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35 changed files with 435 additions and 294 deletions

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@ -44,32 +44,32 @@ minetest.register_on_leaveplayer(function(player)
controls.players[name] = nil
end)
minetest.register_globalstep(function(dtime)
for _, player in pairs(get_connected_players()) do
mcl_util.register_player_globalstep({
execute = function(player, dtime)
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
for _, func in pairs(controls.registered_on_press) do
func(player, cname)
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
for _, func in pairs(controls.registered_on_press) do
func(player, cname)
end
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, clock()-controls.players[player_name][cname][2])
end
--Release a key
elseif cbool==false and controls.players[player_name][cname][1]==true then
for _, func in pairs(controls.registered_on_release) do
func(player, cname, clock()-controls.players[player_name][cname][2])
end
controls.players[player_name][cname] = {false}
end
end
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, clock()-controls.players[player_name][cname][2])
end
--Release a key
elseif cbool==false and controls.players[player_name][cname][1]==true then
for _, func in pairs(controls.registered_on_release) do
func(player, cname, clock()-controls.players[player_name][cname][2])
end
controls.players[player_name][cname] = {false}
end
end
end
end
end
end)
end,
})

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@ -1,4 +1,5 @@
name = controls
author = Arcelmi
depends = mcl_util
description = Controls framework by Arcelmi

24
mods/CORE/mcl_util/API.md Normal file
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@ -0,0 +1,24 @@
# mcl_util
Provide utility functions for mcl2
## mcl_util.register_player_globalstep(def)
Used to register a player globalstep.
Use this insteed of global step if you need to execute action on all players to avoid calling the same functions multiple time.
```
mcl_util.register_player_globalstep({
can_execute = function(dtime)
return true --return false if you want to skip "execute" function
end,
execute = function(player, dtime)
--do some cool stuff
--will be executed for every player at each server step
end,
after_execute = function(dtime)
end,
})
```
## mcl_util.registered_player_globalstep
Table containing all registered player globalstep.

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@ -1,3 +1,5 @@
local modpath = minetest.get_modpath(minetest.get_current_modname())
mcl_util = {}
-- Based on minetest.rotate_and_place
@ -418,3 +420,5 @@ function mcl_util.get_color(colorstr)
return colorstr, hex
end
end
dofile(modpath.."/playerstep.lua")

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@ -0,0 +1,25 @@
local get_connected_players = minetest.get_connected_players
mcl_util.registered_player_globalstep = {}
local registered_player_globalstep = mcl_util.registered_player_globalstep
function mcl_util.register_player_globalstep(def)
if not def.can_execute then def.can_execute = function() return true end end
table.insert(mcl_util.registered_player_globalstep, {can_execute=def.can_execute, func=def.execute})
end
minetest.register_on_mods_loaded(function()
minetest.register_globalstep(function(dtime)
local players = get_connected_players()
for i = 1, #registered_player_globalstep do
if registered_player_globalstep[i].can_execute and registered_player_globalstep[i].can_execute(dtime) then
for p = 1, #players do
registered_player_globalstep[i].func(players[p], dtime)
end
if registered_player_globalstep[i].after_execute then
registered_player_globalstep[i].after_execute(dtime)
end
end
end
end)
end)

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@ -52,3 +52,33 @@ minetest.register_globalstep(function(dtime)
timer = 0
end
end)
--[[mcl_util.register_player_globalstep({
can_execute = function(dtime)
timer = timer + dtime;
if timer >= 0.3 then
return true
else
return false
end
end,
execute = function(player, dtime)
local pp = player:get_pos()
pp.y = ceil(pp.y)
local loc = vector_add(pp, {x=0,y=-1,z=0})
if loc ~= nil then
local nodeiamon = get_node(loc)
if nodeiamon ~= nil then
if on_walk[nodeiamon.name] then
on_walk[nodeiamon.name](loc, nodeiamon, player)
end
for i = 1, #registered_globals do
registered_globals[i](loc, nodeiamon, player)
end
end
end
end,
after_execute = function(dtime)
timer = 0
end,
})]]

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@ -1,4 +1,5 @@
name = walkover
author = lordfingle
depends = mcl_util
description = Some mode developers have shown an interest in having an `on_walk_over` event. This is useful for pressure-plates and the like.

View File

@ -1,14 +1,15 @@
--lua locals
local get_node = minetest.get_node
local get_item_group = minetest.get_item_group
local get_node_light = minetest.get_node_light
local get_node = minetest.get_node
local get_item_group = minetest.get_item_group
local get_node_light = minetest.get_node_light
local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local new_vector = vector.new
local math_random = math.random
local get_biome_name = minetest.get_biome_name
local max = math.max
local get_biome_data = minetest.get_biome_data
local new_vector = vector.new
local math_random = math.random
local get_biome_name = minetest.get_biome_name
local max = math.max
local get_objects_inside_radius = minetest.get_objects_inside_radius
local vector_distance = vector.distance
local vector_distance = vector.distance
-- range for mob count
local aoc_range = 32
@ -535,7 +536,6 @@ end
--todo mob limiting
--MAIN LOOP
if mobs_spawn then
local timer = 0
minetest.register_globalstep(function(dtime)
@ -544,105 +544,80 @@ if mobs_spawn then
timer = 0
for _,player in pairs(minetest.get_connected_players()) do
for i = 1,math_random(3,8) do
repeat -- after this line each "break" means "continue"
local player_pos = player:get_pos()
local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
local player_pos = player:get_pos()
local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
if dimension ~= "void" and dimension ~= "default" then
if dimension == "void" or dimension == "default" then
break -- ignore void and unloaded area
end
local min,max = decypher_limits(player_pos.y)
local goal_pos = position_calculation(player_pos)
local spawning_position_list = find_nodes_in_area_under_air(new_vector(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"})
--couldn't find node
if #spawning_position_list <= 0 then
break
if #spawning_position_list > 0 then --couldn't find node
local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
--Prevent strange behavior/too close to player
if spawning_position and vector_distance(player_pos, spawning_position) > 15 then
local gotten_node = get_node(spawning_position).name
if gotten_node and gotten_node ~= "air" then --skip air nodes
local gotten_biome = get_biome_data(spawning_position)
if gotten_biome then --skip if in unloaded area
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
--grab random mob
local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)]
if mob_def --skip if something ridiculous happens (nil mob def)
and mob_def.dimension == dimension --skip if not correct dimension
and biome_check(mob_def.biomes, gotten_biome) then --skip if not in correct biome
--add this so mobs don't spawn inside nodes
spawning_position.y = spawning_position.y + 1
if spawning_position.y >= mob_def.min_height and spawning_position.y <= mob_def.max_height then
--only need to poll for node light if everything else worked
local gotten_light = get_node_light(spawning_position)
--don't spawn if not in light limits
if gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
if mob_def.type_of_spawning ~= "ground" or not (is_water or is_lava) then
--finally do the heavy check (for now) of mobs in area
if count_mobs(spawning_position, mob_def.spawn_class) < mob_def.aoc then
--adjust the position for water and lava mobs
if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
spawning_position.y = spawning_position.y - 1
end
--everything is correct, spawn mob
minetest.add_entity(spawning_position, mob_def.name)
end
end
end
end
end
end
end
end
end
local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
--Prevent strange behavior/too close to player
if not spawning_position or vector_distance(player_pos, spawning_position) < 15 then
break
end
local gotten_node = get_node(spawning_position).name
if not gotten_node or gotten_node == "air" then --skip air nodes
break
end
local gotten_biome = minetest.get_biome_data(spawning_position)
if not gotten_biome then
break --skip if in unloaded area
end
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
--grab random mob
local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)]
if not mob_def then
break --skip if something ridiculous happens (nil mob def)
end
--skip if not correct dimension
if mob_def.dimension ~= dimension then
break
end
--skip if not in correct biome
if not biome_check(mob_def.biomes, gotten_biome) then
break
end
--add this so mobs don't spawn inside nodes
spawning_position.y = spawning_position.y + 1
if spawning_position.y < mob_def.min_height or spawning_position.y > mob_def.max_height then
break
end
--only need to poll for node light if everything else worked
local gotten_light = get_node_light(spawning_position)
--don't spawn if not in light limits
if gotten_light < mob_def.min_light or gotten_light > mob_def.max_light then
break
end
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
if mob_def.type_of_spawning == "ground" and is_water then
break
end
if mob_def.type_of_spawning == "ground" and is_lava then
break
end
--finally do the heavy check (for now) of mobs in area
if count_mobs(spawning_position, mob_def.spawn_class) >= mob_def.aoc then
break
end
--adjust the position for water and lava mobs
if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
spawning_position.y = spawning_position.y - 1
end
--everything is correct, spawn mob
minetest.add_entity(spawning_position, mob_def.name)
until true --this is a safety catch
end
end
end
end
end
end)
end

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@ -364,10 +364,10 @@ mobs:register_mob("mobs_mc:enderman", {
else -- I'm not sure what this part does, but I don't want to break anything - jordan4ibanez
if self.provoked == "staring" then
self.provoked = "broke_contact"
end
end
end
end
end
end
end

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@ -7,7 +7,6 @@ local is_in_void = mcl_worlds.is_in_void
local get_spawn_pos = mcl_spawn.get_player_spawn_pos
local death_msg = mcl_death_messages.player_damage
local send_chat = minetest.chat_send_player
local get_connected = minetest.get_connected_players
local voidtimer = 0
local VOID_DAMAGE_FREQ = 0.5
@ -54,37 +53,37 @@ minetest.register_on_mods_loaded(function()
end)
-- Hurt players or teleport them back to spawn if they are too deep in the void
minetest.register_globalstep(function(dtime)
voidtimer = voidtimer + dtime
if voidtimer > VOID_DAMAGE_FREQ then
voidtimer = 0
local enable_damage = minetest.settings:get_bool("enable_damage")
local players = get_connected()
for p=1, #players do
local player = players[p]
local pos = player:get_pos()
local void, void_deadly = is_in_void(pos)
if void_deadly then
local immortal_val = player:get_armor_groups().immortal
local is_immortal = false
if immortal_val and immortal_val > 0 then
is_immortal = true
end
if is_immortal or not enable_damage then
-- If damage is disabled, we can't kill players.
-- So we just teleport the player back to spawn.
local spawn = get_spawn_pos(player)
player:set_pos(spawn)
dim_change(player, pos_to_dim(spawn))
send_chat(player:get_player_name(), S("The void is off-limits to you!"))
elseif enable_damage and not is_immortal then
-- Damage enabled, not immortal: Deal void damage (4 HP / 0.5 seconds)
if player:get_hp() > 0 then
death_msg(player, S("@1 fell into the endless void.", player:get_player_name()))
player:set_hp(player:get_hp() - VOID_DAMAGE)
end
mcl_util.register_player_globalstep({
can_execute = function(dtime)
voidtimer = voidtimer + dtime
if voidtimer > VOID_DAMAGE_FREQ then
voidtimer = 0
return true
end
end,
execute = function(player, dtime)
local pos = player:get_pos()
local void, void_deadly = is_in_void(pos)
if void_deadly then
local immortal_val = player:get_armor_groups().immortal
local is_immortal = false
if immortal_val and immortal_val > 0 then
is_immortal = true
end
if is_immortal or not enable_damage then
-- If damage is disabled, we can't kill players.
-- So we just teleport the player back to spawn.
local spawn = get_spawn_pos(player)
player:set_pos(spawn)
dim_change(player, pos_to_dim(spawn))
send_chat(player:get_player_name(), S("The void is off-limits to you!"))
elseif enable_damage and not is_immortal then
-- Damage enabled, not immortal: Deal void damage (4 HP / 0.5 seconds)
if player:get_hp() > 0 then
death_msg(player, S("@1 fell into the endless void.", player:get_player_name()))
player:set_hp(player:get_hp() - VOID_DAMAGE)
end
end
end
end
end)
end,
})

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@ -1,6 +1,8 @@
local S = minetest.get_translator("doc_items")
local N = function(s) return s end
local math = math
doc.sub.items = {}
-- Template texts
@ -1397,16 +1399,18 @@ TODO: If possible, try to replace this functionality by updating the revealed it
soon the player obtained a new item (probably needs new Minetest callbacks). ]]
local checktime = 8
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer > checktime then
local players = minetest.get_connected_players()
for p=1, #players do
reveal_items_in_inventory(players[p])
end
mcl_util.register_player_globalstep({
can_execute = function(dtime)
timer = timer + dtime
if timer > checktime then return true end
end,
execute = function(player, dtime)
reveal_items_in_inventory(player)
end,
after_execute = function(dtime)
timer = math.fmod(timer, checktime)
end
end)
end,
})
minetest.register_on_mods_loaded(gather_descs)

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@ -1,4 +1,4 @@
name = doc_items
author = Wuzzy
description = Adds automatically generated help texts for items.
depends = doc
depends = doc, mcl_util

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@ -112,7 +112,7 @@ end)
local main_timer = 0
local timer = 0
minetest.register_globalstep(function(dtime)
--[[minetest.register_globalstep(function(dtime)
main_timer = main_timer + dtime
timer = timer + dtime
if main_timer > mcl_hbarmor.tick or timer > 4 then
@ -132,4 +132,29 @@ minetest.register_globalstep(function(dtime)
end
end
if timer > 4 then timer = 0 end
end)
end)]]
mcl_util.register_player_globalstep({
can_execute = function(dtime)
main_timer = main_timer + dtime
timer = timer + dtime
if main_timer > mcl_hbarmor.tick or timer > 4 then
if minetest.settings:get_bool("enable_damage") then
if main_timer > mcl_hbarmor.tick then main_timer = 0 end
return true
end
end
if timer > 4 then timer = 0 end
end,
execute = function(player, dtime)
local name = player:get_player_name()
if mcl_hbarmor.player_active[name] == true then
local ret = mcl_hbarmor.get_armor(player)
if ret == false then
minetest.log("error", "[mcl_hbarmor] Call to mcl_hbarmor.get_armor in globalstep returned with false!")
end
-- update all hud elements
update_hud(player)
end
end,
})

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@ -1,4 +1,4 @@
name = mcl_hbarmor
author = BlockMen
description = Adds a HUD bar displaying the current damage of the player's armor.
depends = hudbars, mcl_armor
depends = hudbars, mcl_armor, mcl_util

View File

@ -64,13 +64,12 @@ minetest.register_on_leaveplayer(function(player)
wieldindex[name] = nil
end)
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
mcl_util.register_player_globalstep({
execute = function(player, dtime)
local player_name = player:get_player_name()
local wstack = player:get_wielded_item()
local wname = wstack:get_name()
local windex = player:get_wield_index()
if dtimes[player_name] and dtimes[player_name] < dlimit then
dtimes[player_name] = dtimes[player_name] + dtime
if dtimes[player_name] > dlimit and huds[player_name] then
@ -83,12 +82,9 @@ minetest.register_globalstep(function(dtime)
wieldindex[player_name] = windex
wield[player_name] = wname
dtimes[player_name] = 0
if huds[player_name] then
local def = minetest.registered_items[wname]
local meta = wstack:get_meta()
--[[ Get description. Order of preference:
* description from metadata
* description from item definition
@ -108,6 +104,5 @@ minetest.register_globalstep(function(dtime)
player:hud_change(huds[player_name], 'text', desc)
end
end
end
end)
end,
})

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@ -1,4 +1,5 @@
name = show_wielded_item
author = 4aiman
description = Displays the name of the wielded item.
depends = mcl_util
optional_depends = hudbars

View File

@ -340,17 +340,15 @@ controls.register_on_hold(function(player, key, time)
end
end)
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
mcl_util.register_player_globalstep({
execute = function(player, dtime)
local name = player:get_player_name()
local wielditem = player:get_wielded_item()
local wieldindex = player:get_wield_index()
local controls = player:get_player_control()
if type(bow_load[name]) == "number" and ((wielditem:get_name()~="mcl_bows:bow_0" and wielditem:get_name()~="mcl_bows:bow_1" and wielditem:get_name()~="mcl_bows:bow_2" and wielditem:get_name()~="mcl_bows:bow_0_enchanted" and wielditem:get_name()~="mcl_bows:bow_1_enchanted" and wielditem:get_name()~="mcl_bows:bow_2_enchanted") or wieldindex ~= bow_index[name]) then
if type(bow_load[name]) == "number" and ((wielditem:get_name()~="mcl_bows:bow_0" and wielditem:get_name()~="mcl_bows:bow_1" and wielditem:get_name()~="mcl_bows:bow_2" and wielditem:get_name()~="mcl_bows:bow_0_enchanted" and wielditem:get_name()~="mcl_bows:bow_1_enchanted" and wielditem:get_name()~="mcl_bows:bow_2_enchanted") or player:get_wield_index() ~= bow_index[name]) then
reset_bow_state(player, true)
end
end
end)
end,
})
minetest.register_on_joinplayer(function(player)
reset_bows(player)

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@ -1,6 +1,6 @@
name = mcl_bows
author = Arcelmi
description = This mod adds bows and arrows for MineClone 2.
depends = controls, mcl_particles, mcl_enchanting, mcl_init
depends = controls, mcl_particles, mcl_enchanting, mcl_init, mcl_util
optional_depends = awards, mcl_achievements, mcl_core, mcl_mobitems, playerphysics, doc, doc_identifier, mesecons_button

View File

@ -76,25 +76,26 @@ end
-- This timer makes sure the clocks get updated from time to time regardless of time_speed,
-- just in case some clocks in the world go wrong
local force_clock_update_timer = 0
local now
minetest.register_globalstep(function(dtime)
local now = watch.get_clock_frame()
force_clock_update_timer = force_clock_update_timer + dtime
random_timer = random_timer + dtime
-- This causes the random spinning of the clock
if random_timer >= random_timer_trigger then
random_frame = (random_frame + math.random(-4, 4)) % clock_frames
random_timer = 0
end
if watch.old_time == now and force_clock_update_timer < 60 then
return
end
force_clock_update_timer = 0
watch.old_time = now
for p, player in pairs(minetest.get_connected_players()) do
mcl_util.register_player_globalstep({
can_execute = function(dtime)
now = watch.get_clock_frame()
force_clock_update_timer = force_clock_update_timer + dtime
random_timer = random_timer + dtime
-- This causes the random spinning of the clock
if random_timer >= random_timer_trigger then
random_frame = (random_frame + math.random(-4, 4)) % clock_frames
random_timer = 0
end
if watch.old_time == now and force_clock_update_timer < 60 then
return
end
force_clock_update_timer = 0
watch.old_time = now
return true
end,
execute = function(player, dtime)
for s, stack in pairs(player:get_inventory():get_list("main")) do
local dim = mcl_worlds.pos_to_dimension(player:get_pos())
local frame
@ -111,8 +112,8 @@ minetest.register_globalstep(function(dtime)
player:get_inventory():set_stack("main", s, "mcl_clock:clock_"..frame.." "..count)
end
end
end
end)
end,
})
-- Immediately set correct clock time after crafting
minetest.register_on_craft(function(itemstack)

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@ -1,4 +1,4 @@
name = mcl_clock
description = A fantasy clock item roughly shows the time of day.
depends = mcl_init, mcl_worlds, mesecons
depends = mcl_init, mcl_worlds, mesecons, mcl_util
optional_depends = doc

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@ -12,22 +12,27 @@ local random_timer_trigger = 0.5 -- random compass spinning tick in seconds. Inc
local random_frame = math.random(0, compass_frames-1)
minetest.register_globalstep(function(dtime)
random_timer = random_timer + dtime
local math = math
if random_timer >= random_timer_trigger then
random_frame = (random_frame + math.random(-1, 1)) % compass_frames
random_timer = 0
end
for i,player in pairs(minetest.get_connected_players()) do
local function has_compass(player)
for _,stack in pairs(player:get_inventory():get_list("main")) do
if minetest.get_item_group(stack:get_name(), "compass") ~= 0 then
return true
end
end
return false
local function has_compass(player)
for _,stack in pairs(player:get_inventory():get_list("main")) do
if minetest.get_item_group(stack:get_name(), "compass") ~= 0 then
return true
end
end
return false
end
mcl_util.register_player_globalstep({
can_execute = function(dtime)
random_timer = random_timer + dtime
if random_timer >= random_timer_trigger then
random_frame = (random_frame + math.random(-1, 1)) % compass_frames
random_timer = 0
end
return true
end,
execute = function(player, dtime)
if has_compass(player) then
local pos = player:get_pos()
local dim = mcl_worlds.pos_to_dimension(pos)
@ -61,8 +66,8 @@ minetest.register_globalstep(function(dtime)
end
end
end
end
end)
end,
})
local images = {}
for frame = 0, compass_frames-1 do

View File

@ -1,4 +1,4 @@
name = mcl_compass
description = A compass item which points towards the world origin.
depends = mcl_core, mcl_worlds, mesecons
depends = mcl_core, mcl_worlds, mesecons, mcl_util
optional_depends = doc

View File

@ -19,7 +19,7 @@ local find_nodes_in_area = minetest.find_nodes_in_area
local find_node_near = minetest.find_node_near
local get_item_group = minetest.get_item_group
local get_connected_players = minetest.get_connected_players
--local get_connected_players = minetest.get_connected_players
local vector = vector
local math = math
@ -463,7 +463,7 @@ if flame_sound then
-- Cycle for updating players sounds
minetest.register_globalstep(function(dtime)
--[[minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < cycle then
return
@ -474,7 +474,21 @@ if flame_sound then
for n = 1, #players do
mcl_fire.update_player_sound(players[n])
end
end)
end)]]
mcl_util.register_player_globalstep({
can_execute = function(dtime)
timer = timer + dtime
if timer < cycle then
return false
end
timer = 0
return true
end,
execute = function(player, dtime)
mcl_fire.update_player_sound(player)
end,
})
-- Stop sound and clear handle on player leave

View File

@ -1,3 +1,3 @@
name = mcl_fire
depends = mcl_core, mcl_worlds, mcl_sounds, mcl_particles
depends = mcl_core, mcl_worlds, mcl_sounds, mcl_particles, mcl_util
optional_depends = mcl_portals

View File

@ -97,14 +97,16 @@ end)
local updatetimer = 0
if not minetest.is_creative_enabled("") then
minetest.register_globalstep(function(dtime)
updatetimer = updatetimer + dtime
if updatetimer > 0.1 then
local players = minetest.get_connected_players()
for i=1, #players do
update_minimap(players[i])
end
mcl_util.register_player_globalstep({
can_execute = function(dtime)
updatetimer = updatetimer + dtime
if updatetimer > 0.1 then return true else return false end
end,
execute = function(player, dtime)
update_minimap(player)
end,
after_execute = function(dtime)
updatetimer = updatetimer - dtime
end
end)
end,
})
end

View File

@ -1,2 +1,2 @@
name = mcl_maps
depends = mcl_wip
depends = mcl_wip, mcl_util

View File

@ -181,6 +181,54 @@ minetest.register_globalstep(function(dtime)
end
end)
--[[mcl_util.register_player_globalstep({
can_execute = function(dtime)
main_timer = main_timer + dtime
timer = timer + dtime
if main_timer > mcl_hunger.HUD_TICK or timer > 0.5 then
if main_timer > mcl_hunger.HUD_TICK then main_timer = 0 end
return true
end
end,
execute = function(player, dtime)
local name = player:get_player_name()
local h = tonumber(mcl_hunger.get_hunger(player))
local hp = player:get_hp()
if timer > 0.5 then
-- Slow health regeneration, and hunger damage (every 4s).
-- Regeneration rate based on tutorial video <https://www.youtube.com/watch?v=zs2t-xCVHBo>.
-- Minecraft Wiki seems to be wrong in claiming that full hunger gives 0.5s regen rate.
if timerMult == 0 then
if h >= 18 and hp > 0 and hp < 20 then
-- +1 HP, +exhaustion
player:set_hp(hp+1)
mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_REGEN)
mcl_hunger.update_exhaustion_hud(player, mcl_hunger.get_exhaustion(player))
elseif h == 0 then
-- Damage hungry player down to 1 HP
-- TODO: Allow starvation at higher difficulty levels
if hp-1 > 0 then
if mod_death_messages then
mcl_death_messages.player_damage(player, S("@1 starved to death.", name))
end
player:set_hp(hp-1)
end
end
end
end
end,
after_execute = function(dtime)
if timer > 0.5 then
timer = 0
timerMult = timerMult + 1
if timerMult > 7 then
timerMult = 0
end
end
end,
})]]
--[[ IF HUNGER IS NOT ENABLED ]]
else

View File

@ -1,5 +1,5 @@
name = mcl_hunger
author = BlockMen
description = Adds a simple hunger meachanic with satiation, food poisoning and different healing.
depends = hudbars
depends = hudbars, mcl_util
optional_depends = mcl_death_messages

View File

@ -147,8 +147,8 @@ local player_set_animation = mcl_player.player_set_animation
local player_attached = mcl_player.player_attached
-- Check each player and apply animations
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
mcl_util.register_player_globalstep({
execute = function(player, dtime)
local name = player:get_player_name()
local model_name = player_model[name]
local model = model_name and models[model_name]
@ -166,9 +166,7 @@ minetest.register_globalstep(function(dtime)
if controls.sneak then
animation_speed_mod = animation_speed_mod / 2
end
-- ask if player is swiming
local head_in_water = minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0
-- ask if player is sprinting
@ -217,8 +215,8 @@ minetest.register_globalstep(function(dtime)
player_set_animation(player, "sneak_stand", animation_speed_mod)
end
end
end
end)
end,
})
-- Don't change HP if the player falls in the water or through End Portal:
minetest.register_on_player_hpchange(function(player, hp_change, reason)

View File

@ -1,3 +1,4 @@
name = mcl_player
author = celeron55
depends = mcl_util
description = Adds the 3D player model, taken from Minetest Game 0.4.16.

View File

@ -39,37 +39,51 @@ local get_player_nodes = function(player_pos)
end
minetest.register_globalstep(function(dtime)
time = time + dtime
-- Run the rest of the code every 0.5 seconds
if time < 0.5 then
return
end
-- reset time for next check
-- FIXME: Make sure a regular check interval applies
time = 0
-- check players
for _,player in pairs(minetest.get_connected_players()) do
-- who am I?
local name = player:get_player_name()
-- where am I?
local pos = player:get_pos()
-- what is around me?
local node_stand, node_stand_below, node_head, node_feet = get_player_nodes(pos)
mcl_playerinfo[name].node_stand = node_stand
mcl_playerinfo[name].node_stand_below = node_stand_below
mcl_playerinfo[name].node_head = node_head
mcl_playerinfo[name].node_feet = node_feet
end
end)
--[[mcl_util.register_player_globalstep({
can_execute = function(dtime)
time = time + dtime
if time < 0.5 then
return false
end
-- reset time for next check
-- FIXME: Make sure a regular check interval applies
time = 0
return true
end,
execute = function(player, dtime)
local name = player:get_player_name()
local pos = player:get_pos()
local node_stand, node_stand_below, node_head, node_feet = get_player_nodes(pos)
mcl_playerinfo[name].node_stand = node_stand
mcl_playerinfo[name].node_stand_below = node_stand_below
mcl_playerinfo[name].node_head = node_head
mcl_playerinfo[name].node_feet = node_feet
end,
})]]
-- set to blank on join (for 3rd party mods)
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()

View File

@ -1,4 +1,4 @@
name = mcl_playerinfo
author = TenPlus1
description = This is a helper mod for other mod to query the nodes around the player.
depends = mcl_init, mcl_core, mcl_particles, mcl_death_messages
depends = mcl_init, mcl_core, mcl_particles, mcl_death_messages, mcl_util

View File

@ -46,7 +46,7 @@ local player_collision = function(player)
end
end
return({x,z})
return({x * 5,z * 5})
end
-- converts yaw to degrees
@ -119,37 +119,6 @@ end
local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
minetest.register_on_punchplayer(function(player, hitter, damage)
if hitter:is_player() then
if hitter:get_player_control().aux1 then
player:add_velocity(hitter:get_velocity())
end
if hitter:get_velocity().y < -6 then
player:set_hp(player:get_hp() - (damage * math.random(0.50 , 0.75)))
local pos = player:get_pos()
minetest.add_particlespawner({
amount = 15,
time = 0.1,
minpos = {x=pos.x-0.5, y=pos.y-0.5, z=pos.z-0.5},
maxpos = {x=pos.x+0.5, y=pos.y+0.5, z=pos.z+0.5},
minvel = {x=-0.1, y=-0.1, z=-0.1},
maxvel = {x=0.1, y=0.1, z=0.1},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 1.5,
maxsize = 1.5,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_crit.png^[colorize:#bc7a57:127",
})
end
end
end)
minetest.register_globalstep(function(dtime)
time = time + dtime
@ -210,26 +179,26 @@ minetest.register_globalstep(function(dtime)
if parent then
local parent_yaw = degrees(parent:get_yaw())
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
elseif controls.sneak then
-- controls head pitch when sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
-- sneaking body conrols
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
-- set head pitch and yaw when swimming
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
-- control body bone when swimming
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
else
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))

View File

@ -81,11 +81,18 @@ minetest.register_on_joinplayer(function(player)
end, player)
end)
minetest.register_globalstep(function()
--[[minetest.register_globalstep(function()
for _,player in pairs(minetest.get_connected_players()) do
wieldview:update_wielded_item(player)
end
end)
end)]]
mcl_util.register_player_globalstep({
can_execute = function(dtime) return true end,
execute = function(player, dtime)
wieldview:update_wielded_item(player)
end,
})
minetest.register_entity("wieldview:wieldnode", {
initial_properties = {

View File

@ -1,5 +1,5 @@
name = wieldview
author = stujones11
description = Makes hand wielded items visible to other players.
depends = mcl_armor
depends = mcl_armor, mcl_util