
|
||||
--[[local function get_groupcap(group, can_harvest, multiplier, efficiency, uses)
|
||||
return {
|
||||
times = get_digtimes(group, can_harvest, multiplier, efficiency),
|
||||
uses = uses,
|
||||
maxlevel = 0,
|
||||
}
|
||||
end]]
|
||||
|
||||
-- Returns the tool_capabilities from a tool definition or a default set of
|
||||
-- tool_capabilities
|
||||
local function get_tool_capabilities(tdef)
|
||||
if tdef.tool_capabilities then
|
||||
return tdef.tool_capabilities
|
||||
end
|
||||
|
||||
-- If the damage group and punch interval from hand is not included,
|
||||
-- then the user will not be able to attack with the tool.
|
||||
local hand_toolcaps = mcl_meshhand.survival_hand_tool_caps
|
||||
return {
|
||||
full_punch_interval = hand_toolcaps.full_punch_interval,
|
||||
damage_groups = hand_toolcaps.damage_groups
|
||||
}
|
||||
end
|
||||
|
||||
-- Get the groupcaps for a tool. This function returns "groupcaps" table of
|
||||
-- digging which should be put in the "tool_capabilities" of the tool definition
|
||||
-- or in the metadata of an enchanted tool.
|
||||
--
|
||||
-- Parameters:
|
||||
-- toolname - Name of the tool being enchanted (like "mcl_tools:diamond_pickaxe")
|
||||
-- efficiency - The efficiency level the tool is enchanted with (default 0)
|
||||
--
|
||||
-- NOTE:
|
||||
-- This function can only be called after mod initialization. Otherwise a mod
|
||||
-- would have to add _mcl_autogroup as a dependency which would break the mod
|
||||
-- loading order.
|
||||
function mcl_autogroup.get_groupcaps(toolname, efficiency)
|
||||
local tdef = minetest.registered_items[toolname]
|
||||
local groupcaps = table.copy(get_tool_capabilities(tdef).groupcaps or {})
|
||||
add_groupcaps(toolname, groupcaps, tdef._mcl_diggroups, efficiency)
|
||||
return groupcaps
|
||||
end
|
||||
|
||||
-- Get the wear from using a tool on a digging group.
|
||||
--
|
||||
-- Parameters
|
||||
-- toolname - Name of the tool used
|
||||
-- diggroup - The name of the diggroup the tool is used on
|
||||
--
|
||||
-- NOTE:
|
||||
-- This function can only be called after mod initialization. Otherwise a mod
|
||||
-- would have to add _mcl_autogroup as a dependency which would break the mod
|
||||
-- loading order.
|
||||
function mcl_autogroup.get_wear(toolname, diggroup)
|
||||
local tdef = minetest.registered_tools[toolname]
|
||||
if not tdef then
|
||||
minetest.log("warning", "Adding wear for tool: " .. tostring(toolname) .. " failed with diggroup: " .. tostring(diggroup))
|
||||
return nil
|
||||
end
|
||||
local uses = tdef._mcl_diggroups[diggroup].uses
|
||||
return math.ceil(65535 / uses)
|
||||
end
|
||||
|
||||
local function overwrite()
|
||||
for nname, ndef in pairs(minetest.registered_nodes) do
|
||||
local groups_changed = false
|
||||
local newgroups = table.copy(ndef.groups)
|
||||
if (nname ~= "ignore" and ndef.diggable) then
|
||||
-- Automatically assign the “solid” group for solid nodes
|
||||
-- Automatically assign the "solid" group for solid nodes
|
||||
if (ndef.walkable == nil or ndef.walkable == true)
|
||||
and (ndef.collision_box == nil or ndef.collision_box.type == "regular")
|
||||
and (ndef.node_box == nil or ndef.node_box.type == "regular")
|
||||
and (ndef.groups.not_solid == 0 or ndef.groups.not_solid == nil) then
|
||||
newgroups.solid = 1
|
||||
groups_changed = true
|
||||
end
|
||||
-- Automatically assign the “opaque” group for opaque nodes
|
||||
-- Automatically assign the "opaque" group for opaque nodes
|
||||
if (not (ndef.paramtype == "light" or ndef.sunlight_propagates)) and
|
||||
(ndef.groups.not_opaque == 0 or ndef.groups.not_opaque == nil) then
|
||||
newgroups.opaque = 1
|
||||
groups_changed = true
|
||||
end
|
||||
|
||||
local function calculate_group(hardness, material, diggroup, newgroups, actual_rating, expected_rating, efficiency)
|
||||
local time, validity_factor
|
||||
if actual_rating >= expected_rating then
|
||||
-- Valid tool
|
||||
validity_factor = 1.5
|
||||
--local creative_breakable = false
|
||||
|
||||
-- Assign groups used for digging this node depending on
|
||||
-- the registered digging groups
|
||||
for g, gdef in pairs(mcl_autogroup.registered_diggroups) do
|
||||
--creative_breakable = true
|
||||
local index = hardness_lookup[g][ndef._mcl_hardness or 0]
|
||||
if ndef.groups[g] then
|
||||
if gdef.levels then
|
||||
newgroups[g .. "_dig_default"] = index
|
||||
|
||||
for i = ndef.groups[g], #gdef.levels do
|
||||
newgroups[g .. "_dig_" .. gdef.levels[i]] = index
|
||||
end
|
||||
else
|
||||
-- Wrong tool (higher digging time)
|
||||
validity_factor = 5
|
||||
end
|
||||
local speed_multiplier = divisors[material]
|
||||
if efficiency then
|
||||
speed_multiplier = speed_multiplier + efficiency * efficiency + 1
|
||||
end
|
||||
time = (hardness * validity_factor) / speed_multiplier
|
||||
if time <= 0.05 then
|
||||
time = 0
|
||||
else
|
||||
time = math.ceil(time * 20) / 20
|
||||
end
|
||||
table.insert(mcl_autogroup.digtimes[diggroup], time)
|
||||
if not efficiency then
|
||||
table.insert(mcl_autogroup.creativetimes[diggroup], 0)
|
||||
end
|
||||
newgroups[diggroup] = #mcl_autogroup.digtimes[diggroup]
|
||||
return newgroups
|
||||
end
|
||||
|
||||
-- Hack in digging times
|
||||
local hardness = ndef._mcl_hardness
|
||||
if not hardness then
|
||||
hardness = 0
|
||||
end
|
||||
|
||||
-- Handle pickaxey, axey and shovely
|
||||
for _, basegroup in pairs(basegroups) do
|
||||
if (hardness ~= -1 and ndef.groups[basegroup]) then
|
||||
for g=1,#materials do
|
||||
local diggroup = basegroup.."_dig_"..materials[g]
|
||||
newgroups = calculate_group(hardness, materials[g], diggroup, newgroups, g, ndef.groups[basegroup])
|
||||
for e=1,max_efficiency_level do
|
||||
newgroups = calculate_group(hardness, materials[g], diggroup .. "_efficiency_" .. e, newgroups, g, ndef.groups[basegroup], e)
|
||||
end
|
||||
groups_changed = true
|
||||
end
|
||||
end
|
||||
end
|
||||
for m=1, #minigroups do
|
||||
local minigroup = minigroups[m]
|
||||
if hardness ~= -1 then
|
||||
local diggroup = minigroup.."_dig"
|
||||
-- actual rating
|
||||
local ar = ndef.groups[minigroup]
|
||||
if ar == nil then
|
||||
ar = 0
|
||||
end
|
||||
if (minigroup == "handy")
|
||||
or
|
||||
(ndef.groups.shearsy_wool and minigroup == "shearsy_wool" and ndef.groups.wool)
|
||||
or
|
||||
(ndef.groups.swordy_cobweb and minigroup == "swordy_cobweb" and nname == "mcl_core:cobweb")
|
||||
or
|
||||
(ndef.groups[minigroup] and minigroup ~= "swordy_cobweb" and minigroup ~= "shearsy_wool") then
|
||||
newgroups = calculate_group(hardness, minigroup, diggroup, newgroups, ar, 1)
|
||||
for e=1,max_efficiency_level do
|
||||
newgroups = calculate_group(hardness, minigroup, diggroup .. "_efficiency_" .. e, newgroups, ar, 1, e)
|
||||
end
|
||||
groups_changed = true
|
||||
newgroups[g .. "_dig"] = index
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if groups_changed then
|
||||
-- Automatically assign the node to the
|
||||
-- creative_breakable group if it belongs to any digging
|
||||
-- group.
|
||||
newgroups["creative_breakable"] = 1
|
||||
|
||||
minetest.override_item(nname, {
|
||||
groups = newgroups
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
for tname, tdef in pairs(minetest.registered_items) do
|
||||
-- Assign groupcaps for digging the registered digging groups
|
||||
-- depending on the _mcl_diggroups in the tool definition
|
||||
if tdef._mcl_diggroups then
|
||||
local toolcaps = table.copy(get_tool_capabilities(tdef))
|
||||
toolcaps.groupcaps = mcl_autogroup.get_groupcaps(tname)
|
||||
|
||||
minetest.override_item(tname, {
|
||||
tool_capabilities = toolcaps
|
||||
})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
@ -1 +1,3 @@
|
|||
name = _mcl_autogroup
|
||||
author = ryvnf
|
||||
description = MineClone 2 core mod which automatically adds groups to all items. Very important for digging times.
|
||||
|
|
|
@ -81,11 +81,11 @@ if v6_use_snow_biomes then
|
|||
end
|
||||
local v6_freq_desert = tonumber(minetest.get_mapgen_setting("mgv6_freq_desert") or 0.45)
|
||||
|
||||
local NOISE_MAGIC_X = 1619
|
||||
local NOISE_MAGIC_Y = 31337
|
||||
local NOISE_MAGIC_Z = 52591
|
||||
local NOISE_MAGIC_SEED = 1013
|
||||
local noise2d = function(x, y, seed)
|
||||
--local NOISE_MAGIC_X = 1619
|
||||
--local NOISE_MAGIC_Y = 31337
|
||||
--local NOISE_MAGIC_Z = 52591
|
||||
--local NOISE_MAGIC_SEED = 1013
|
||||
local function noise2d(x, y, seed)
|
||||
-- TODO: implement noise2d function for biome blend
|
||||
return 0
|
||||
--[[
|
||||
|
|
|
@ -1,2 +1,3 @@
|
|||
name = biomeinfo
|
||||
author = Wuzzy
|
||||
description = Simple API to get data about biomes.
|
||||
|
|
|
@ -0,0 +1,23 @@
|
|||
# controls
|
||||
|
||||
## controls.players
|
||||
Table containing player controls at runtime.
|
||||
WARNING: Never use this table in writing
|
||||
|
||||
## controls.register_on_press(func)
|
||||
Register a function that will be executed with (player, keyname) every time a player press a key.
|
||||
|
||||
## controls.registered_on_press
|
||||
Table containing functions registered with controls.register_on_press().
|
||||
|
||||
## controls.register_on_release(func)
|
||||
Register a function that will be executed with (player, keyname, clock_from_last_press) every time a player release a key.
|
||||
|
||||
## controls.registered_on_release
|
||||
Table containing functions registered with controls.register_on_release().
|
||||
|
||||
## controls.register_on_hold(func)
|
||||
Register a function that will be executed with (player, keyname, clock_from_start_hold) every time a player hold a key.
|
||||
|
||||
## controls.registered_on_hold
|
||||
Table containing functions registered with controls.register_on_hold().
|
|
@ -1,3 +1,8 @@
|
|||
local get_connected_players = minetest.get_connected_players
|
||||
local clock = os.clock
|
||||
|
||||
local pairs = pairs
|
||||
|
||||
controls = {}
|
||||
controls.players = {}
|
||||
|
||||
|
@ -17,15 +22,15 @@ function controls.register_on_hold(func)
|
|||
end
|
||||
|
||||
local known_controls = {
|
||||
jump=true,
|
||||
right=true,
|
||||
left=true,
|
||||
LMB=true,
|
||||
RMB=true,
|
||||
sneak=true,
|
||||
aux1=true,
|
||||
down=true,
|
||||
up=true,
|
||||
jump = true,
|
||||
right = true,
|
||||
left = true,
|
||||
LMB = true,
|
||||
RMB = true,
|
||||
sneak = true,
|
||||
aux1 = true,
|
||||
down = true,
|
||||
up = true,
|
||||
}
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
|
@ -42,26 +47,26 @@ minetest.register_on_leaveplayer(function(player)
|
|||
end)
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
for _, player in pairs(minetest.get_connected_players()) do
|
||||
for _, player in pairs(get_connected_players()) do
|
||||
local player_name = player:get_player_name()
|
||||
local player_controls = player:get_player_control()
|
||||
if controls.players[player_name] then
|
||||
for cname, cbool in pairs(player_controls) do
|
||||
if known_controls[cname] == true then
|
||||
--Press a key
|
||||
if cbool==true and controls.players[player_name][cname][1]==false then
|
||||
if cbool == true and controls.players[player_name][cname][1] == false then
|
||||
for _, func in pairs(controls.registered_on_press) do
|
||||
func(player, cname)
|
||||
end
|
||||
controls.players[player_name][cname] = {true, os.clock()}
|
||||
elseif cbool==true and controls.players[player_name][cname][1]==true then
|
||||
controls.players[player_name][cname] = {true, clock()}
|
||||
elseif cbool == true and controls.players[player_name][cname][1] == true then
|
||||
for _, func in pairs(controls.registered_on_hold) do
|
||||
func(player, cname, os.clock()-controls.players[player_name][cname][2])
|
||||
func(player, cname, clock()-controls.players[player_name][cname][2])
|
||||
end
|
||||
--Release a key
|
||||
elseif cbool==false and controls.players[player_name][cname][1]==true then
|
||||
elseif cbool == false and controls.players[player_name][cname][1] == true then
|
||||
for _, func in pairs(controls.registered_on_release) do
|
||||
func(player, cname, os.clock()-controls.players[player_name][cname][2])
|
||||
func(player, cname, clock()-controls.players[player_name][cname][2])
|
||||
end
|
||||
controls.players[player_name][cname] = {false}
|
||||
end
|
||||
|
|
|
@ -1 +1,4 @@
|
|||
name=controls
|
||||
name = controls
|
||||
author = Arcelmi
|
||||
description = Controls framework by Arcelmi
|
||||
|
||||
|
|
|
@ -0,0 +1,45 @@
|
|||
# flowlib
|
||||
Simple flow functions.
|
||||
|
||||
## flowlib.is_touching(realpos, nodepos, radius)
|
||||
Return true if a sphere of <radius> at <realpos> collide with node at <nodepos>.
|
||||
* realpos: position
|
||||
* nodepos: position
|
||||
* radius: number
|
||||
|
||||
## flowlib.is_water(pos)
|
||||
Return true if node at <pos> is water, false overwise.
|
||||
* pos: position
|
||||
|
||||
## flowlib.node_is_water(node)
|
||||
Return true if <node> is water, false overwise.
|
||||
* node: node
|
||||
|
||||
## flowlib.is_lava(pos)
|
||||
Return true if node at <pos> is lava, false overwise.
|
||||
* pos: position
|
||||
|
||||
## flowlib.node_is_lava(node)
|
||||
Return true if <node> is lava, false overwise.
|
||||
* node: node
|
||||
|
||||
## flowlib.is_liquid(pos)
|
||||
Return true if node at <pos> is liquid, false overwise.
|
||||
* pos: position
|
||||
|
||||
## flowlib.node_is_liquid(node)
|
||||
Return true if <node> is liquid, false overwise.
|
||||
* node: node
|
||||
|
||||
## flowlib.quick_flow(pos, node)
|
||||
Return direction where the water is flowing (to be use to push mobs, items...).
|
||||
* pos: position
|
||||
* node: node
|
||||
|
||||
## flowlib.move_centre(pos, realpos, node, radius)
|
||||
Return the pos of the nearest not water block near from <pos> in a sphere of <radius> at <realpos>.
|
||||
WARNING: This function is never used in mcl2, use at your own risk. The informations described here may be wrong.
|
||||
* pos: position
|
||||
* realpos: position, position of the entity
|
||||
* node: node
|
||||
* radius: number
|
|
@ -1,95 +1,100 @@
|
|||
local math = math
|
||||
|
||||
local get_node = minetest.get_node
|
||||
local get_item_group = minetest.get_item_group
|
||||
|
||||
local registered_nodes = minetest.registered_nodes
|
||||
|
||||
flowlib = {}
|
||||
|
||||
--sum of direction vectors must match an array index
|
||||
|
||||
--(sum,root)
|
||||
--(0,1), (1,1+0=1), (2,1+1=2), (3,1+2^2=5), (4,2^2+2^2=8)
|
||||
|
||||
local inv_roots = {
|
||||
[0] = 1,
|
||||
[1] = 1,
|
||||
[2] = 0.70710678118655,
|
||||
[4] = 0.5,
|
||||
[5] = 0.44721359549996,
|
||||
[8] = 0.35355339059327,
|
||||
}
|
||||
|
||||
local function to_unit_vector(dir_vector)
|
||||
--(sum,root)
|
||||
-- (0,1), (1,1+0=1), (2,1+1=2), (3,1+2^2=5), (4,2^2+2^2=8)
|
||||
local inv_roots = {[0] = 1, [1] = 1, [2] = 0.70710678118655, [4] = 0.5
|
||||
, [5] = 0.44721359549996, [8] = 0.35355339059327}
|
||||
local sum = dir_vector.x*dir_vector.x + dir_vector.z*dir_vector.z
|
||||
return {x=dir_vector.x*inv_roots[sum],y=dir_vector.y
|
||||
,z=dir_vector.z*inv_roots[sum]}
|
||||
local sum = dir_vector.x * dir_vector.x + dir_vector.z * dir_vector.z
|
||||
return {x = dir_vector.x * inv_roots[sum], y = dir_vector.y, z = dir_vector.z * inv_roots[sum]}
|
||||
end
|
||||
|
||||
local is_touching = function(realpos,nodepos,radius)
|
||||
local function is_touching(realpos,nodepos,radius)
|
||||
local boarder = 0.5 - radius
|
||||
return (math.abs(realpos - nodepos) > (boarder))
|
||||
return math.abs(realpos - nodepos) > (boarder)
|
||||
end
|
||||
|
||||
flowlib.is_touching = is_touching
|
||||
|
||||
local is_water = function(pos)
|
||||
return (minetest.get_item_group(minetest.get_node(
|
||||
{x=pos.x,y=pos.y,z=pos.z}).name
|
||||
, "water") ~= 0)
|
||||
local function is_water(pos)
|
||||
return get_item_group(get_node(pos).name, "water") ~= 0
|
||||
end
|
||||
|
||||
flowlib.is_water = is_water
|
||||
|
||||
local node_is_water = function(node)
|
||||
return (minetest.get_item_group(node.name, "water") ~= 0)
|
||||
local function node_is_water(node)
|
||||
return get_item_group(node.name, "water") ~= 0
|
||||
end
|
||||
|
||||
flowlib.node_is_water = node_is_water
|
||||
|
||||
local is_lava = function(pos)
|
||||
return (minetest.get_item_group(minetest.get_node(
|
||||
{x=pos.x,y=pos.y,z=pos.z}).name
|
||||
, "lava") ~= 0)
|
||||
local function is_lava(pos)
|
||||
return get_item_group(get_node(pos).name, "lava") ~= 0
|
||||
end
|
||||
|
||||
flowlib.is_lava = is_lava
|
||||
|
||||
local node_is_lava = function(node)
|
||||
return (minetest.get_item_group(node.name, "lava") ~= 0)
|
||||
local function node_is_lava(node)
|
||||
return get_item_group(node.name, "lava") ~= 0
|
||||
end
|
||||
|
||||
flowlib.node_is_lava = node_is_lava
|
||||
|
||||
|
||||
local is_liquid = function(pos)
|
||||
return (minetest.get_item_group(minetest.get_node(
|
||||
{x=pos.x,y=pos.y,z=pos.z}).name
|
||||
, "liquid") ~= 0)
|
||||
local function is_liquid(pos)
|
||||
return get_item_group(get_node(pos).name, "liquid") ~= 0
|
||||
end
|
||||
|
||||
flowlib.is_liquid = is_liquid
|
||||
|
||||
local node_is_liquid = function(node)
|
||||
return (minetest.get_item_group(node.name, "liquid") ~= 0)
|
||||
local function node_is_liquid(node)
|
||||
return minetest.get_item_group(node.name, "liquid") ~= 0
|
||||
end
|
||||
|
||||
flowlib.node_is_liquid = node_is_liquid
|
||||
|
||||
--This code is more efficient
|
||||
local function quick_flow_logic(node,pos_testing,direction)
|
||||
local function quick_flow_logic(node, pos_testing, direction)
|
||||
local name = node.name
|
||||
if not minetest.registered_nodes[name] then
|
||||
if not registered_nodes[name] then
|
||||
return 0
|
||||
end
|
||||
if minetest.registered_nodes[name].liquidtype == "source" then
|
||||
local node_testing = minetest.get_node(pos_testing)
|
||||
local param2_testing = node_testing.param2
|
||||
if not minetest.registered_nodes[node_testing.name] then
|
||||
if registered_nodes[name].liquidtype == "source" then
|
||||
local node_testing = get_node(pos_testing)
|
||||
if not registered_nodes[node_testing.name] then
|
||||
return 0
|
||||
end
|
||||
if minetest.registered_nodes[node_testing.name].liquidtype
|
||||
~= "flowing" then
|
||||
if registered_nodes[node_testing.name].liquidtype ~= "flowing" then
|
||||
return 0
|
||||
else
|
||||
return direction
|
||||
end
|
||||
elseif minetest.registered_nodes[name].liquidtype == "flowing" then
|
||||
local node_testing = minetest.get_node(pos_testing)
|
||||
elseif registered_nodes[name].liquidtype == "flowing" then
|
||||
local node_testing = get_node(pos_testing)
|
||||
local param2_testing = node_testing.param2
|
||||
if not minetest.registered_nodes[node_testing.name] then
|
||||
if not registered_nodes[node_testing.name] then
|
||||
return 0
|
||||
end
|
||||
if minetest.registered_nodes[node_testing.name].liquidtype
|
||||
== "source" then
|
||||
if registered_nodes[node_testing.name].liquidtype == "source" then
|
||||
return -direction
|
||||
elseif minetest.registered_nodes[node_testing.name].liquidtype
|
||||
== "flowing" then
|
||||
elseif registered_nodes[node_testing.name].liquidtype == "flowing" then
|
||||
if param2_testing < node.param2 then
|
||||
if (node.param2 - param2_testing) > 6 then
|
||||
return -direction
|
||||
|
@ -108,48 +113,41 @@ local function quick_flow_logic(node,pos_testing,direction)
|
|||
return 0
|
||||
end
|
||||
|
||||
local quick_flow = function(pos,node)
|
||||
local x = 0
|
||||
local z = 0
|
||||
|
||||
local function quick_flow(pos, node)
|
||||
if not node_is_liquid(node) then
|
||||
return {x=0,y=0,z=0}
|
||||
return {x = 0, y = 0, z = 0}
|
||||
end
|
||||
|
||||
x = x + quick_flow_logic(node,{x=pos.x-1,y=pos.y,z=pos.z},-1)
|
||||
x = x + quick_flow_logic(node,{x=pos.x+1,y=pos.y,z=pos.z}, 1)
|
||||
z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z-1},-1)
|
||||
z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z+1}, 1)
|
||||
|
||||
return to_unit_vector({x=x,y=0,z=z})
|
||||
local x = quick_flow_logic(node,{x = pos.x-1, y = pos.y, z = pos.z},-1) + quick_flow_logic(node,{x = pos.x+1, y = pos.y, z = pos.z}, 1)
|
||||
local z = quick_flow_logic(node,{x = pos.x, y = pos.y, z = pos.z-1},-1) + quick_flow_logic(node,{x = pos.x, y = pos.y, z = pos.z+1}, 1)
|
||||
return to_unit_vector({x = x, y = 0, z = z})
|
||||
end
|
||||
|
||||
flowlib.quick_flow = quick_flow
|
||||
|
||||
--if not in water but touching, move centre to touching block
|
||||
--x has higher precedence than z
|
||||
--if pos changes with x, it affects z
|
||||
|
||||
--if not in water but touching, move centre to touching block
|
||||
--x has higher precedence than z
|
||||
--if pos changes with x, it affects z
|
||||
local move_centre = function(pos,realpos,node,radius)
|
||||
if is_touching(realpos.x,pos.x,radius) then
|
||||
if is_liquid({x=pos.x-1,y=pos.y,z=pos.z}) then
|
||||
node = minetest.get_node({x=pos.x-1,y=pos.y,z=pos.z})
|
||||
pos = {x=pos.x-1,y=pos.y,z=pos.z}
|
||||
elseif is_liquid({x=pos.x+1,y=pos.y,z=pos.z}) then
|
||||
node = minetest.get_node({x=pos.x+1,y=pos.y,z=pos.z})
|
||||
pos = {x=pos.x+1,y=pos.y,z=pos.z}
|
||||
local function move_centre(pos, realpos, node, radius)
|
||||
if is_touching(realpos.x, pos.x, radius) then
|
||||
if is_liquid({x = pos.x-1, y = pos.y, z = pos.z}) then
|
||||
node = get_node({x=pos.x-1, y = pos.y, z = pos.z})
|
||||
pos = {x = pos.x-1, y = pos.y, z = pos.z}
|
||||
elseif is_liquid({x = pos.x+1, y = pos.y, z = pos.z}) then
|
||||
node = get_node({x = pos.x+1, y = pos.y, z = pos.z})
|
||||
pos = {x = pos.x+1, y = pos.y, z = pos.z}
|
||||
end
|
||||
end
|
||||
if is_touching(realpos.z,pos.z,radius) then
|
||||
if is_liquid({x=pos.x,y=pos.y,z=pos.z-1}) then
|
||||
node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z-1})
|
||||
pos = {x=pos.x,y=pos.y,z=pos.z-1}
|
||||
elseif is_liquid({x=pos.x,y=pos.y,z=pos.z+1}) then
|
||||
node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z+1})
|
||||
pos = {x=pos.x,y=pos.y,z=pos.z+1}
|
||||
if is_touching(realpos.z, pos.z, radius) then
|
||||
if is_liquid({x = pos.x, y = pos.y, z = pos.z - 1}) then
|
||||
node = get_node({x = pos.x, y = pos.y, z = pos.z - 1})
|
||||
pos = {x = pos.x, y = pos.y, z = pos.z - 1}
|
||||
elseif is_liquid({x = pos.x, y = pos.y, z = pos.z + 1}) then
|
||||
node = get_node({x = pos.x, y = pos.y, z = pos.z + 1})
|
||||
pos = {x = pos.x, y = pos.y, z = pos.z + 1}
|
||||
end
|
||||
end
|
||||
return pos,node
|
||||
return pos, node
|
||||
end
|
||||
|
||||
flowlib.move_centre = move_centre
|
||||
|
|
|
@ -1 +1,4 @@
|
|||
name = flowlib
|
||||
author = Qwertymine3
|
||||
description = Simple flow functions for use in Minetest mods by Qwertymine3
|
||||
|
||||
|
|
|
@ -1 +0,0 @@
|
|||
Adds additional ways for nodes to be attached.
|
|
@ -1,26 +1,98 @@
|
|||
local original_function = minetest.check_single_for_falling
|
||||
-- Overrides the builtin minetest.check_single_for_falling.
|
||||
-- We need to do this in order to handle nodes in mineclone specific groups
|
||||
-- "supported_node" and "attached_node_facedir".
|
||||
--
|
||||
-- Nodes in group "supported_node" can be placed on any node that does not
|
||||
-- have the "airlike" drawtype. Carpets are an example of this type.
|
||||
|
||||
minetest.check_single_for_falling = function(pos)
|
||||
local ret_o = original_function(pos)
|
||||
local pairs = pairs
|
||||
local math = math
|
||||
local vector = vector
|
||||
|
||||
local ret = false
|
||||
local node = minetest.get_node(pos)
|
||||
if minetest.get_item_group(node.name, "attached_node_facedir") ~= 0 then
|
||||
local dir = minetest.facedir_to_dir(node.param2)
|
||||
if dir then
|
||||
local cpos = vector.add(pos, dir)
|
||||
local cnode = minetest.get_node(cpos)
|
||||
if minetest.get_item_group(cnode.name, "solid") == 0 then
|
||||
minetest.remove_node(pos)
|
||||
local drops = minetest.get_node_drops(node.name, "")
|
||||
for dr=1, #drops do
|
||||
minetest.add_item(pos, drops[dr])
|
||||
end
|
||||
ret = true
|
||||
end
|
||||
local facedir_to_dir = minetest.facedir_to_dir
|
||||
local get_item_group = minetest.get_item_group
|
||||
local remove_node = minetest.remove_node
|
||||
local get_node = minetest.get_node
|
||||
local get_meta = minetest.get_meta
|
||||
local registered_nodes = minetest.registered_nodes
|
||||
local get_node_drops = minetest.get_node_drops
|
||||
local add_item = minetest.add_item
|
||||
|
||||
-- drop_attached_node(p)
|
||||
--
|
||||
-- This function is copied verbatim from minetest/builtin/game/falling.lua
|
||||
-- We need this to do the exact same dropping node handling in our override
|
||||
-- minetest.check_single_for_falling() function as in the builtin function.
|
||||
--
|
||||
---@param p Vector
|
||||
local function drop_attached_node(p)
|
||||
local n = get_node(p)
|
||||
local drops = get_node_drops(n, "")
|
||||
local def = registered_nodes[n.name]
|
||||
|
||||
if def and def.preserve_metadata then
|
||||
local oldmeta = get_meta(p):to_table().fields
|
||||
-- Copy pos and node because the callback can modify them.
|
||||
local pos_copy = vector.copy(p)
|
||||
local node_copy = { name = n.name, param1 = n.param1, param2 = n.param2 }
|
||||
local drop_stacks = {}
|
||||
for k, v in pairs(drops) do
|
||||
drop_stacks[k] = ItemStack(v)
|
||||
end
|
||||
drops = drop_stacks
|
||||
def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
|
||||
end
|
||||
|
||||
return ret_o or ret
|
||||
if def and def.sounds and def.sounds.fall then
|
||||
minetest.sound_play(def.sounds.fall, { pos = p }, true)
|
||||
end
|
||||
|
||||
remove_node(p)
|
||||
for _, item in pairs(drops) do
|
||||
local pos = vector.offset(p,
|
||||
math.random() / 2 - 0.25,
|
||||
math.random() / 2 - 0.25,
|
||||
math.random() / 2 - 0.25
|
||||
)
|
||||
add_item(pos, item)
|
||||
end
|
||||
end
|
||||
|
||||
-- minetest.check_single_for_falling(pos)
|
||||
--
|
||||
-- * causes an unsupported `group:falling_node` node to fall and causes an
|
||||
-- unattached `group:attached_node` or `group:attached_node_facedir` node
|
||||
-- or unsupported `group:supported_node` node to drop.
|
||||
-- * does not spread these updates to neighbours.
|
||||
--
|
||||
-- Returns true if the node at <pos> has spawned a falling node or has been
|
||||
-- dropped as item(s).
|
||||
--
|
||||
local original_function = minetest.check_single_for_falling
|
||||
|
||||
function minetest.check_single_for_falling(pos)
|
||||
if original_function(pos) then
|
||||
return true
|
||||
end
|
||||
|
||||
local node = get_node(pos)
|
||||
if get_item_group(node.name, "attached_node_facedir") ~= 0 then
|
||||
local dir = facedir_to_dir(node.param2)
|
||||
if dir then
|
||||
if get_item_group(get_node(vector.add(pos, dir)).name, "solid") == 0 then
|
||||
drop_attached_node(pos)
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if get_item_group(node.name, "supported_node") ~= 0 then
|
||||
local def = registered_nodes[get_node(vector.offset(pos, 0, -1, 0)).name]
|
||||
if def and def.drawtype == "airlike" then
|
||||
drop_attached_node(pos)
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
|
|
@ -0,0 +1,3 @@
|
|||
name = mcl_attached
|
||||
author = Wuzzy
|
||||
description = Adds additional ways for nodes to be attached.
|
|
@ -0,0 +1,28 @@
|
|||
# mcl_autogroup
|
||||
This mod emulate digging times from mc.
|
||||
|
||||
## mcl_autogroup.can_harvest(nodename, toolname, player)
|
||||
Return true if <nodename> can be dig with <toolname> by <player>.
|
||||
* nodename: string, valid nodename
|
||||
* toolname: (optional) string, valid toolname
|
||||
* player: (optinal) ObjectRef, valid player
|
||||
|
||||
## mcl_autogroup.get_groupcaps(toolname, efficiency)
|
||||
This function is used to calculate diggroups for tools.
|
||||
WARNING: This function can only be called after mod initialization.
|
||||
* toolname: string, name of the tool being enchanted (like "mcl_tools:diamond_pickaxe")
|
||||
* efficiency: (optional) integer, the efficiency level the tool is enchanted with (default 0)
|
||||
|
||||
## mcl_autogroup.get_wear(toolname, diggroup)
|
||||
Return the max wear of <toolname> with <diggroup>
|
||||
WARNING: This function can only be called after mod initialization.
|
||||
* toolname: string, name of the tool used
|
||||
* diggroup: string, the name of the diggroup the tool is used on
|
||||
|
||||
## mcl_autogroup.register_diggroup(group, def)
|
||||
* group: string, name of the group to register as a digging group
|
||||
* def: (optional) table, table with information about the diggroup (defaults to {} if unspecified)
|
||||
* level: (optional) string, if specified it is an array containing the names of the different digging levels the digging group supports
|
||||
|
||||
## mcl_autogroup.registered_diggroups
|
||||
List of registered diggroups, indexed by name.
|
|
@ -0,0 +1,28 @@
|
|||
--[[
|
||||
This is one part of a mod to replicate the digging times from Minecraft. This
|
||||
part only exposes a function to register digging groups. The rest of the mod is
|
||||
implemented and documented in the _mcl_autogroup.
|
||||
|
||||
The mod is split up into two parts, mcl_autogroup and _mcl_autogroup.
|
||||
mcl_autogroup contains the API functions used to register custom digging groups.
|
||||
_mcl_autogroup contains most of the code. The leading underscore in the name
|
||||
"_mcl_autogroup" is used to force Minetest to load that part of the mod as late
|
||||
as possible. Minetest loads mods in reverse alphabetical order.
|
||||
--]]
|
||||
mcl_autogroup = {}
|
||||
mcl_autogroup.registered_diggroups = {}
|
||||
|
||||
assert(minetest.get_modpath("_mcl_autogroup"), "This mod requires the mod _mcl_autogroup to function")
|
||||
|
||||
-- Register a group as a digging group.
|
||||
--
|
||||
-- Parameters:
|
||||
-- group - Name of the group to register as a digging group
|
||||
-- def - Table with information about the diggroup (defaults to {} if unspecified)
|
||||
--
|
||||
-- Values in def:
|
||||
-- level - If specified it is an array containing the names of the different
|
||||
-- digging levels the digging group supports.
|
||||
function mcl_autogroup.register_diggroup(group, def)
|
||||
mcl_autogroup.registered_diggroups[group] = def or {}
|
||||
end
|
|
@ -0,0 +1,3 @@
|
|||
name = mcl_autogroup
|
||||
author = ryvnf
|
||||
description = MineClone 2 core mod which automatically adds groups to all items. Very important for digging times.
|
|
@ -0,0 +1,8 @@
|
|||
# mcl_colors
|
||||
Mod providing global table containing legacity minecraft colors to be used in mods.
|
||||
|
||||
## mcl_colors.*
|
||||
Colors by upper name, in hex value.
|
||||
|
||||
## mcl_colors.background.*
|
||||
Background colors by upper name, in hex value.
|
|
@ -0,0 +1,36 @@
|
|||
mcl_colors = {
|
||||
BLACK = "#000000",
|
||||
DARK_BLUE = "#0000AA",
|
||||
DARK_GREEN = "#00AA00",
|
||||
DARK_AQUA = "#00AAAA",
|
||||
DARK_RED = "#AA0000",
|
||||
DARK_PURPLE = "#AA00AA",
|
||||
GOLD = "#FFAA00",
|
||||
GRAY = "#AAAAAA",
|
||||
DARK_GRAY = "#555555",
|
||||
BLUE = "#5555FF",
|
||||
GREEN = "#55FF55",
|
||||
AQUA = "#55FFFF",
|
||||
RED = "#FF5555",
|
||||
LIGHT_PURPLE = "#FF55FF",
|
||||
YELLOW = "#FFFF55",
|
||||
WHITE = "#FFFFFF",
|
||||
background = {
|
||||
BLACK = "#000000",
|
||||
DARK_BLUE = "#00002A",
|
||||
DARK_GREEN = "#002A00",
|
||||
DARK_AQUA = "#002A2A",
|
||||
DARK_RED = "#2A0000",
|
||||
DARK_PURPLE = "#2A002A",
|
||||
GOLD = "#2A2A00",
|
||||
GRAY = "#2A2A2A",
|
||||
DARK_GRAY = "#151515",
|
||||
BLUE = "#15153F",
|
||||
GREEN = "#153F15",
|
||||
AQUA = "#153F3F",
|
||||
RED = "#3F1515",
|
||||
LIGHT_PURPLE = "#3F153F",
|
||||
YELLOW = "#3F3F15",
|
||||
WHITE = "#373501",
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
name = mcl_colors
|
||||
author = Fleckenstein
|
||||
description = The HTML sequences for the minecraft colors
|
|
@ -0,0 +1,15 @@
|
|||
# mcl_damage
|
||||
|
||||
This mod is intended to overall minetest's native damage system, to provide a better integration between features that deals with entities' health.
|
||||
|
||||
WARNING: Not using it inside your mods may cause strange bugs (using the native damage system may cause conflicts with this system).
|
||||
|
||||
## Callbacks
|
||||
|
||||
To modify the amount of damage made by something:
|
||||
|
||||
```lua
|
||||
--obj: an ObjectRef
|
||||
mcl_damage.register_modifier(function(obj, damage, reason)
|
||||
end, 0)
|
||||
```
|
|
@ -0,0 +1,171 @@
|
|||
mcl_damage = {
|
||||
modifiers = {},
|
||||
damage_callbacks = {},
|
||||
death_callbacks = {},
|
||||
types = {
|
||||
in_fire = {is_fire = true},
|
||||
lightning_bolt = {is_lightning = true},
|
||||
on_fire = {is_fire = true, bypasses_armor = true},
|
||||
lava = {is_fire = true},
|
||||
hot_floor = {is_fire = true},
|
||||
in_wall = {bypasses_armor = true},
|
||||
drown = {bypasses_armor = true},
|
||||
starve = {bypasses_armor = true, bypasses_magic = true},
|
||||
cactus = {},
|
||||
sweet_berry = {},
|
||||
fall = {bypasses_armor = true},
|
||||
fly_into_wall = {bypasses_armor = true}, -- unused
|
||||
out_of_world = {bypasses_armor = true, bypasses_magic = true, bypasses_invulnerability = true, bypasses_totem = true},
|
||||
generic = {bypasses_armor = true},
|
||||
magic = {is_magic = true, bypasses_armor = true},
|
||||
dragon_breath = {is_magic = true, bypasses_armor = true}, -- this is only used for dragon fireball; dragon fireball does not actually deal impact damage tho, so this is unreachable
|
||||
wither = {bypasses_armor = true}, -- unused
|
||||
wither_skull = {is_magic = true, is_explosion = true}, -- this is non-MC but a workaround to get the proper death message
|
||||
anvil = {},
|
||||
falling_node = {}, -- this is falling_block in MC
|
||||
mob = {},
|
||||
player = {},
|
||||
arrow = {is_projectile = true},
|
||||
fireball = {is_projectile = true, is_fire = true},
|
||||
thorns = {is_magic = true},
|
||||
explosion = {is_explosion = true},
|
||||
cramming = {bypasses_armor = true}, -- unused
|
||||
fireworks = {is_explosion = true}, -- unused
|
||||
}
|
||||
}
|
||||
|
||||
local damage_enabled = minetest.settings:get_bool("enabled_damage",true)
|
||||
|
||||
function mcl_damage.register_modifier(func, priority)
|
||||
table.insert(mcl_damage.modifiers, {func = func, priority = priority or 0})
|
||||
end
|
||||
|
||||
function mcl_damage.register_on_damage(func)
|
||||
table.insert(mcl_damage.damage_callbacks, func)
|
||||
end
|
||||
|
||||
function mcl_damage.register_on_death(func)
|
||||
table.insert(mcl_damage.death_callbacks, func)
|
||||
end
|
||||
|
||||
function mcl_damage.run_modifiers(obj, damage, reason)
|
||||
for _, modf in ipairs(mcl_damage.modifiers) do
|
||||
damage = modf.func(obj, damage, reason) or damage
|
||||
if damage == 0 then
|
||||
return 0
|
||||
end
|
||||
end
|
||||
|
||||
return damage
|
||||
end
|
||||
|
||||
local function run_callbacks(funcs, ...)
|
||||
for _, func in pairs(funcs) do
|
||||
func(...)
|
||||
end
|
||||
end
|
||||
|
||||
function mcl_damage.run_damage_callbacks(obj, damage, reason)
|
||||
run_callbacks(mcl_damage.damage_callbacks, obj, damage, reason)
|
||||
end
|
||||
|
||||
function mcl_damage.run_death_callbacks(obj, reason)
|
||||
run_callbacks(mcl_damage.death_callbacks, obj, reason)
|
||||
end
|
||||
|
||||
function mcl_damage.from_punch(mcl_reason, object)
|
||||
mcl_reason.direct = object
|
||||
local luaentity = mcl_reason.direct:get_luaentity()
|
||||
if luaentity then
|
||||
if luaentity._is_arrow then
|
||||
mcl_reason.type = "arrow"
|
||||
elseif luaentity._is_fireball then
|
||||
mcl_reason.type = "fireball"
|
||||
elseif luaentity.is_mob then
|
||||
mcl_reason.type = "mob"
|
||||
end
|
||||
mcl_reason.source = mcl_reason.source or luaentity._source_object
|
||||
else
|
||||
mcl_reason.type = "player"
|
||||
end
|
||||
end
|
||||
|
||||
function mcl_damage.finish_reason(mcl_reason)
|
||||
mcl_reason.source = mcl_reason.source or mcl_reason.direct
|
||||
mcl_reason.flags = mcl_damage.types[mcl_reason.type]
|
||||
end
|
||||
|
||||
function mcl_damage.from_mt(mt_reason)
|
||||
if mt_reason._mcl_chached_reason then
|
||||
return mt_reason._mcl_chached_reason
|
||||
end
|
||||
|
||||
local mcl_reason
|
||||
|
||||
if mt_reason._mcl_reason then
|
||||
mcl_reason = mt_reason._mcl_reason
|
||||
else
|
||||
mcl_reason = {type = "generic"}
|
||||
|
||||
if mt_reason._mcl_type then
|
||||
mcl_reason.type = mt_reason._mcl_type
|
||||
elseif mt_reason.type == "fall" then
|
||||
mcl_reason.type = "fall"
|
||||
elseif mt_reason.type == "drown" then
|
||||
mcl_reason.type = "drown"
|
||||
elseif mt_reason.type == "punch" then
|
||||
mcl_damage.from_punch(mcl_reason, mt_reason.object)
|
||||
elseif mt_reason.type == "node_damage" and mt_reason.node then
|
||||
if minetest.get_item_group(mt_reason.node, "fire") > 0 then
|
||||
mcl_reason.type = "in_fire"
|
||||
end
|
||||
if minetest.get_item_group(mt_reason.node, "lava") > 0 then
|
||||
mcl_reason.type = "lava"
|
||||
end
|
||||
end
|
||||
|
||||
for key, value in pairs(mt_reason) do
|
||||
if key:find("_mcl_") == 1 then
|
||||
mcl_reason[key:sub(6, #key)] = value
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
mcl_damage.finish_reason(mcl_reason)
|
||||
mt_reason._mcl_cached_reason = mcl_reason
|
||||
|
||||
return mcl_reason
|
||||
end
|
||||
|
||||
function mcl_damage.register_type(name, def)
|
||||
mcl_damage.types[name] = def
|
||||
end
|
||||
|
||||
minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
|
||||
if not damage_enabled then return 0 end
|
||||
if hp_change < 0 then
|
||||
if player:get_hp() <= 0 then
|
||||
return 0
|
||||
end
|
||||
hp_change = -mcl_damage.run_modifiers(player, -hp_change, mcl_damage.from_mt(mt_reason))
|
||||
end
|
||||
return hp_change
|
||||
end, true)
|
||||
|
||||
minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
|
||||
if not damage_enabled then return 0 end
|
||||
if player:get_hp() > 0 then
|
||||
if hp_change < 0 then
|
||||
mcl_damage.run_damage_callbacks(player, -hp_change, mcl_damage.from_mt(mt_reason))
|
||||
end
|
||||
end
|
||||
end, false)
|
||||
|
||||
minetest.register_on_dieplayer(function(player, mt_reason)
|
||||
mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason))
|
||||
minetest.log("action","Player "..player:get_player_name().." died at "..minetest.pos_to_string(vector.round(player:get_pos())))
|
||||
end)
|
||||
|
||||
minetest.register_on_mods_loaded(function()
|
||||
table.sort(mcl_damage.modifiers, function(a, b) return a.priority < b.priority end)
|
||||
end)
|
|
@ -0,0 +1,3 @@
|
|||
name = mcl_damage
|
||||
author = Fleckenstein
|
||||
description = Minecraft-like damage reason system
|
|
@ -0,0 +1,27 @@
|
|||
## mcl_events
|
||||
### Registering Events
|
||||
`mlc_events.register_event("name",def)`
|
||||
|
||||
#### Event Definition
|
||||
{
|
||||
stage = 0,
|
||||
max_stage = 1,
|
||||
percent = 100,
|
||||
bars = {},
|
||||
completed = false,
|
||||
cond_start = function() end,
|
||||
--return table of paramtables e.g. { { player = playername, pos = position, ... } }, custom parameters will be passed to the event object/table
|
||||
on_step = function(event) end,
|
||||
--this function is run every game step when the event is active
|
||||
on_start = function(event) end,
|
||||
-- this function is run when the event starts
|
||||
on_stage_begin = function(event) end,
|
||||
-- this function runs when a new stage of the event starts
|
||||
cond_progress = function(event) end, --return false or next stage id
|
||||
--this function checks if the event should progress to the next (or any other) stage
|
||||
cond_complete = function(event) end,
|
||||
--return true if event finished successfully
|
||||
}
|
||||
|
||||
### Debugging
|
||||
* /event_start <event> -- starts the given event at the current player coordinates
|
|
@ -0,0 +1,155 @@
|
|||
mcl_events = {}
|
||||
mcl_events.registered_events = {}
|
||||
local disabled_events = minetest.settings:get("mcl_disabled_events")
|
||||
if disabled_events then disabled_events = disabled_events:split(",")
|
||||
else disabled_events = {} end
|
||||
local DBG = minetest.settings:get_bool("mcl_logging_event_api",false)
|
||||
local active_events = {}
|
||||
|
||||
local event_tpl = {
|
||||
stage = 0,
|
||||
max_stage = 1,
|
||||
percent = 100,
|
||||
bars = {},
|
||||
completed = false,
|
||||
cond_start = function(event) end, --return table of positions
|
||||
on_step = function(event) end,
|
||||
on_start = function(event) end,
|
||||
on_stage_begin = function(event) end,
|
||||
cond_progress = function(event) end, --return next stage
|
||||
cond_complete = function(event) end, --return success
|
||||
}
|
||||
|
||||
local function mcl_log(m,l)
|
||||
if DBG then
|
||||
if not l then l = "action" end
|
||||
minetest.log(l,"[mcl_events] "..m)
|
||||
end
|
||||
end
|
||||
|
||||
function mcl_events.register_event(name,def)
|
||||
if table.indexof(disabled_events,name) ~= -1 then return end
|
||||
mcl_events.registered_events[name] = def
|
||||
mcl_events.registered_events[name].name = name
|
||||
end
|
||||
|
||||
local function addbars(self)
|
||||
if not self.enable_bossbar then return end
|
||||
for _,player in pairs(minetest.get_connected_players()) do
|
||||
if vector.distance(self.pos,player:get_pos()) < 64 then
|
||||
local bar = mcl_bossbars.add_bar(player, {color = "red", text = self.readable_name .. ": Wave "..self.stage.." / "..self.max_stage, percentage = self.percent }, true,1)
|
||||
table.insert(self.bars,bar)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function start_event(p,e)
|
||||
mcl_log("[mcl_events] Event started: "..e.readable_name.." at "..minetest.pos_to_string(vector.round(p.pos)))
|
||||
local idx = #active_events + 1
|
||||
active_events[idx] = table.copy(e)
|
||||
setmetatable(active_events[idx],{__index = event_tpl})
|
||||
for k,v in pairs(p) do active_events[idx][k] = v end
|
||||
active_events[idx].stage = 0
|
||||
active_events[idx].percent = 100
|
||||
active_events[idx].bars = {}
|
||||
active_events[idx].time_start = os.time()
|
||||
if active_events[idx].on_start then
|
||||
active_events[idx]:on_start(p.pos)
|
||||
end
|
||||
addbars(active_events[idx])
|
||||
end
|
||||
|
||||
local function finish_event(self,idx)
|
||||
mcl_log("[mcl_events] Finished: "..self.readable_name.." at "..minetest.pos_to_string(vector.round(self.pos)))
|
||||
if self.on_complete then self:on_complete() end
|
||||
for _,b in pairs(self.bars) do
|
||||
mcl_bossbars.remove_bar(b)
|
||||
end
|
||||
table.remove(active_events,idx)
|
||||
end
|
||||
|
||||
local etime = 0
|
||||
function check_events(dtime)
|
||||
--process active events
|
||||
for idx,ae in pairs(active_events) do
|
||||
if ae.cond_complete and ae:cond_complete() then
|
||||
ae.finished = true
|
||||
finish_event(ae,idx)
|
||||
elseif not ae.cond_complete and ae.max_stage and ae.max_stage <= ae.stage then
|
||||
ae.finished = true
|
||||
finish_event(ae,idx)
|
||||
elseif not ae.finished and ae.cond_progress then
|
||||
local p = ae:cond_progress()
|
||||
if p == true then
|
||||
ae.stage = ae.stage + 1
|
||||
if ae:on_stage_begin() == true then
|
||||
mcl_log("[mcl_events] Event "..ae.readable_name.." at "..minetest.pos_to_string(vector.round(ae.pos)).." failed at stage_begin of stage "..ae.stage )
|
||||
active_events[idx] = nil
|
||||
end
|
||||
elseif tonumber(p) then
|
||||
ae.stage = tonumber(p) or ae.stage + 1
|
||||
ae:on_stage_begin()
|
||||
end
|
||||
elseif not ae.finished and ae.on_step then
|
||||
ae:on_step(dtime)
|
||||
end
|
||||
addbars(ae)
|
||||
end
|
||||
-- check if a new event should be started
|
||||
etime = etime - dtime
|
||||
if etime > 0 then return end
|
||||
etime = 10
|
||||
for _,e in pairs(mcl_events.registered_events) do
|
||||
local pp = e.cond_start()
|
||||
if pp then
|
||||
--minetest.log("It's gonna start the raid maybe")
|
||||
for _,p in pairs(pp) do
|
||||
local start = true
|
||||
if e.exclusive_to_area then
|
||||
for _,ae in pairs(active_events) do
|
||||
if e.name == ae.name and vector.distance(p.pos,ae.pos) < e.exclusive_to_area then start = false end
|
||||
end
|
||||
end
|
||||
if start then
|
||||
--minetest.log("It's gonna start the raid definitely")
|
||||
start_event(p,e)
|
||||
elseif DBG then
|
||||
mcl_log("[mcl_events] Event "..e.readable_name.." already active at "..minetest.pos_to_string(vector.round(p.pos)))
|
||||
end
|
||||
end
|
||||
else
|
||||
--minetest.log("Do not start this raid")
|
||||
end
|
||||
end
|
||||
for idx,ae in pairs(active_events) do
|
||||
local player_near = false
|
||||
for _,pl in pairs(minetest.get_connected_players()) do
|
||||
if ae.pos and vector.distance(pl:get_pos(),ae.pos) < 64 then player_near = true end
|
||||
end
|
||||
if ae.pos and not player_near then
|
||||
mcl_log("[mcl_events] Event "..ae.readable_name.." at "..minetest.pos_to_string(vector.round(ae.pos)).." aborted - no players near." )
|
||||
active_events[idx] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_globalstep(check_events)
|
||||
|
||||
mcl_info.register_debug_field("Active Events",{
|
||||
level = 4,
|
||||
func = function(pl,pos)
|
||||
return tostring(#active_events)
|
||||
end
|
||||
})
|
||||
|
||||
minetest.register_chatcommand("event_start",{
|
||||
privs = {debug = true},
|
||||
description = "Debug command to start events",
|
||||
func = function(pname,param)
|
||||
local p = minetest.get_player_by_name(pname)
|
||||
local evdef = mcl_events.registered_events[param]
|
||||
if not evdef then return false,"Event "..param.." doesn't exist.'" end
|
||||
start_event({pos=p:get_pos(),player=pname,factor=1},evdef)
|
||||
return true,"Started event "..param
|
||||
end,
|
||||
})
|
|
@ -0,0 +1,3 @@
|
|||
name = mcl_events
|
||||
author = cora
|
||||
depends = mcl_mobs,mcl_bossbars, mcl_info
|
|
@ -0,0 +1,15 @@
|
|||
# mcl_explosions
|
||||
This mod provide helper functions to create explosions.
|
||||
|
||||
## mcl_explosions.explode(pos, strength, info, puncher)
|
||||
* pos: position, initial position of the explosion
|
||||
* strenght: number, radius of the explosion
|
||||
* info: table, explosion informations:
|
||||
* drop_chance: number, if specified becomes the drop chance of all nodes in the explosion (default: 1.0 / strength)
|
||||
* max_blast_resistance: int, if specified the explosion will treat all non-indestructible nodes as having a blast resistance of no more than this value
|
||||
* sound: bool, if true, the explosion will play a sound (default: true)
|
||||
* particles: bool, if true, the explosion will create particles (default: true)
|
||||
* fire: bool, if true, 1/3 nodes become fire (default: false)
|
||||
* griefing: bool, if true, the explosion will destroy nodes (default: true)
|
||||
* grief_protected: bool, if true, the explosion will also destroy nodes which have been protected (default: false)
|
||||
* puncher: (optional) entity, will be used as source for damage done by the explosion
|
|
@ -12,11 +12,24 @@ under the LGPLv2.1 license.
|
|||
|
||||
mcl_explosions = {}
|
||||
|
||||
local mod_death_messages = minetest.get_modpath("mcl_death_messages") ~= nil
|
||||
local mod_fire = minetest.get_modpath("mcl_fire") ~= nil
|
||||
local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
|
||||
local mod_fire = minetest.get_modpath("mcl_fire")
|
||||
local explosions_griefing = minetest.settings:get_bool("mcl_explosions_griefing", true)
|
||||
--local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
|
||||
|
||||
local S = minetest.get_translator("mcl_explosions")
|
||||
local math = math
|
||||
local vector = vector
|
||||
local table = table
|
||||
|
||||
local hash_node_position = minetest.hash_node_position
|
||||
local get_objects_inside_radius = minetest.get_objects_inside_radius
|
||||
local get_position_from_hash = minetest.get_position_from_hash
|
||||
local get_node_drops = minetest.get_node_drops
|
||||
local get_name_from_content_id = minetest.get_name_from_content_id
|
||||
local get_voxel_manip = minetest.get_voxel_manip
|
||||
local bulk_set_node = minetest.bulk_set_node
|
||||
local check_for_falling = minetest.check_for_falling
|
||||
local add_item = minetest.add_item
|
||||
local pos_to_string = minetest.pos_to_string
|
||||
|
||||
-- Saved sphere explosion shapes for various radiuses
|
||||
local sphere_shapes = {}
|
||||
|
@ -57,50 +70,48 @@ local function compute_sphere_rays(radius)
|
|||
local rays = {}
|
||||
local sphere = {}
|
||||
|
||||
for i=1, 2 do
|
||||
local function add_ray(pos)
|
||||
sphere[hash_node_position(pos)] = pos
|
||||
end
|
||||
|
||||
for y = -radius, radius do
|
||||
for z = -radius, radius do
|
||||
for x = -radius, 0, 1 do
|
||||
for x = -radius, 0 do
|
||||
local d = x * x + y * y + z * z
|
||||
if d <= radius * radius then
|
||||
local pos = { x = x, y = y, z = z }
|
||||
sphere[minetest.hash_node_position(pos)] = pos
|
||||
add_ray(vector.new(x, y, z))
|
||||
add_ray(vector.new(-x, y, z))
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for i=1,2 do
|
||||
for x = -radius, radius do
|
||||
for z = -radius, radius do
|
||||
for y = -radius, 0, 1 do
|
||||
for y = -radius, 0 do
|
||||
local d = x * x + y * y + z * z
|
||||
if d <= radius * radius then
|
||||
local pos = { x = x, y = y, z = z }
|
||||
sphere[minetest.hash_node_position(pos)] = pos
|
||||
add_ray(vector.new(x, y, z))
|
||||
add_ray(vector.new(x, -y, z))
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for i=1,2 do
|
||||
for x = -radius, radius do
|
||||
for y = -radius, radius do
|
||||
for z = -radius, 0, 1 do
|
||||
for z = -radius, 0 do
|
||||
local d = x * x + y * y + z * z
|
||||
if d <= radius * radius then
|
||||
local pos = { x = x, y = y, z = z }
|
||||
sphere[minetest.hash_node_position(pos)] = pos
|
||||
add_ray(vector.new(x, y, z))
|
||||
add_ray(vector.new(x, y, -z))
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for _, pos in pairs(sphere) do
|
||||
rays[#rays + 1] = vector.normalize(pos)
|
||||
|
@ -120,10 +131,10 @@ local function add_particles(pos, radius)
|
|||
time = 0.125,
|
||||
minpos = pos,
|
||||
maxpos = pos,
|
||||
minvel = {x = -radius, y = -radius, z = -radius},
|
||||
maxvel = {x = radius, y = radius, z = radius},
|
||||
minacc = vector.new(),
|
||||
maxacc = vector.new(),
|
||||
minvel = vector.new(-radius, -radius, -radius),
|
||||
maxvel = vector.new(radius, radius, radius),
|
||||
minacc = vector.zero(),
|
||||
maxacc = vector.zero(),
|
||||
minexptime = 0.5,
|
||||
maxexptime = 1.0,
|
||||
minsize = radius * 0.5,
|
||||
|
@ -140,7 +151,8 @@ end
|
|||
-- raydirs - The directions for each ray
|
||||
-- radius - The maximum distance each ray will go
|
||||
-- info - Table containing information about explosion
|
||||
-- puncher - object that punches other objects (optional)
|
||||
-- direct - direct source object of the damage (optional)
|
||||
-- source - indirect source object of the damage (optional)
|
||||
--
|
||||
-- Values in info:
|
||||
-- drop_chance - The chance that destroyed nodes will drop their items
|
||||
|
@ -149,12 +161,14 @@ end
|
|||
-- max_blast_resistance - The explosion will treat all non-indestructible nodes
|
||||
-- as having a blast resistance of no more than this
|
||||
-- value
|
||||
-- grief_protected - If true, the explosion will also destroy nodes which have
|
||||
-- been protected
|
||||
--
|
||||
-- Note that this function has been optimized, it contains code which has been
|
||||
-- inlined to avoid function calls and unnecessary table creation. This was
|
||||
-- measured to give a significant performance increase.
|
||||
local function trace_explode(pos, strength, raydirs, radius, info, puncher)
|
||||
local vm = minetest.get_voxel_manip()
|
||||
local function trace_explode(pos, strength, raydirs, radius, info, direct, source)
|
||||
local vm = get_voxel_manip()
|
||||
|
||||
local emin, emax = vm:read_from_map(vector.subtract(pos, radius),
|
||||
vector.add(pos, radius))
|
||||
|
@ -164,23 +178,21 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
|
|||
|
||||
local ystride = (emax.x - emin_x + 1)
|
||||
local zstride = ystride * (emax.y - emin_y + 1)
|
||||
local pos_x = pos.x
|
||||
local pos_y = pos.y
|
||||
local pos_z = pos.z
|
||||
|
||||
local area = VoxelArea:new {
|
||||
--[[local area = VoxelArea:new {
|
||||
MinEdge = emin,
|
||||
MaxEdge = emax
|
||||
}
|
||||
}]]
|
||||
local data = vm:get_data()
|
||||
local destroy = {}
|
||||
|
||||
local drop_chance = info.drop_chance
|
||||
local fire = info.fire
|
||||
local max_blast_resistance = info.max_blast_resistance
|
||||
local grief_protected = info.grief_protected
|
||||
|
||||
-- Trace rays for environment destruction
|
||||
if info.griefing then
|
||||
if info.griefing and explosions_griefing then
|
||||
for i = 1, #raydirs do
|
||||
local rpos_x = pos.x
|
||||
local rpos_y = pos.y
|
||||
|
@ -194,16 +206,17 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
|
|||
local npos_x = math.floor(rpos_x + 0.5)
|
||||
local npos_y = math.floor(rpos_y + 0.5)
|
||||
local npos_z = math.floor(rpos_z + 0.5)
|
||||
local npos = { x = npos_x, y = npos_y, z = npos_z }
|
||||
local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
|
||||
npos_x - emin_x + 1
|
||||
|
||||
local cid = data[idx]
|
||||
local br = node_blastres[cid]
|
||||
local br = node_blastres[cid] or INDESTRUCT_BLASTRES
|
||||
if br < INDESTRUCT_BLASTRES and br > max_blast_resistance then
|
||||
br = max_blast_resistance
|
||||
end
|
||||
|
||||
local hash = minetest.hash_node_position({x=npos_x, y=npos_y, z=npos_z})
|
||||
local hash = hash_node_position(npos)
|
||||
|
||||
rpos_x = rpos_x + STEP_LENGTH * rdir_x
|
||||
rpos_y = rpos_y + STEP_LENGTH * rdir_y
|
||||
|
@ -215,23 +228,25 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
|
|||
break
|
||||
end
|
||||
|
||||
if cid ~= minetest.CONTENT_AIR and not minetest.is_protected({x = npos_x, y = npos_y, z = npos_z}, "") then
|
||||
if cid ~= minetest.CONTENT_AIR then
|
||||
if not minetest.is_protected(npos, "") or grief_protected then
|
||||
destroy[hash] = idx
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Entities in radius of explosion
|
||||
local punch_radius = 2 * strength
|
||||
local objs = minetest.get_objects_inside_radius(pos, punch_radius)
|
||||
local objs = get_objects_inside_radius(pos, punch_radius)
|
||||
|
||||
-- Trace rays for entity damage
|
||||
for _, obj in pairs(objs) do
|
||||
local ent = obj:get_luaentity()
|
||||
|
||||
-- Ignore items to lower lag
|
||||
if obj:is_player() or (ent and ent.name ~= '__builtin.item') then
|
||||
if (obj:is_player() or (ent and ent.name ~= "__builtin.item")) and obj:get_hp() > 0 then
|
||||
local opos = obj:get_pos()
|
||||
local collisionbox = nil
|
||||
|
||||
|
@ -244,20 +259,20 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
|
|||
|
||||
if collisionbox then
|
||||
-- Create rays from random points in the collision box
|
||||
local x1 = collisionbox[1] * 2
|
||||
local y1 = collisionbox[2] * 2
|
||||
local z1 = collisionbox[3] * 2
|
||||
local x2 = collisionbox[4] * 2
|
||||
local y2 = collisionbox[5] * 2
|
||||
local z2 = collisionbox[6] * 2
|
||||
local x1 = collisionbox[1]
|
||||
local y1 = collisionbox[2]
|
||||
local z1 = collisionbox[3]
|
||||
local x2 = collisionbox[4]
|
||||
local y2 = collisionbox[5]
|
||||
local z2 = collisionbox[6]
|
||||
local x_len = math.abs(x2 - x1)
|
||||
local y_len = math.abs(y2 - y1)
|
||||
local z_len = math.abs(z2 - z1)
|
||||
|
||||
-- Move object position to the center of its bounding box
|
||||
opos.x = opos.x + x1 + x2
|
||||
opos.y = opos.y + y1 + y2
|
||||
opos.z = opos.z + z1 + z2
|
||||
opos.x = opos.x + 0.5 * (x1 + x2)
|
||||
opos.y = opos.y + 0.5 * (y1 + y2)
|
||||
opos.z = opos.z + 0.5 * (z1 + z2)
|
||||
|
||||
-- Count number of rays from collision box which are unobstructed
|
||||
local count = N_EXPOSURE_RAYS
|
||||
|
@ -274,7 +289,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
|
|||
rdir_y = rdir_y / rdir_len
|
||||
rdir_z = rdir_z / rdir_len
|
||||
|
||||
for i=0, rdir_len / STEP_LENGTH do
|
||||
for i = 0, rdir_len / STEP_LENGTH do
|
||||
rpos_x = rpos_x + rdir_x * STEP_LENGTH
|
||||
rpos_y = rpos_y + rdir_y * STEP_LENGTH
|
||||
rpos_z = rpos_z + rdir_z * STEP_LENGTH
|
||||
|
@ -305,7 +320,6 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
|
|||
impact = 0
|
||||
end
|
||||
local damage = math.floor((impact * impact + impact) * 7 * strength + 1)
|
||||
local source = puncher or obj
|
||||
|
||||
local sleep_formspec_doesnt_close_mt53 = false
|
||||
if obj:is_player() then
|
||||
|
@ -317,31 +331,44 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
|
|||
sleep_formspec_doesnt_close_mt53 = true
|
||||
end
|
||||
end
|
||||
if mod_death_messages then
|
||||
mcl_death_messages.player_damage(obj, S("@1 was caught in an explosion.", name))
|
||||
end
|
||||
if rawget(_G, "armor") and armor.last_damage_types then
|
||||
armor.last_damage_types[name] = "explosion"
|
||||
end
|
||||
end
|
||||
|
||||
if sleep_formspec_doesnt_close_mt53 then
|
||||
minetest.after(0.3, function(obj, damage, impact, punch_dir) -- 0.2 is minimum delay for closing old formspec and open died formspec -- TODO: REMOVE THIS IN THE FUTURE
|
||||
if not obj then return end
|
||||
obj:punch(obj, 10, { damage_groups = { full_punch_interval = 1, fleshy = damage, knockback = impact * 20.0 } }, punch_dir)
|
||||
obj:add_player_velocity(vector.multiply(punch_dir, impact * 20))
|
||||
end, obj, damage, impact, vector.new(punch_dir))
|
||||
else
|
||||
obj:punch(source, 10, { damage_groups = { full_punch_interval = 1, fleshy = damage, knockback = impact * 20.0 } }, punch_dir)
|
||||
minetest.after(0.3,
|
||||
function() -- 0.2 is minimum delay for closing old formspec and open died formspec -- TODO: REMOVE THIS IN THE FUTURE
|
||||
if not obj:is_player() then
|
||||
return
|
||||
end
|
||||
mcl_util.deal_damage(obj, damage, { type = "explosion", direct = direct, source = source })
|
||||
|
||||
if obj:is_player() then
|
||||
obj:add_player_velocity(vector.multiply(punch_dir, impact * 20))
|
||||
elseif ent.tnt_knockback then
|
||||
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
|
||||
end)
|
||||
else
|
||||
mcl_util.deal_damage(obj, damage, { type = "explosion", direct = direct, source = source })
|
||||
|
||||
if obj:is_player() or ent.tnt_knockback then
|
||||
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Punch End Crystals to make them explode
|
||||
if ent and ent.name == "mcl_end:crystal" then
|
||||
if direct then
|
||||
local puncher = direct:get_luaentity()
|
||||
if puncher and puncher.name == "mcl_end:crystal" then
|
||||
ent.object:punch(direct, 1.0, { -- End Crystal nearby, trigger it.
|
||||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy = 1},
|
||||
}, nil, nil)
|
||||
else
|
||||
ent.object:remove() -- Direct Exists, but it is not an end crystal, remove crystal.
|
||||
end
|
||||
else
|
||||
ent.object:remove() -- Node exploded the end crystal, remove it.
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local airs, fires = {}, {}
|
||||
|
@ -352,52 +379,52 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
|
|||
local on_blast = node_on_blast[data[idx]]
|
||||
local remove = true
|
||||
|
||||
if do_drop or on_blast ~= nil then
|
||||
local npos = minetest.get_position_from_hash(hash)
|
||||
if on_blast ~= nil then
|
||||
if do_drop or on_blast then
|
||||
local npos = get_position_from_hash(hash)
|
||||
if on_blast then
|
||||
on_blast(npos, 1.0, do_drop)
|
||||
remove = false
|
||||
else
|
||||
local name = minetest.get_name_from_content_id(data[idx])
|
||||
local drop = minetest.get_node_drops(name, "")
|
||||
local name = get_name_from_content_id(data[idx])
|
||||
local drop = get_node_drops(name, "")
|
||||
|
||||
for _, item in ipairs(drop) do
|
||||
if type(item) ~= "string" then
|
||||
item = item:get_name() .. item:get_count()
|
||||
end
|
||||
minetest.add_item(npos, item)
|
||||
add_item(npos, item)
|
||||
end
|
||||
end
|
||||
end
|
||||
if remove then
|
||||
if mod_fire and fire and math.random(1, 3) == 1 then
|
||||
table.insert(fires, minetest.get_position_from_hash(hash))
|
||||
table.insert(fires, get_position_from_hash(hash))
|
||||
else
|
||||
table.insert(airs, minetest.get_position_from_hash(hash))
|
||||
table.insert(airs, get_position_from_hash(hash))
|
||||
end
|
||||
end
|
||||
end
|
||||
-- We use bulk_set_node instead of LVM because we want to have on_destruct and
|
||||
-- on_construct being called
|
||||
if #airs > 0 then
|
||||
minetest.bulk_set_node(airs, {name="air"})
|
||||
bulk_set_node(airs, { name = "air" })
|
||||
end
|
||||
if #fires > 0 then
|
||||
minetest.bulk_set_node(fires, {name="mcl_fire:fire"})
|
||||
bulk_set_node(fires, { name = "mcl_fire:fire" })
|
||||
end
|
||||
-- Update falling nodes
|
||||
for a=1, #airs do
|
||||
for a = 1, #airs do
|
||||
local p = airs[a]
|
||||
minetest.check_for_falling({x=p.x, y=p.y+1, z=p.z})
|
||||
check_for_falling(vector.offset(p, 0, 1, 0))
|
||||
end
|
||||
for f=1, #fires do
|
||||
for f = 1, #fires do
|
||||
local p = fires[f]
|
||||
minetest.check_for_falling({x=p.x, y=p.y+1, z=p.z})
|
||||
check_for_falling(vector.offset(p, 0, 1, 0))
|
||||
end
|
||||
|
||||
-- Log explosion
|
||||
minetest.log('action', 'Explosion at ' .. minetest.pos_to_string(pos) ..
|
||||
' with strength ' .. strength .. ' and radius ' .. radius)
|
||||
minetest.log("action", "Explosion at " .. pos_to_string(pos) .. " with strength " .. strength .. " and radius " ..
|
||||
radius)
|
||||
end
|
||||
|
||||
-- Create an explosion with strength at pos.
|
||||
|
@ -406,7 +433,8 @@ end
|
|||
-- pos - The position where the explosion originates from
|
||||
-- strength - The blast strength of the explosion (a TNT explosion uses 4)
|
||||
-- info - Table containing information about explosion
|
||||
-- puncher - object that is reported as source of punches/damage (optional)
|
||||
-- direct - direct source object of the damage (optional)
|
||||
-- source - indirect source object of the damage (optional)
|
||||
--
|
||||
-- Values in info:
|
||||
-- drop_chance - If specified becomes the drop chance of all nodes in the
|
||||
|
@ -418,7 +446,14 @@ end
|
|||
-- particles - If true, the explosion will create particles (default: true)
|
||||
-- fire - If true, 1/3 nodes become fire (default: false)
|
||||
-- griefing - If true, the explosion will destroy nodes (default: true)
|
||||
function mcl_explosions.explode(pos, strength, info, puncher)
|
||||
-- grief_protected - If true, the explosion will also destroy nodes which have
|
||||
-- been protected (default: false)
|
||||
---@param pos Vector
|
||||
---@param strength number
|
||||
---@param info {drop_chance: number, max_blast_resistance: number, sound: boolean, particles: boolean, fire: boolean, griefing: boolean, grief_protected: boolean}
|
||||
---@param direct? ObjectRef
|
||||
---@param source? ObjectRef
|
||||
function mcl_explosions.explode(pos, strength, info, direct, source)
|
||||
if info == nil then
|
||||
info = {}
|
||||
end
|
||||
|
@ -437,20 +472,17 @@ function mcl_explosions.explode(pos, strength, info, puncher)
|
|||
if info.sound == nil then info.sound = true end
|
||||
if info.fire == nil then info.fire = false end
|
||||
if info.griefing == nil then info.griefing = true end
|
||||
if info.grief_protected == nil then info.grief_protected = false end
|
||||
if info.max_blast_resistance == nil then
|
||||
info.max_blast_resistance = INDESTRUCT_BLASTRES
|
||||
end
|
||||
|
||||
-- For backwards compatibility
|
||||
if info.no_particle then info.particles = false end
|
||||
if info.no_sound then info.sound = false end
|
||||
|
||||
-- Dont do drops in creative mode
|
||||
if minetest.is_creative_enabled("") then
|
||||
info.drop_chance = 0
|
||||
end
|
||||
|
||||
trace_explode(pos, strength, shape, radius, info, puncher)
|
||||
trace_explode(pos, strength, shape, radius, info, direct, source)
|
||||
|
||||
if info.particles then
|
||||
add_particles(pos, radius)
|
||||
|
|
|
@ -1,2 +0,0 @@
|
|||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=@1 wurde Opfer einer Explosion.
|
|
@ -1,2 +1,2 @@
|
|||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=@1 a été pris dans une explosion.
|
||||
@1 was caught in an explosion.=@1 est mort dans une explosion
|
|
@ -0,0 +1,2 @@
|
|||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=@1は爆発に巻き込まれた。
|
|
@ -0,0 +1,2 @@
|
|||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=@1 została wysadzona.
|
|
@ -1,2 +0,0 @@
|
|||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=@1 не удалось пережить взрыва.
|
|
@ -0,0 +1,2 @@
|
|||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=@1 被炸飛了
|
|
@ -1,4 +1,5 @@
|
|||
name = mcl_explosions
|
||||
author = ryvnf
|
||||
description = A common API to create explosions.
|
||||
depends = mcl_particles
|
||||
optional_depends = mcl_fire
|
||||
|
|
|
@ -1 +0,0 @@
|
|||
Initialization mod of MineClone 2. Defines some common shared variables and sets up initial default settings which have to be set at the beginning.
|
|
@ -3,23 +3,26 @@ mcl_vars = {}
|
|||
|
||||
mcl_vars.redstone_tick = 0.1
|
||||
|
||||
--- GUI / inventory menu settings
|
||||
-- GUI / inventory menu settings
|
||||
mcl_vars.gui_slots = "listcolors[#9990;#FFF7;#FFF0;#000;#FFF]"
|
||||
|
||||
-- nonbg is added as formspec prepend in mcl_formspec_prepend
|
||||
mcl_vars.gui_nonbg = mcl_vars.gui_slots ..
|
||||
"style_type[image_button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]"..
|
||||
"style_type[button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]"..
|
||||
"style_type[field;textcolor=#323232]"..
|
||||
"style_type[label;textcolor=#323232]"..
|
||||
"style_type[textarea;textcolor=#323232]"..
|
||||
"style_type[checkbox;textcolor=#323232]"
|
||||
mcl_vars.gui_nonbg = table.concat({
|
||||
mcl_vars.gui_slots,
|
||||
"style_type[image_button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]",
|
||||
"style_type[button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]",
|
||||
"style_type[field;textcolor=#323232]",
|
||||
"style_type[label;textcolor=#323232]",
|
||||
"style_type[textarea;textcolor=#323232]",
|
||||
"style_type[checkbox;textcolor=#323232]",
|
||||
})
|
||||
|
||||
-- Background stuff must be manually added by mods (no formspec prepend)
|
||||
mcl_vars.gui_bg_color = "bgcolor[#00000000]"
|
||||
mcl_vars.gui_bg_img = "background9[1,1;1,1;mcl_base_textures_background9.png;true;7]"
|
||||
|
||||
-- Legacy
|
||||
mcl_vars.inventory_header = ""
|
||||
-- Tool wield size
|
||||
mcl_vars.tool_wield_scale = vector.new(1.8, 1.8, 1)
|
||||
|
||||
-- Mapgen variables
|
||||
local mg_name = minetest.get_mapgen_setting("mg_name")
|
||||
|
@ -29,22 +32,73 @@ local singlenode = mg_name == "singlenode"
|
|||
|
||||
-- Calculate mapgen_edge_min/mapgen_edge_max
|
||||
mcl_vars.chunksize = math.max(1, tonumber(minetest.get_mapgen_setting("chunksize")) or 5)
|
||||
mcl_vars.MAP_BLOCKSIZE = math.max(1, core.MAP_BLOCKSIZE or 16)
|
||||
mcl_vars.MAP_BLOCKSIZE = math.max(1, minetest.MAP_BLOCKSIZE or 16)
|
||||
mcl_vars.mapgen_limit = math.max(1, tonumber(minetest.get_mapgen_setting("mapgen_limit")) or 31000)
|
||||
mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, core.MAX_MAP_GENERATION_LIMIT or 31000)
|
||||
mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, minetest.MAX_MAP_GENERATION_LIMIT or 31000)
|
||||
|
||||
local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2)
|
||||
local chunk_size_in_nodes = mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE
|
||||
|
||||
mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
|
||||
mcl_vars.chunk_size_in_nodes = mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE
|
||||
|
||||
local central_chunk_min_pos = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
|
||||
local central_chunk_max_pos = central_chunk_min_pos + chunk_size_in_nodes - 1
|
||||
local central_chunk_max_pos = central_chunk_min_pos + mcl_vars.chunk_size_in_nodes - 1
|
||||
local ccfmin = central_chunk_min_pos - mcl_vars.MAP_BLOCKSIZE -- Fullminp/fullmaxp of central chunk, in nodes
|
||||
local ccfmax = central_chunk_max_pos + mcl_vars.MAP_BLOCKSIZE
|
||||
local mapgen_limit_b = math.floor(math.min(mcl_vars.mapgen_limit, mcl_vars.MAX_MAP_GENERATION_LIMIT) / mcl_vars.MAP_BLOCKSIZE)
|
||||
local mapgen_limit_b = math.floor(math.min(mcl_vars.mapgen_limit, mcl_vars.MAX_MAP_GENERATION_LIMIT) /
|
||||
mcl_vars.MAP_BLOCKSIZE)
|
||||
local mapgen_limit_min = -mapgen_limit_b * mcl_vars.MAP_BLOCKSIZE
|
||||
local mapgen_limit_max = (mapgen_limit_b + 1) * mcl_vars.MAP_BLOCKSIZE - 1
|
||||
local numcmin = math.max(math.floor((ccfmin - mapgen_limit_min) / chunk_size_in_nodes), 0) -- Number of complete chunks from central chunk
|
||||
local numcmax = math.max(math.floor((mapgen_limit_max - ccfmax) / chunk_size_in_nodes), 0) -- fullminp/fullmaxp to effective mapgen limits.
|
||||
mcl_vars.mapgen_edge_min = central_chunk_min_pos - numcmin * chunk_size_in_nodes
|
||||
mcl_vars.mapgen_edge_max = central_chunk_max_pos + numcmax * chunk_size_in_nodes
|
||||
local numcmin = math.max(math.floor((ccfmin - mapgen_limit_min) / mcl_vars.chunk_size_in_nodes), 0) -- Number of complete chunks from central chunk
|
||||
local numcmax = math.max(math.floor((mapgen_limit_max - ccfmax) / mcl_vars.chunk_size_in_nodes), 0) -- fullminp/fullmaxp to effective mapgen limits.
|
||||
|
||||
mcl_vars.mapgen_edge_min = central_chunk_min_pos - numcmin * mcl_vars.chunk_size_in_nodes
|
||||
mcl_vars.mapgen_edge_max = central_chunk_max_pos + numcmax * mcl_vars.chunk_size_in_nodes
|
||||
|
||||
---@param x integer
|
||||
---@return integer
|
||||
local function coordinate_to_block(x)
|
||||
return math.floor(x / mcl_vars.MAP_BLOCKSIZE)
|
||||
end
|
||||
|
||||
---@param x integer
|
||||
---@return integer
|
||||
local function coordinate_to_chunk(x)
|
||||
return math.floor((coordinate_to_block(x) - central_chunk_offset) / mcl_vars.chunksize)
|
||||
end
|
||||
|
||||
---@param pos Vector
|
||||
---@return Vector
|
||||
function mcl_vars.pos_to_block(pos)
|
||||
return vector.new(
|
||||
coordinate_to_block(pos.x),
|
||||
coordinate_to_block(pos.y),
|
||||
coordinate_to_block(pos.z)
|
||||
)
|
||||
end
|
||||
|
||||
---@param pos Vector
|
||||
---@return Vector
|
||||
function mcl_vars.pos_to_chunk(pos)
|
||||
return vector.new(
|
||||
coordinate_to_chunk(pos.x),
|
||||
coordinate_to_chunk(pos.y),
|
||||
coordinate_to_chunk(pos.z)
|
||||
)
|
||||
end
|
||||
|
||||
local k_positive = math.ceil(mcl_vars.MAX_MAP_GENERATION_LIMIT / mcl_vars.chunk_size_in_nodes)
|
||||
local k_positive_z = k_positive * 2
|
||||
local k_positive_y = k_positive_z * k_positive_z
|
||||
|
||||
---@param pos Vector
|
||||
---@return integer
|
||||
function mcl_vars.get_chunk_number(pos) -- unsigned int
|
||||
local c = mcl_vars.pos_to_chunk(pos)
|
||||
return (c.y + k_positive) * k_positive_y +
|
||||
(c.z + k_positive) * k_positive_z +
|
||||
c.x + k_positive
|
||||
end
|
||||
|
||||
if not superflat and not singlenode then
|
||||
-- Normal mode
|
||||
|
@ -77,11 +131,8 @@ elseif singlenode then
|
|||
mcl_vars.mg_bedrock_is_rough = false
|
||||
else
|
||||
-- Classic superflat
|
||||
local ground = minetest.get_mapgen_setting("mgflat_ground_level")
|
||||
ground = tonumber(ground)
|
||||
if not ground then
|
||||
ground = 8
|
||||
end
|
||||
local ground = tonumber(minetest.get_mapgen_setting("mgflat_ground_level")) or 8
|
||||
|
||||
mcl_vars.mg_overworld_min = ground - 3
|
||||
mcl_vars.mg_overworld_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit
|
||||
mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min
|
||||
|
@ -91,13 +142,14 @@ else
|
|||
mcl_vars.mg_bedrock_is_rough = false
|
||||
end
|
||||
|
||||
mcl_vars.mg_overworld_max = 31000
|
||||
mcl_vars.mg_overworld_max = mcl_vars.mapgen_edge_max
|
||||
|
||||
-- The Nether (around Y = -29000)
|
||||
mcl_vars.mg_nether_min = -29067 -- Carefully chosen to be at a mapchunk border
|
||||
mcl_vars.mg_nether_max = mcl_vars.mg_nether_min + 128
|
||||
mcl_vars.mg_bedrock_nether_bottom_min = mcl_vars.mg_nether_min
|
||||
mcl_vars.mg_bedrock_nether_top_max = mcl_vars.mg_nether_max
|
||||
mcl_vars.mg_nether_deco_max = mcl_vars.mg_nether_max -11 -- this is so ceiling decorations don't spill into other biomes as bedrock generation calls minetest.generate_decorations to put netherrack under the bedrock
|
||||
if not superflat then
|
||||
mcl_vars.mg_bedrock_nether_bottom_max = mcl_vars.mg_bedrock_nether_bottom_min + 4
|
||||
mcl_vars.mg_bedrock_nether_top_min = mcl_vars.mg_bedrock_nether_top_max - 4
|
||||
|
@ -122,7 +174,8 @@ end
|
|||
mcl_vars.mg_end_min = -27073 -- Carefully chosen to be at a mapchunk border
|
||||
mcl_vars.mg_end_max_official = mcl_vars.mg_end_min + minecraft_height_limit
|
||||
mcl_vars.mg_end_max = mcl_vars.mg_overworld_min - 2000
|
||||
mcl_vars.mg_end_platform_pos = { x = 100, y = mcl_vars.mg_end_min + 74, z = 0 }
|
||||
mcl_vars.mg_end_platform_pos = { x = 100, y = mcl_vars.mg_end_min + 64, z = 0 }
|
||||
mcl_vars.mg_end_exit_portal_pos = vector.new(0, mcl_vars.mg_end_min + 71, 0)
|
||||
|
||||
-- Realm barrier used to safely separate the End from the void below the Overworld
|
||||
mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max
|
||||
|
@ -138,3 +191,90 @@ minetest.craftitemdef_default.stack_max = 64
|
|||
-- Set random seed for all other mods (Remember to make sure no other mod calls this function)
|
||||
math.randomseed(os.time())
|
||||
|
||||
local chunks = {} -- intervals of chunks generated
|
||||
|
||||
---@param pos Vector
|
||||
function mcl_vars.add_chunk(pos)
|
||||
local n = mcl_vars.get_chunk_number(pos) -- unsigned int
|
||||
local prev
|
||||
for i, d in pairs(chunks) do
|
||||
if n <= d[2] then -- we've found it
|
||||
if (n == d[2]) or (n >= d[1]) then return end -- already here
|
||||
if n == d[1] - 1 then -- right before:
|
||||
if prev and (prev[2] == n - 1) then
|
||||
prev[2] = d[2]
|
||||
table.remove(chunks, i)
|
||||
return
|
||||
end
|
||||
d[1] = n
|
||||
return
|
||||
end
|
||||
if prev and (prev[2] == n - 1) then --join to previous
|
||||
prev[2] = n
|
||||
return
|
||||
end
|
||||
table.insert(chunks, i, { n, n }) -- insert new interval before i
|
||||
return
|
||||
end
|
||||
prev = d
|
||||
end
|
||||
chunks[#chunks + 1] = { n, n }
|
||||
end
|
||||
|
||||
---@param pos Vector
|
||||
---@return boolean
|
||||
function mcl_vars.is_generated(pos)
|
||||
local n = mcl_vars.get_chunk_number(pos) -- unsigned int
|
||||
for i, d in pairs(chunks) do
|
||||
if n <= d[2] then
|
||||
return (n >= d[1])
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
---"Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does.
|
||||
---@param pos Vector Position, if it's wrong, `{name="error"}` node will return.
|
||||
---@param force? boolean Optional (default: `false`), Do the maximum to still read the node within us_timeout.
|
||||
---@param us_timeout? number Optional (default: `244 = 0.000244 s = 1/80/80/80`), set it at least to `3000000` to let mapgen to finish its job
|
||||
---@return node # Node definition, eg. `{name="air"}`. Unfortunately still can return `{name="ignore"}`.
|
||||
---@nodiscard
|
||||
function mcl_vars.get_node(pos, force, us_timeout)
|
||||
-- check initial circumstances
|
||||
if not pos or not pos.x or not pos.y or not pos.z then return { name = "error" } end
|
||||
|
||||
-- try common way
|
||||
local node = minetest.get_node(pos)
|
||||
if node.name ~= "ignore" then
|
||||
return node
|
||||
end
|
||||
|
||||
-- copy vector to get sure it won't changed by other threads
|
||||
local pos_copy = vector.copy(pos)
|
||||
|
||||
-- try LVM
|
||||
minetest.get_voxel_manip():read_from_map(pos_copy, pos_copy)
|
||||
node = minetest.get_node(pos_copy)
|
||||
if node.name ~= "ignore" or not force then
|
||||
return node
|
||||
end
|
||||
|
||||
-- all ways failed - need to emerge (or forceload if generated)
|
||||
if mcl_vars.is_generated(pos_copy) then
|
||||
minetest.chat_send_all("IMPOSSIBLE! Please report this to MCL2 issue tracker!")
|
||||
minetest.forceload_block(pos_copy)
|
||||
else
|
||||
minetest.emerge_area(pos_copy, pos_copy)
|
||||
end
|
||||
|
||||
local t = minetest.get_us_time()
|
||||
|
||||
node = minetest.get_node(pos_copy)
|
||||
|
||||
while (not node or node.name == "ignore") and (minetest.get_us_time() - t < (us_timeout or 244)) do
|
||||
node = minetest.get_node(pos_copy)
|
||||
end
|
||||
|
||||
return node
|
||||
-- it still can return "ignore", LOL, even if force = true, but only after time out
|
||||
end
|
||||
|
|
|
@ -1 +1,3 @@
|
|||
name = mcl_init
|
||||
author = Wuzzy
|
||||
description = Initialization mod of MineClone 2. Defines some common shared variables and sets up initial default settings which have to be set at the beginning.
|
||||
|
|
|
@ -1 +0,0 @@
|
|||
API for filling a chest with random treasures.
|
|
@ -40,10 +40,9 @@ function mcl_loot.get_loot(loot_definitions, pr)
|
|||
total_weight = total_weight + (loot_definitions.items[i].weight or 1)
|
||||
end
|
||||
|
||||
local stacks_min = loot_definitions.stacks_min
|
||||
local stacks_max = loot_definitions.stacks_max
|
||||
if not stacks_min then stacks_min = 1 end
|
||||
if not stacks_max then stacks_max = 1 end
|
||||
--local stacks_min = loot_definitions.stacks_min or 1
|
||||
--local stacks_max = loot_definitions.stacks_max or 1
|
||||
|
||||
local stacks = pr:next(loot_definitions.stacks_min, loot_definitions.stacks_max)
|
||||
for s=1, stacks do
|
||||
local r = pr:next(1, total_weight)
|
||||
|
@ -59,26 +58,27 @@ function mcl_loot.get_loot(loot_definitions, pr)
|
|||
end
|
||||
if item then
|
||||
local itemstring = item.itemstring
|
||||
local itemstack = item.itemstack
|
||||
|
||||
if itemstring then
|
||||
local stack = ItemStack(itemstring)
|
||||
|
||||
if item.amount_min and item.amount_max then
|
||||
itemstring = itemstring .. " " .. pr:next(item.amount_min, item.amount_max)
|
||||
stack:set_count(pr:next(item.amount_min, item.amount_max))
|
||||
end
|
||||
|
||||
if item.wear_min and item.wear_max then
|
||||
-- Sadly, PseudoRandom only allows very narrow ranges, so we set wear in steps of 10
|
||||
local wear_min = math.floor(item.wear_min / 10)
|
||||
local wear_max = math.floor(item.wear_max / 10)
|
||||
local wear = pr:next(wear_min, wear_max) * 10
|
||||
|
||||
if not item.amount_min and not item.amount_max then
|
||||
itemstring = itemstring .. " 1"
|
||||
stack:set_wear(pr:next(wear_min, wear_max) * 10)
|
||||
end
|
||||
|
||||
itemstring = itemstring .. " " .. tostring(wear)
|
||||
if item.func then
|
||||
item.func(stack, pr)
|
||||
end
|
||||
table.insert(items, itemstring)
|
||||
elseif itemstack then
|
||||
table.insert(items, itemstack)
|
||||
|
||||
table.insert(items, stack)
|
||||
else
|
||||
minetest.log("error", "[mcl_loot] INTERNAL ERROR! Failed to select random loot item!")
|
||||
end
|
||||
|
@ -111,14 +111,14 @@ end
|
|||
Returns a table of length `max_slot` and all natural numbers between 1 and `max_slot`
|
||||
in a random order.
|
||||
]]
|
||||
local function get_random_slots(max_slot)
|
||||
local function get_random_slots(max_slot, pr)
|
||||
local slots = {}
|
||||
for s=1, max_slot do
|
||||
slots[s] = s
|
||||
end
|
||||
local slots_out = {}
|
||||
while #slots > 0 do
|
||||
local r = math.random(1, #slots)
|
||||
local r = pr and pr:next(1, #slots) or math.random(1, #slots)
|
||||
table.insert(slots_out, slots[r])
|
||||
table.remove(slots, r)
|
||||
end
|
||||
|
@ -135,9 +135,9 @@ Items will be added from start of the table to end.
|
|||
If the inventory already has occupied slots, or is
|
||||
too small, placement of some items might fail.
|
||||
]]
|
||||
function mcl_loot.fill_inventory(inv, listname, items)
|
||||
function mcl_loot.fill_inventory(inv, listname, items, pr)
|
||||
local size = inv:get_size(listname)
|
||||
local slots = get_random_slots(size)
|
||||
local slots = get_random_slots(size, pr)
|
||||
local leftovers = {}
|
||||
-- 1st pass: Add items into random slots
|
||||
for i=1, math.min(#items, size) do
|
||||
|
|
|
@ -1 +1,3 @@
|
|||
name = mcl_loot
|
||||
author = Wuzzy
|
||||
description = API for filling a chest with random treasures.
|
||||
|
|
|
@ -0,0 +1,14 @@
|
|||
# Oxidization API for MineClone 2
|
||||
This mods adds the oxidization api, so that modders can easily use the same features that copper uses.
|
||||
|
||||
## API
|
||||
To take advantage of the actual oxidization, put `oxidizable = 1` into the list of groups for the oxidizable node.
|
||||
You would also need to put `_mcl_oxidized_variant = itemstring of node this node will oxidize into` into the node definition.
|
||||
For example, a copper block oxidizes into exposed copper, so the defintion would be `_mcl_oxidized_variant = "mcl_copper:block_exposed"`.
|
||||
|
||||
To utilize the ability to wax the block for protection from oxidization, put `mcl_waxed_variant = item string of waxed variant of node` into the node definition table.
|
||||
For example, Copper Blocks have the definition arguement of `_mcl_waxed_variant = "mcl_copper:waxed_block"`.
|
||||
|
||||
For waxed nodes, scraping is easy. Start by putting `waxed = 1` into the list of groups of the waxed node.
|
||||
Next put `_mcl_stripped_variant = item string of the unwaxed variant of the node` into the defintion table.
|
||||
Wxaed Copper Blocks can be scrapped into normal Copper Blocks because of the definition `_mcl_stripped_variant = "mcl_copper:block"`.
|
|
@ -0,0 +1,12 @@
|
|||
minetest.register_abm({
|
||||
label = "Oxidatize Nodes",
|
||||
nodenames = { "group:oxidizable" },
|
||||
interval = 500,
|
||||
chance = 3,
|
||||
action = function(pos, node)
|
||||
local def = minetest.registered_nodes[node.name]
|
||||
if def and def._mcl_oxidized_variant then
|
||||
minetest.set_node(pos, { name = def._mcl_oxidized_variant, param2 = node.param2 })
|
||||
end
|
||||
end,
|
||||
})
|
|
@ -0,0 +1,4 @@
|
|||
name = mcl_oxidation
|
||||
title = Oxidation API for MineClone 2
|
||||
author = PrairieWind, N011, Michael
|
||||
description = API to allow oxidizing different nodes.
|
|
@ -1 +0,0 @@
|
|||
Contains particle images of MineClone 2. No code.
|