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Author SHA1 Message Date
iliekprogrammar 5042b3ea51
Tweak move physics for liquids, ladders, vines and cobwebs 2022-12-30 20:52:06 +08:00
4627 changed files with 12212 additions and 39009 deletions

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@ -1,36 +0,0 @@
---
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 We do not provide support for outdated versions of MineClone2.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!

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@ -1,26 +0,0 @@
---
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!

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@ -1,25 +0,0 @@
---
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?

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@ -1,20 +0,0 @@
---
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!

2
.gitignore vendored
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@ -4,5 +4,3 @@
*.blend2
*.blend3
/.idea/
*.xcf
.Rproj.user

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@ -1,12 +1,10 @@
---@diagnostic disable
unused_args = false
allow_defined_top = true
max_line_length = false
redefined = false
globals = {
"minetest", "core",
"minetest", "core",
}
read_globals = {
@ -42,16 +40,16 @@ read_globals = {
"factorial"
}
},
------
--MODS
------
------
--MODS
------
--GENERAL
"default",
--GENERAL
"default",
--ENTITIES
"cmi",
--ENTITIES
"cmi",
--HUD
"sfinv", "sfinv_buttons", "unified_inventory", "cmsg", "inventory_plus",
}
--HUD
"sfinv", "sfinv_buttons", "unified_inventory", "cmsg", "inventory_plus",
}

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@ -1,22 +0,0 @@
{
"runtime.version": "LuaJIT",
"diagnostics": { "disable": ["lowercase-global"] },
"diagnostics.globals": [
"minetest",
"dump",
"dump2",
"Raycast",
"Settings",
"PseudoRandom",
"PerlinNoise",
"VoxelManip",
"SecureRandom",
"VoxelArea",
"PerlinNoiseMap",
"PcgRandom",
"ItemStack",
"AreaStore",
"vector"
],
"workspace.ignoreDir": [".luacheckrc"]
}

1
API.md
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@ -41,7 +41,6 @@ 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_mobs`

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@ -2,16 +2,17 @@
So you want to contribute to MineClone2?
Wow, thank you! :-)
MineClone2 is maintained by AncientMariner and Nicu. If you have any
problems or questions, contact us on Discord/Matrix (See Links section below).
MineClone2 is maintained by Nicu and Cora. If you have any
problems or questions, contact us (See Links section below).
You can help with MineClone2's development in many different ways,
whether you're a programmer or not.
## 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.
- Crucially, create a stable, moddable, free/libre clone of Minecraft
based on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, a lot of Minecraft features
are already implemented.
Polishing existing features is always welcome.
## Links
@ -75,7 +76,7 @@ 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 which MineClone2 and Minetest versions you are using.
* 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.
@ -119,11 +120,11 @@ 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.
For textures we use the Pixel Perfection texture pack. For older Minecraft
features that is mostly enough but a lot 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.
@ -134,10 +135,7 @@ 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.
play these sounds in game.
#### 3D Models
Most of the 3D Models in MineClone2 come from
@ -147,9 +145,9 @@ 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.
Asset contributions will be credited in 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
@ -184,12 +182,7 @@ 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
Minetest 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
@ -220,14 +213,10 @@ they have made their donation Incognito).
* Fork the repository (in case you have not already)
* Do your change in a new branch
* Create a pull request to get your changes merged into master
* It is important that conflicts are resolved prior to merging the pull
* Keep your pull request up to date by regularly merging upstream. It is
imperative 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.
* After the pull request got merged, you can delete the branch
### Discuss first
If you feel like a problem needs to fixed or you want to make a new
@ -251,7 +240,7 @@ work causes problems, we ask you fix the issues as soon as possible.
### 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
need to state their sources. These PRs also need Fleckenstein's approval
before they are merged.
You can use these sources:
@ -273,7 +262,9 @@ excessive git bureaucracy commits in 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
* Commit messages should be descriptive and never contain mcl2 specific
issueids - there are other projects who might use commits from mcl2 and
it will confuse their issue trackers.
* 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.
@ -357,24 +348,18 @@ 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.
MineClone2 repository.
#### 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.
- If you have developer 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.
- Any developer is welcome to review, test and merge PRs. A PR needs
at least one approval (by someone else than the author) but the maintainers
are usually relatively quick to react to new submissions.
### Maintainer status
Maintainers carry the main responsibility for the project.
@ -390,7 +375,7 @@ merged.
- Resolving conflicts and problems within the community
#### Current maintainers
* AncientMariner - responsible for gameplay review, publishing releases,
* Cora - responsible for gameplay review, publishing releases,
technical guidelines
* Nicu - responsible for community related issues

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@ -6,42 +6,38 @@
## Creator of MineClone2
* Wuzzy
## Maintainers
* AncientMariner
* Nicu
## Previous Maintainers
* Fleckenstein
* jordan4ibanez
* cora
## Developers
* bzoss
* AFCMS
* epCode
* ryvnf
* iliekprogrammar
* MysticTempest
* Rootyjr
* aligator
* Code-Sploit
* NO11
* kabou
* rudzik8
* chmodsayshello
* PrairieWind
* MrRar
* FossFanatic
* SmokeyDope
## Past Developers
* jordan4ibanez
* iliekprogrammar
* kabou
* kay27
* Faerraven / Michieal
* MysticTempest
* NO11
* RandomLegoBrick
* SumianVoice
* MrRar
* talamh
* Faerraven
## Contributors
* RandomLegoBrick
* rudzik8
* Code-Sploit
* aligator
* Rootyjr
* ryvnf
* bzoss
* talamh
* Laurent Rocher
* HimbeerserverDE
* TechDudie
@ -70,10 +66,6 @@
* Marcin Serwin
* erlehmann
* E
* n_to
* debiankaios
* Gustavo6046 / wallabra
* CableGuy67
* Benjamin Schötz
* Doloment
* Sydney Gems
@ -88,12 +80,15 @@
* aldum
* Dieter44
* Pepebotella
* MrRar
* Lazerbeak12345
* mrminer
* Thunder1035
* opfromthestart
* snowyu
* FaceDeer
* Faerraven / Michieal
* FossFanatic
* Herbert West
* GuyLiner
* 3raven
@ -101,24 +96,25 @@
* TheOnlyJoeEnderman
* Ranko Saotome
* Gregor Parzefall
* Wbjitscool
* b3nderman
* CyberMango
* gldrk
* atomdmac
* emptyshore
* FlamingRCCars
* uqers
* Niterux
* appgurueu
* seventeenthShulker
## 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)
## MineClone5
* kay27
* Debiankaios
* epCode
* NO11
* j45
* chmodsayshello
* 3raven
* PrairieWind
* Gustavo6046 / wallabra
* CableGuy67
* MrRar
## Mineclonia
* erlehmann
* Li0n
* E
* n_to
## Original Mod Authors
* Wuzzy
@ -150,18 +146,12 @@
* 4Evergreen4
* jordan4ibanez
* paramat
* debian044 / debian44
* chmodsayshello
* cora
* Faerraven / Michieal
* PrairieWind
## 3D Models
* 22i
* tobyplowy
* epCode
* Faerraven / Michieal
* SumianVoice
## Textures
* XSSheep
@ -176,11 +166,6 @@
* RandomLegoBrick
* cora
* Faerraven / Michieal
* Nicu
* Exhale
* Aeonix_Aeon
* Wbjitscool
* SmokeyDope
## Translations
* Wuzzy
@ -195,18 +180,14 @@
* 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
* celeron55 for creating Minetest
* Jordach for the jukebox music compilation from Big Freaking Dig
* wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.
* 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
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/

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@ -1,21 +0,0 @@
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!

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@ -5,7 +5,7 @@ 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)
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
@ -38,15 +38,11 @@ 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).
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/)
Armor trim models were created by Aeonix_Aeon
Source: <https://www.curseforge.com/minecraft/texture-packs/ozocraft-remix>
License: [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)
The main menu images are released under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
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)

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@ -1,75 +0,0 @@
# 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!

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@ -2,6 +2,8 @@
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB.
Version: 0.82 (in development)
### 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
@ -78,33 +80,35 @@ The MineClone2 repository is hosted at Mesehub. To contribute or report issues,
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* 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>
* Mastodon: <https://fosstodon.org/@MineClone2>
* Lemmy: <https://lemmy.world/c/mineclone2>
* Matrix space: <https://app.element.io/#/room/#mcl2:matrix.org>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* IRC (barely used): <https://web.libera.chat/#mineclone2>
## Target
- Create a stable, moddable, free/libre game based on Minecraft
on the Minetest engine with polished features, usable in both
- Crucially, create a stable, moddable, free/libre clone of Minecraft
based 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
- With lessened priority yet strictly, 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.
by the Minetest Engine). This means features in parity with the listed
Minecraft experiences are prioritized over those that don't fulfill this
scope.
- Optionally, create a performant experience that will run relatively
well on really low spec computers. Unfortunately, due to Minecraft's
mechanisms and Minetest engine's limitations along with a very small
playerbase on low spec computers, optimizations are hard to investigate.
## Completion status
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.
If you want to use the development version of MineClone2 in production, the master branch is usually relatively stable. The testing branch often features some experimental PRs and should be considered less stable.
The following main features are available:
@ -154,7 +158,7 @@ The following features are incomplete:
* Some monsters and animals
* Redstone-related things
* Some special minecarts (hopper and chest minecarts work)
* Special minecarts
* A couple of non-trivial blocks and items
Bonus features (not found in Minecraft):

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@ -1,45 +1,48 @@
# 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.
Un jeu non-officiel similaire à Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Développé par de nombreuses personnes. Ni développé ou supporté par Mojang AB.
Version: 0.79 (en dévelopment)
### 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
* Survie : combattre des monstres hostiles et la faim
* Creuser pour du minerai et d'autres trésors
* Magie : gagner de l'expérience et enchanter les outils
* Utiliser les blocs ramassés pour construire de magnifiques bâtiments, votre imagination est la limite
* Ramasser 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
* 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
* Placer les 4 planches de bois dans la grille 2x2 et **fabriquez une table d'artisanat**
* **Cliquez droit la table d'artisanat** (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 !
* 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
* Cliquez droit 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
* Fabriquer 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)
* L'emplacement du haut doit contienir un objet fondable (par ex : minerai de fer)
* L'emplacement du bas doit contienir un objet combustible (par ex : charbon)
* Voir le guide d'artisanat pour en apprendre plus sur les objets fondables et combustibles
### Aide supplémentaire
@ -59,43 +62,43 @@ Il n'y a pas de support de MineClone2 dans les versions développement de Minete
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.
Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou rapporter des problèmes, aller 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>
* 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>
## 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.
* Créer un clone stable, moddable, libre et gratuit basé sur le moteur de jeu Minetest avec des fonctionalités abouties, utilisable à la fois en mode solo et multijoueur. Actuellement, beaucoup des fonctionalités de **Minecraft Java Edition** sont déjà implémentées et leur amélioration est prioritaire sur les nouvelles demandes.
* Avec une priorité moindre, implémenter les fonctionalités des versions **Minecraft + OptiFine** (OtiFine autant que supporté par le moteur Minetest). Cela signifie que les fonctionalités 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 basse performances, les optimisations sont difficiles à explorer.
## Statut de complétion
Ce jeu est actuellement au stade **beta**.
Il est jouable mais incomplet en fonctionnalités.
Il est jouable mais incomplet en fonctionalités.
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 :
Les principales fonctionalités 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
* Système de fabrication : grille 2x2, table d'artisanat (grille 3x3), four, incluant un guide de fabrication
* Coffres, grands coffres, coffre ender, boite de shulker
* Fours, entonnoirs
* Faim
* La plupart des monstres et animaux
* Tous les minerais de Minecraft
* Tout les minerais de Minecraft
* La plupart des blocs de l'overworld
* Eau et lave
* Météo
* 28 biomes + 5 biomes du Nether
* 28 biomes + 5 biomes du nether
* Le Nether, monde souterrain brûlant dans une autre dimension
* Circuits Redstone (partiel)
* Effets de Statut (partiel)
@ -104,10 +107,10 @@ Les principales fonctionnalités suivantes sont disponibles :
* Brassage, potions, flèches trempées (partiel)
* Bâteaux
* Feu
* Blocs de construction : escaliers, dalles, portes, trappes, barrières, portillons, murets
* Blocs de construction : escaliers, dalles, portes, trappes, barrière, portillon, muret
* Horloge
* Boussole
* Éponge
* Eponge
* Bloc de slime
* Petites plantes et pousses
* Teintures
@ -115,30 +118,26 @@ Les principales fonctionnalités suivantes sont disponibles :
* 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 :
Les fonctionalités suivantes sont incomplètes :
* Certains monstres et animaux
* Certains composants de Redstone
* certains monstres et animaux
* certains composants de Redstone
* Wagonnets spéciaux
* Quelques blocs et objets non-triviaux
* quelques blocs et objets non-triviaux
Fonctionnalités bonus (absentes de Minecraft) :
Fonctionalités 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.
* 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 fonctionalités.
* Pousses dans les coffres en mapgen v6
* Entièrement moddable (grâce la puissante API Lua de Minetest)
* 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
@ -150,24 +149,22 @@ Fonctionnalités bonus (absentes de Minecraft) :
* 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
* Des blocs, objets, ennemis et fonctionalités 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
* `LICENSE.txt`: Le texte de la license 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 des contributeurs

View File

@ -1,193 +0,0 @@
# MineClone2
Неофициальная игра в стиле Minecraft для Minetest. Форк MineClone от davedevils.
Разработана многими людьми. Не разработана и не одобрена Mojang AB.
### Игровой процесс
Вы начинаете в случайно сгенерированном мире созданном целиком из кубов. Вы можете
исследовать мир, выкопать и поставить почти каждый блок в мире, чтобы создавать новые
структуры. Вы можете играть в “режиме выживания” в котором вам придется бороться с
монстрами и голодом за выживание и медленно проходить через различные аспекты игры,
такие как копание, фермерство, постройка механизмов и так далее. Или вы можете играть
в “творческом режиме” в котором вы сразу можете строить что угодно.
#### Итоги геймплея
* Геймплей в стиле песочницы, без целей
* Выживайте: сражайтесь с враждебными монстрами и голодом
* Добывайте руды и прочие ценные предметы
* Магия: получайте опыт и зачаруйте ваше снаряжение
* Создавайте из собранных блоков величественные постройки ограниченные только воображением
* Собирайте цветы и другие красители, чтобы раскрасить ваш мир
* Найдите семена и заведите ферму
* Найдите или создайте один из сотен предметов
* Проложите рельсы и повеселитесь с вагонетками
* Постройте сложные механизмы со схемами из редстоуна
* В творческом режиме вы можете свободно строить всё без лимитов
## Как играть (быстрый старт)
### Начнем
* **Бейте по стволу дерева** пока оно не сломается и соберите древесину
* Поставьте **древесину в сетку 2×2** (“сетка крафта” в вашем инвентаре) и скрафтите 4 доски
* Разложите 4 доски в форме 2×2 в сетке крафта, чтобы **сделать верстак**
* **Правым кликом по верстаку**, чтобы открыть сетку крафта 3×3 для более сложных предметов
* Используйте **книгу рецептов** (иконка книги), чтобы узнать все возможные рецепты крафтов
* **Скрафтите деревянную кирку**, чтобы вы могли копать камень
* Разные инструменты добывают разные виды блоков. Опробуйте их все!
* Продолжайте играть как пожелаете. Повеселитесь!
### Фермерство
* Найдите семена
* Скрафтите мотыгу
* Правой кнопкой мотыгой по земле или похожему блоку, чтобы создать грядку
* Посадите семена на грядку и ждите пока они вырастут
* Соберите растение когда оно полностью созреет
* Рядом с водой грядка становится влажной и растения растут быстрее
### Переплавка
* Скрафтите печь
* Печь позволит вам получить больше предметов
* Верхний слот должен содержать переплавляемый предмет (например: железную руду)
* Нижний слот должен содержать топливо (например: уголь)
* Смотрите книгу рецептов, чтобы узнать о других переплавляемых предметах и топливе
### Дополнительная помощь
Больше информации о геймплее, блоках, предметах и многое другое можно найти во
внутриигровой справке. Вы можете перейти в неё через ваш инвентарь.
### Особые предметы
Следующие предметы интересны для творческого режима и для строителей приключенческих
карт. Их нельзя получить в игре или через творческий инвентарь.
* Барьер: `mcl_core:barrier`
Используйте чат-команду `/giveme`, чтобы получить их.
Смотрите справку для дальнейшей информации.
## Установка
Эта игра требует [Minetest](http://minetest.net) для запуска (версия 5.4.1 или
выше). Вам нужно сперва установить Minetest. Только стабильные версии поддерживаются
официально. Не поддерживается запуск MineClone2 на разрабатываемых версиях Minetest.
Чтобы установить MineClone2 (если вы этого еще не сделали), переместите эту папку в
“games” в папке данных Minetest. Смотрите справку Minetest, чтобы узнать больше.
## Полезные ссылки
Репозиторий MineClone2 хранится на Mesehub. Зайдите туда, чтобы оставить запрос или
поучаствовать в разработке.
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/mineclone2>
* Mastodon: <https://fosstodon.org/@MineClone2>
* Lemmy: <https://lemmy.world/c/mineclone2>
* Matrix space: <https://app.element.io/#/room/#mcl2:matrix.org>
* Форум Minetest: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* IRC (едва используется): <https://web.libera.chat/#mineclone2>
## Цели
- Создать стабильную, модифицируемую, бесплатную и свободную игру основанную на
Minecraft на движке Minetest с проработанными возможностями для одиночной игры и
для мультиплеера. На данный момент множество возможностей **Minecraft Java
Edition** уже реализовано и доработка имеющегося контента в приоритете над
добавлением нового.
- Реализовать возможности на уровне **текущей версии Minecraft + OptiFine** (OptiFine
настолько, насколько это поддерживается движком Minetest).
- Добиться производительности для запуска на действительно слабых компьютерах.
## Готовность
Игра сейчас на стадии **бета**. Она играбельна, но еще не имеет всех возможностей.
Обратная совместимость целиком не гарантируется, обновление вашего мира может повлечь
за собой небольшие ошибки. Если вы хотите использовать разрабатываемую версию
Mineclone2, то ветка master обычно относительно стабильна.
Следущие возможности уже доступны:
* Инструменты, оружие, броня
* Система крафта: сетка 2×2, верстак (сетка 3×3) и книга рецептов
* Сундуки, большие сундуки, эндер-сундуки, ящики шалкера
* Печи и воронки
* Система голода
* Большинство монстров и животных
* Все руды из Minecraft
* Большинство блоков из Верхнего мира
* Вода и лава
* Погода
* 28 биомов + 5 биомов в Незере
* Незер, пылающий подземный мир в другом измерении
* Схемы из редстоуна (частично)
* Вагонетки (частично)
* Статусные эффекты (частично)
* Опыт
* Зачарование
* Зельеварение, зелья, смоченные стрелы (частично)
* Лодки
* Огонь
* Строительные блоки: ступени, плиты, двери, люки, заборы, калитки, стены
* Часы
* Компас
* Губки
* Блоки слизи
* Растения и саженцы
* Красители
* Флаги
* Декоративные блоки: стекло, окрашенное стекло, стеклянные панели, железные решетки, цветная керамика, головы и многое другое
* Рамки для предметов
* Прогрыватели
* Кровати
* Меню инвентаря
* Творческий инвентарь
* Фермерство
* Книги с пером
* Команды
* Деревни
* Измерение Края
* И многое другое!
Следующие возможности еще не завершены:
* Некоторые монстры и животные
* Предметы связанные с редстоуном
* Некоторые вагонетки (с сундуком и с воронкой уже работают)
* Пара нетривиальных блоков и предметов
Бонусные воронкой (нет в Minecraft-е):
* Встроенный гайд для крафта покажет вам рецепты крафта и переплавки
* Внутриигровая справка содержит всестороннюю информацию об основах игры, блоках, предметах и прочее
* Временные рецепты крафта. Они существуют, чтобы получить доступ к ранее недоступным предметам вне творческого режима. Они будут удалены как только разработка позволит им стать доступными
* Саженцы в сундуках мапгена v6
* Полностью модифицируема (благодаря мощному Lua API в Minetest)
* Новые блоки и предметы:
* Инструмент просмотра покажет справку о том чего коснется
* Больше ступеней и плит
* Калитки и заборы из адских кирпичей
* Замены структур - малые верии структур из Minecraft пока большие структуры не будут сделаны:
* Лесная хижина (Особняк)
* Форт Незера (Крепости)
Технические отличия от Minecraft:
* Лимит высоты - 31000 блоков (намного больше чем в Minecraft)
* Горизонтальный размер мира - 62000×62000 блоков (намного меньше чем в Minecraft, но всё еще очень большой)
* Всё еще не завершен и содержит много багов
* Недостающие блоки, предметы, мобы
* Некоторые предметы с другими названиями, чтобы лучше их различать
* Другая музыка для проигрывателей
* Другие текступы (Pixel Perfection)
* Другие звуки (разные источники)
* Другой движок (Minetest)
* Другие пасхалки
… и наконец, MineClone2 это свободное программное обеспечение!
## Другие readme файлы
* `LICENSE.txt`: текст лицензии GPLv3
* `CONTRIBUTING.md`: информация для тех кто хочет поучаствовать в разработке
* `API.md`: для моддеров Minetest кто хочет изменить эту игру
* `LEGAL.md`: юридическая информация
* `CREDITS.md`: список участников проекта

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@ -1,89 +1,19 @@
### Standard Release
#File to document release steps with a view to evolving into a script
# File to document release steps with a view to evolving into a script
#Update CREDITS.md
#Update version in README.md (soon to be game.conf from of 0.82.0)
# 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 add README.md
# To uncomment when applicable
#git add game.conf
git commit -m "Pre-release update credits and set version 0.83.0"
git commit -m "Pre-release update credits and set version 0.81.1"
git tag 0.83.0
git tag 0.81.1
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
* Upload video to YouTube
* Add a comment to the forum post with the release number and change log. Maintainer will update main post with code link.
* Add a Discord announcement post and @everyone with link to video, forum post and release notes.
* Share the news on reddit + Lemmy. Good subs to share with:
* r/linux_gaming
* r/opensourcegames
* r/opensource
* r/freesoftware
* r/linuxmasterrace
* r/MineClone2
git push origin 0.81.1

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@ -1,57 +0,0 @@
# 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

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@ -1 +1 @@
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more.
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more. Faithful clone of Minecraft 1.12. This is a work in progress! Expect bugs!

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@ -1,4 +1,4 @@
title = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
disallowed_mapgens = v6
version=0.85.0-SNAPSHOT
version=MCL2-0.82-indev

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@ -19,9 +19,9 @@ movement_speed_jump = 6.6
movement_speed_climb = 2.35
# TODO: Add descend speed (3.0) when available
movement_liquid_fluidity = 1.13
movement_liquid_fluidity = 0.88
movement_liquid_fluidity_smooth = 0.5
movement_liquid_sink = 23
movement_liquid_sink = 16
movement_gravity = 10.4

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@ -204,7 +204,7 @@ end
-- 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)
function mcl_autogroup.can_harvest(nodename, toolname)
local ndef = minetest.registered_nodes[nodename]
if not ndef then
@ -215,10 +215,6 @@ function mcl_autogroup.can_harvest(nodename, toolname, player)
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
@ -232,9 +228,7 @@ function mcl_autogroup.can_harvest(nodename, toolname, player)
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]
local tdef = minetest.registered_tools[""]
if tdef then
for g, gdef in pairs(tdef._mcl_diggroups) do
if ndef.groups[g] then
@ -266,7 +260,7 @@ local function get_tool_capabilities(tdef)
-- 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
local hand_toolcaps = minetest.registered_tools[""].tool_capabilities
return {
full_punch_interval = hand_toolcaps.full_punch_interval,
damage_groups = hand_toolcaps.damage_groups
@ -286,7 +280,7 @@ end
-- 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 tdef = minetest.registered_tools[toolname]
local groupcaps = table.copy(get_tool_capabilities(tdef).groupcaps or {})
add_groupcaps(toolname, groupcaps, tdef._mcl_diggroups, efficiency)
return groupcaps
@ -304,10 +298,6 @@ end
-- 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
@ -360,7 +350,7 @@ local function overwrite()
end
end
for tname, tdef in pairs(minetest.registered_items) do
for tname, tdef in pairs(minetest.registered_tools) do
-- Assign groupcaps for digging the registered digging groups
-- depending on the _mcl_diggroups in the tool definition
if tdef._mcl_diggroups then

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@ -1,11 +1,10 @@
# 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>.
## mcl_autogroup.can_harvest(nodename, toolname)
Return true if <nodename> can be dig with <toolname>.
* 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.

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@ -96,8 +96,8 @@ function mcl_damage.finish_reason(mcl_reason)
end
function mcl_damage.from_mt(mt_reason)
if mt_reason._mcl_cached_reason then
return mt_reason._mcl_cached_reason
if mt_reason._mcl_chached_reason then
return mt_reason._mcl_chached_reason
end
local mcl_reason
@ -155,6 +155,7 @@ 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
mt_reason.approved = true
if hp_change < 0 then
mcl_damage.run_damage_callbacks(player, -hp_change, mcl_damage.from_mt(mt_reason))
end
@ -162,7 +163,9 @@ minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
end, false)
minetest.register_on_dieplayer(function(player, mt_reason)
mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason))
if mt_reason.approved then
mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason))
end
minetest.log("action","Player "..player:get_player_name().." died at "..minetest.pos_to_string(vector.round(player:get_pos())))
end)

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@ -13,7 +13,6 @@ under the LGPLv2.1 license.
mcl_explosions = {}
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 math = math
@ -192,7 +191,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local grief_protected = info.grief_protected
-- Trace rays for environment destruction
if info.griefing and explosions_griefing then
if info.griefing then
for i = 1, #raydirs do
local rpos_x = pos.x
local rpos_y = pos.y
@ -352,23 +351,6 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
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 = {}, {}

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 est mort dans une explosion

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 попал(а) под взрыв.

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=

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@ -3,26 +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 = 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]",
})
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]"
-- 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)
mcl_vars.tool_wield_scale = { x = 1.8, y = 1.8, z = 1 }
-- Mapgen variables
local mg_name = minetest.get_mapgen_setting("mg_name")
@ -35,69 +35,55 @@ mcl_vars.chunksize = math.max(1, tonumber(minetest.get_mapgen_setting("chunksize
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, minetest.MAX_MAP_GENERATION_LIMIT or 31000)
local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2)
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 + 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) / 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)
)
return {
x = coordinate_to_block(pos.x),
y = coordinate_to_block(pos.y),
z = 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)
)
return {
x = coordinate_to_chunk(pos.x),
y = coordinate_to_chunk(pos.y),
z = 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 +
return
(c.y + k_positive) * k_positive_y +
(c.z + k_positive) * k_positive_z +
c.x + k_positive
c.x + k_positive
end
if not superflat and not singlenode then
@ -131,8 +117,11 @@ elseif singlenode then
mcl_vars.mg_bedrock_is_rough = false
else
-- Classic superflat
local ground = tonumber(minetest.get_mapgen_setting("mgflat_ground_level")) or 8
local ground = minetest.get_mapgen_setting("mgflat_ground_level")
ground = tonumber(ground)
if not ground then
ground = 8
end
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
@ -192,16 +181,14 @@ minetest.craftitemdef_default.stack_max = 64
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
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
@ -209,20 +196,17 @@ function mcl_vars.add_chunk(pos)
d[1] = n
return
end
if prev and (prev[2] == n - 1) then --join to previous
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
table.insert(chunks, i, {n, n}) -- insert new interval before i
return
end
prev = d
end
chunks[#chunks + 1] = { n, n }
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
@ -233,46 +217,47 @@ function mcl_vars.is_generated(pos)
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)
-- "Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does.
-- p: Position, if it's wrong, {name="error"} node will return.
-- force: optional (default: false) - Do the maximum to still read the node within us_timeout.
-- us_timeout: optional (default: 244 = 0.000244 s = 1/80/80/80), set it at least to 3000000 to let mapgen to finish its job.
--
-- returns node definition, eg. {name="air"}. Unfortunately still can return {name="ignore"}.
function mcl_vars.get_node(p, 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
if not p or not p.x or not p.y or not p.z then return {name="error"} end
-- try common way
local node = minetest.get_node(pos)
local node = minetest.get_node(p)
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)
-- copy table to get sure it won't changed by other threads
local pos = {x=p.x,y=p.y,z=p.z}
-- try LVM
minetest.get_voxel_manip():read_from_map(pos_copy, pos_copy)
node = minetest.get_node(pos_copy)
minetest.get_voxel_manip():read_from_map(pos, pos)
node = minetest.get_node(pos)
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
local us_timeout = us_timeout or 244
if mcl_vars.is_generated(pos) then
minetest.chat_send_all("IMPOSSIBLE! Please report this to MCL2 issue tracker!")
minetest.forceload_block(pos_copy)
minetest.forceload_block(pos)
else
minetest.emerge_area(pos_copy, pos_copy)
minetest.emerge_area(pos, pos)
end
local t = minetest.get_us_time()
node = minetest.get_node(pos_copy)
node = minetest.get_node(pos)
while (not node or node.name == "ignore") and (minetest.get_us_time() - t < (us_timeout or 244)) do
node = minetest.get_node(pos_copy)
while (not node or node.name == "ignore") and (minetest.get_us_time() - t < us_timeout) do
node = minetest.get_node(pos)
end
return node

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@ -1,14 +0,0 @@
# 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.
Waxed Copper Blocks can be scrapped into normal Copper Blocks because of the definition `_mcl_stripped_variant = "mcl_copper:block"`.

View File

@ -1,12 +0,0 @@
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,
})

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@ -1,4 +0,0 @@
name = mcl_oxidation
title = Oxidation API for MineClone 2
author = PrairieWind, N011, Michael
description = API to allow oxidizing different nodes.

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@ -2,8 +2,8 @@ mcl_util = {}
-- Updates all values in t using values from to*.
function table.update(t, ...)
for _, to in ipairs {...} do
for k, v in pairs(to) do
for _, to in ipairs{...} do
for k,v in pairs(to) do
t[k] = v
end
end
@ -12,8 +12,8 @@ end
-- Updates nil values in t using values from to*.
function table.update_nil(t, ...)
for _, to in ipairs {...} do
for k, v in pairs(to) do
for _, to in ipairs{...} do
for k,v in pairs(to) do
if t[k] == nil then
t[k] = v
end
@ -22,9 +22,9 @@ function table.update_nil(t, ...)
return t
end
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_default", false)
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_default",false)
local LOG_MODULE = "[MCL2]"
function mcl_util.mcl_log(message, module, bypass_default_logger)
function mcl_util.mcl_log (message, module, bypass_default_logger)
local selected_module = LOG_MODULE
if module then
selected_module = module
@ -34,75 +34,6 @@ function mcl_util.mcl_log(message, module, bypass_default_logger)
end
end
local player_timers = {}
-- This is a dtime timer than can be used in on_step functions so it works every x seconds
-- self - Object you want to store timer data on. E.g. mob or a minecart, or player_name
-- dtime - The time since last run of on_step, should be passed in to function
-- timer_name - This is the name of the timer and also the key to store the data. No spaces + lowercase.
-- threshold - The time before it returns successful. 0.2 if you want to run it 5 times a second.
function mcl_util.check_dtime_timer(self, dtime, timer_name, threshold)
if not self or not threshold or not dtime then return end
if not timer_name or timer_name == "" then return end
if type(self) == "string" then
local player_name = self
if not player_timers[player_name] then
player_timers[player_name] = {}
end
self = player_timers[player_name]
end
if not self._timers then
self._timers = {}
end
if not self._timers[timer_name] then
self._timers[timer_name] = 0
else
self._timers[timer_name] = self._timers[timer_name] + dtime
--minetest.log("dtime: " .. tostring(self._timers[timer_name]))
end
if self._timers[timer_name] > threshold then
--minetest.log("Over threshold")
self._timers[timer_name] = 0
return true
--else
--minetest.log("Not over threshold")
end
return false
end
-- While we should always favour the new minetest vector functions such as vector.new or vector.offset which validate on
-- creation. There may be cases where state gets corrupted and we may have to check the vector is valid if created the
-- old way. This allows us to do this as a tactical solution until old style vectors are completely removed.
function mcl_util.validate_vector (vect)
if vect then
if tonumber(vect.x) and tonumber(vect.y) and tonumber(vect.z) then
return true
end
end
return false
end
-- Minetest 5.3.0 or less can only measure the light level. This came in at 5.4
-- This function has been known to fail in multiple places so the error handling is added increase safety and improve
-- debugging. See:
-- https://git.minetest.land/MineClone2/MineClone2/issues/1392
function mcl_util.get_natural_light (pos, time)
local status, retVal = pcall(minetest.get_natural_light, pos, time)
if status then
return retVal
else
minetest.log("warning", "Failed to get natural light at pos: " .. dump(pos) .. ", time: " .. dump(time))
if (pos) then
local node = minetest.get_node(pos)
minetest.log("warning", "Node at pos: " .. dump(node.name))
end
end
return 0
end
function mcl_util.file_exists(name)
if type(name) ~= "string" then return end
@ -138,7 +69,7 @@ function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infini
local undef = minetest.registered_nodes[unode.name]
if undef and undef.on_rightclick then
undef.on_rightclick(pointed_thing.under, unode, placer,
itemstack, pointed_thing)
itemstack, pointed_thing)
return
end
local fdir = minetest.dir_to_facedir(placer:get_look_dir())
@ -220,23 +151,23 @@ end
function mcl_util.get_double_container_neighbor_pos(pos, param2, side)
if side == "right" then
if param2 == 0 then
return {x = pos.x - 1, y = pos.y, z = pos.z}
return {x=pos.x-1, y=pos.y, z=pos.z}
elseif param2 == 1 then
return {x = pos.x, y = pos.y, z = pos.z + 1}
return {x=pos.x, y=pos.y, z=pos.z+1}
elseif param2 == 2 then
return {x = pos.x + 1, y = pos.y, z = pos.z}
return {x=pos.x+1, y=pos.y, z=pos.z}
elseif param2 == 3 then
return {x = pos.x, y = pos.y, z = pos.z - 1}
return {x=pos.x, y=pos.y, z=pos.z-1}
end
else
if param2 == 0 then
return {x = pos.x + 1, y = pos.y, z = pos.z}
return {x=pos.x+1, y=pos.y, z=pos.z}
elseif param2 == 1 then
return {x = pos.x, y = pos.y, z = pos.z - 1}
return {x=pos.x, y=pos.y, z=pos.z-1}
elseif param2 == 2 then
return {x = pos.x - 1, y = pos.y, z = pos.z}
return {x=pos.x-1, y=pos.y, z=pos.z}
elseif param2 == 3 then
return {x = pos.x, y = pos.y, z = pos.z + 1}
return {x=pos.x, y=pos.y, z=pos.z+1}
end
end
end
@ -254,7 +185,7 @@ end
function mcl_util.get_eligible_transfer_item_slot(src_inventory, src_list, dst_inventory, dst_list, condition)
local size = src_inventory:get_size(src_list)
local stack
for i = 1, size do
for i=1, size do
stack = src_inventory:get_stack(src_list, i)
if not stack:is_empty() and (condition == nil or condition(stack, src_inventory, src_list, dst_inventory, dst_list)) then
return i
@ -357,10 +288,10 @@ function mcl_util.move_item_container(source_pos, destination_pos, source_list,
-- Main inventory for most container types
if sctype == 2 or sctype == 3 or sctype == 5 or sctype == 6 or sctype == 7 then
source_list = "main"
-- Furnace: output
-- Furnace: output
elseif sctype == 4 then
source_list = "dst"
-- Unknown source container type. Bail out
-- Unknown source container type. Bail out
else
return false
end
@ -413,7 +344,7 @@ function mcl_util.move_item_container(source_pos, destination_pos, source_list,
-- Main inventory for most container types
if dctype == 2 or dctype == 3 or dctype == 5 or dctype == 6 or dctype == 7 then
destination_list = "main"
-- Furnace source slot
-- Furnace source slot
elseif dctype == 4 then
destination_list = "src"
end
@ -478,7 +409,7 @@ end
-- Returns true if item (itemstring or ItemStack) can be used as a furnace fuel.
-- Returns false otherwise
function mcl_util.is_fuel(item)
return minetest.get_craft_result({method = "fuel", width = 1, items = {item}}).time ~= 0
return minetest.get_craft_result({method="fuel", width=1, items={item}}).time ~= 0
end
-- Returns a on_place function for plants
@ -525,7 +456,7 @@ function mcl_util.generate_on_place_plant_function(condition)
if success then
if idef.sounds and idef.sounds.place then
minetest.sound_play(idef.sounds.place, {pos = pointed_thing.above, gain = 1}, true)
minetest.sound_play(idef.sounds.place, {pos=pointed_thing.above, gain=1}, true)
end
end
itemstack = new_itemstack
@ -624,11 +555,6 @@ function mcl_util.deal_damage(target, damage, mcl_reason)
end
return
end
elseif not target:is_player() then return end
local is_immortal = target:get_armor_groups().immortal or 0
if is_immortal>0 then
return
end
local hp = target:get_hp()
@ -717,80 +643,78 @@ end
local function roundN(n, d)
if type(n) ~= "number" then return n end
local m = 10 ^ d
return math.floor(n * m + 0.5) / m
local m = 10^d
return math.floor(n * m + 0.5) / m
end
local function close_enough(a, b)
local rt = true
local function close_enough(a,b)
local rt=true
if type(a) == "table" and type(b) == "table" then
for k, v in pairs(a) do
if roundN(v, 2) ~= roundN(b[k], 2) then
rt = false
for k,v in pairs(a) do
if roundN(v,2) ~= roundN(b[k],2) then
rt=false
break
end
end
else
rt = roundN(a, 2) == roundN(b, 2)
rt = roundN(a,2) == roundN(b,2)
end
return rt
end
local function props_changed(props, oldprops)
local changed = false
local p = {}
for k, v in pairs(props) do
if not close_enough(v, oldprops[k]) then
p[k] = v
changed = true
local function props_changed(props,oldprops)
local changed=false
local p={}
for k,v in pairs(props) do
if not close_enough(v,oldprops[k]) then
p[k]=v
changed=true
end
end
return changed, p
return changed,p
end
--tests for roundN
local test_round1 = 15
local test_round2 = 15.00199999999
local test_round3 = 15.00111111
local test_round4 = 15.00999999
local test_round1=15
local test_round2=15.00199999999
local test_round3=15.00111111
local test_round4=15.00999999
assert(roundN(test_round1, 2) == roundN(test_round1, 2))
assert(roundN(test_round1, 2) == roundN(test_round2, 2))
assert(roundN(test_round1, 2) == roundN(test_round3, 2))
assert(roundN(test_round1, 2) ~= roundN(test_round4, 2))
assert(roundN(test_round1,2)==roundN(test_round1,2))
assert(roundN(test_round1,2)==roundN(test_round2,2))
assert(roundN(test_round1,2)==roundN(test_round3,2))
assert(roundN(test_round1,2)~=roundN(test_round4,2))
-- tests for close_enough
local test_cb = {-0.35, 0, -0.35, 0.35, 0.8, 0.35} --collisionboxes
local test_cb_close = {-0.351213, 0, -0.35, 0.35, 0.8, 0.351212}
local test_cb_diff = {-0.35, 0, -1.35, 0.35, 0.8, 0.35}
local test_cb = {-0.35,0,-0.35,0.35,0.8,0.35} --collisionboxes
local test_cb_close = {-0.351213,0,-0.35,0.35,0.8,0.351212}
local test_cb_diff = {-0.35,0,-1.35,0.35,0.8,0.35}
local test_eh = 1.65 --eye height
local test_eh_close = 1.65123123
local test_eh_diff = 1.35
local test_nt = {r = 225, b = 225, a = 225, g = 225} --nametag
local test_nt_diff = {r = 225, b = 225, a = 0, g = 225}
local test_nt = { r = 225, b = 225, a = 225, g = 225 } --nametag
local test_nt_diff = { r = 225, b = 225, a = 0, g = 225 }
assert(close_enough(test_cb, test_cb_close))
assert(not close_enough(test_cb, test_cb_diff))
assert(close_enough(test_eh, test_eh_close))
assert(not close_enough(test_eh, test_eh_diff))
assert(not close_enough(test_nt, test_nt_diff)) --no floats involved here
assert(close_enough(test_cb,test_cb_close))
assert(not close_enough(test_cb,test_cb_diff))
assert(close_enough(test_eh,test_eh_close))
assert(not close_enough(test_eh,test_eh_diff))
assert(not close_enough(test_nt,test_nt_diff)) --no floats involved here
--tests for properties_changed
local test_properties_set1 = {collisionbox = {-0.35, 0, -0.35, 0.35, 0.8, 0.35}, eye_height = 0.65,
nametag_color = {r = 225, b = 225, a = 225, g = 225}}
local test_properties_set2 = {collisionbox = {-0.35, 0, -0.35, 0.35, 0.8, 0.35}, eye_height = 1.35,
nametag_color = {r = 225, b = 225, a = 225, g = 225}}
local test_properties_set1={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
local test_properties_set2={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
local test_p1, _ = props_changed(test_properties_set1, test_properties_set1)
local test_p2, _ = props_changed(test_properties_set1, test_properties_set2)
local test_p1,_=props_changed(test_properties_set1,test_properties_set1)
local test_p2,_=props_changed(test_properties_set1,test_properties_set2)
assert(not test_p1)
assert(test_p2)
function mcl_util.set_properties(obj, props)
local changed, p = props_changed(props, obj:get_properties())
function mcl_util.set_properties(obj,props)
local changed,p=props_changed(props,obj:get_properties())
if changed then
obj:set_properties(p)
end
@ -804,312 +728,3 @@ function mcl_util.set_bone_position(obj, bone, pos, rot)
obj:set_bone_position(bone, pos or current_pos, rot or current_rot)
end
end
---Return a function to use in `on_place`.
---
---Allow to bypass the `buildable_to` node field in a `on_place` callback.
---
---You have to make sure that the nodes you return true for have `buildable_to = true`.
---@param func fun(node_name: string): boolean Return `true` if node must not replace the buildable_to node which have `node_name`
---@return fun(itemstack: ItemStack, placer: ObjectRef, pointed_thing: pointed_thing, param2: integer): ItemStack?
function mcl_util.bypass_buildable_to(func)
--------------------------
-- MINETEST CODE: UTILS --
--------------------------
local function copy_pointed_thing(pointed_thing)
return {
type = pointed_thing.type,
above = pointed_thing.above and vector.copy(pointed_thing.above),
under = pointed_thing.under and vector.copy(pointed_thing.under),
ref = pointed_thing.ref,
}
end
local function user_name(user)
return user and user:get_player_name() or ""
end
-- Returns a logging function. For empty names, does not log.
local function make_log(name)
return name ~= "" and minetest.log or function() end
end
local function check_attached_node(p, n, group_rating)
local def = core.registered_nodes[n.name]
local d = vector.zero()
if group_rating == 3 then
-- always attach to floor
d.y = -1
elseif group_rating == 4 then
-- always attach to ceiling
d.y = 1
elseif group_rating == 2 then
-- attach to facedir or 4dir direction
if (def.paramtype2 == "facedir" or
def.paramtype2 == "colorfacedir") then
-- Attach to whatever facedir is "mounted to".
-- For facedir, this is where tile no. 5 point at.
-- The fallback vector here is in case 'facedir to dir' is nil due
-- to voxelmanip placing a wallmounted node without resetting a
-- pre-existing param2 value that is out-of-range for facedir.
-- The fallback vector corresponds to param2 = 0.
d = core.facedir_to_dir(n.param2) or vector.new(0, 0, 1)
elseif (def.paramtype2 == "4dir" or
def.paramtype2 == "color4dir") then
-- Similar to facedir handling
d = core.fourdir_to_dir(n.param2) or vector.new(0, 0, 1)
end
elseif def.paramtype2 == "wallmounted" or
def.paramtype2 == "colorwallmounted" then
-- Attach to whatever this node is "mounted to".
-- This where tile no. 2 points at.
-- The fallback vector here is used for the same reason as
-- for facedir nodes.
d = core.wallmounted_to_dir(n.param2) or vector.new(0, 1, 0)
else
d.y = -1
end
local p2 = vector.add(p, d)
local nn = core.get_node(p2).name
local def2 = core.registered_nodes[nn]
if def2 and not def2.walkable then
return false
end
return true
end
return function(itemstack, placer, pointed_thing, param2)
-------------------
-- MINETEST CODE --
-------------------
local def = itemstack:get_definition()
if def.type ~= "node" or pointed_thing.type ~= "node" then
return itemstack
end
local under = pointed_thing.under
local oldnode_under = minetest.get_node_or_nil(under)
local above = pointed_thing.above
local oldnode_above = minetest.get_node_or_nil(above)
local playername = user_name(placer)
local log = make_log(playername)
if not oldnode_under or not oldnode_above then
log("info", playername .. " tried to place"
.. " node in unloaded position " .. minetest.pos_to_string(above))
return itemstack
end
local olddef_under = minetest.registered_nodes[oldnode_under.name]
olddef_under = olddef_under or minetest.nodedef_default
local olddef_above = minetest.registered_nodes[oldnode_above.name]
olddef_above = olddef_above or minetest.nodedef_default
if not olddef_above.buildable_to and not olddef_under.buildable_to then
log("info", playername .. " tried to place"
.. " node in invalid position " .. minetest.pos_to_string(above)
.. ", replacing " .. oldnode_above.name)
return itemstack
end
---------------------
-- CUSTOMIZED CODE --
---------------------
-- Place above pointed node
local place_to = vector.copy(above)
-- If node under is buildable_to, check for callback result and place into it instead
if olddef_under.buildable_to and not func(oldnode_under.name) then
log("info", "node under is buildable to")
place_to = vector.copy(under)
end
-------------------
-- MINETEST CODE --
-------------------
if minetest.is_protected(place_to, playername) then
log("action", playername
.. " tried to place " .. def.name
.. " at protected position "
.. minetest.pos_to_string(place_to))
minetest.record_protection_violation(place_to, playername)
return itemstack
end
local oldnode = minetest.get_node(place_to)
local newnode = {name = def.name, param1 = 0, param2 = param2 or 0}
-- Calculate direction for wall mounted stuff like torches and signs
if def.place_param2 ~= nil then
newnode.param2 = def.place_param2
elseif (def.paramtype2 == "wallmounted" or
def.paramtype2 == "colorwallmounted") and not param2 then
local dir = vector.subtract(under, above)
newnode.param2 = minetest.dir_to_wallmounted(dir)
-- Calculate the direction for furnaces and chests and stuff
elseif (def.paramtype2 == "facedir" or
def.paramtype2 == "colorfacedir" or
def.paramtype2 == "4dir" or
def.paramtype2 == "color4dir") and not param2 then
local placer_pos = placer and placer:get_pos()
if placer_pos then
local dir = vector.subtract(above, placer_pos)
newnode.param2 = minetest.dir_to_facedir(dir)
log("info", "facedir: " .. newnode.param2)
end
end
local metatable = itemstack:get_meta():to_table().fields
-- Transfer color information
if metatable.palette_index and not def.place_param2 then
local color_divisor = nil
if def.paramtype2 == "color" then
color_divisor = 1
elseif def.paramtype2 == "colorwallmounted" then
color_divisor = 8
elseif def.paramtype2 == "colorfacedir" then
color_divisor = 32
elseif def.paramtype2 == "color4dir" then
color_divisor = 4
elseif def.paramtype2 == "colordegrotate" then
color_divisor = 32
end
if color_divisor then
local color = math.floor(metatable.palette_index / color_divisor)
local other = newnode.param2 % color_divisor
newnode.param2 = color * color_divisor + other
end
end
-- Check if the node is attached and if it can be placed there
local an = minetest.get_item_group(def.name, "attached_node")
if an ~= 0 and
not check_attached_node(place_to, newnode, an) then
log("action", "attached node " .. def.name ..
" cannot be placed at " .. minetest.pos_to_string(place_to))
return itemstack
end
log("action", playername .. " places node "
.. def.name .. " at " .. minetest.pos_to_string(place_to))
-- Add node and update
minetest.add_node(place_to, newnode)
-- Play sound if it was done by a player
if playername ~= "" and def.sounds and def.sounds.place then
minetest.sound_play(def.sounds.place, {
pos = place_to,
exclude_player = playername,
}, true)
end
local take_item = true
-- Run callback
if def.after_place_node then
-- Deepcopy place_to and pointed_thing because callback can modify it
local place_to_copy = vector.copy(place_to)
local pointed_thing_copy = copy_pointed_thing(pointed_thing)
if def.after_place_node(place_to_copy, placer, itemstack,
pointed_thing_copy) then
take_item = false
end
end
-- Run script hook
for _, callback in ipairs(minetest.registered_on_placenodes) do
-- Deepcopy pos, node and pointed_thing because callback can modify them
local place_to_copy = vector.copy(place_to)
local newnode_copy = {name = newnode.name, param1 = newnode.param1, param2 = newnode.param2}
local oldnode_copy = {name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2}
local pointed_thing_copy = copy_pointed_thing(pointed_thing)
if callback(place_to_copy, newnode_copy, placer, oldnode_copy, itemstack, pointed_thing_copy) then
take_item = false
end
end
if take_item then
itemstack:take_item()
end
return itemstack
end
end
--[[Check for a protection violation in a given area.
--
-- Applies is_protected() to a 3D lattice of points in the defined volume. The points are spaced
-- evenly throughout the volume and have a spacing similar to, but no larger than, "interval".
--
-- @param pos1 A position table of the area volume's first edge.
-- @param pos2 A position table of the area volume's second edge.
-- @param player The player performing the action.
-- @param interval Optional. Max spacing between checked points at the volume.
-- Default: Same as minetest.is_area_protected.
--
-- @return true on protection violation detection. false otherwise.
--
-- @notes *All corners and edges of the defined volume are checked.
]]
function mcl_util.check_area_protection(pos1, pos2, player, interval)
local name = player and player:get_player_name() or ""
local protected_pos = minetest.is_area_protected(pos1, pos2, name, interval)
if protected_pos then
minetest.record_protection_violation(protected_pos, name)
return true
end
return false
end
--[[Check for a protection violation on a single position.
--
-- @param position A position table to check for protection violation.
-- @param player The player performing the action.
--
-- @return true on protection violation detection. false otherwise.
]]
function mcl_util.check_position_protection(position, player)
local name = player and player:get_player_name() or ""
if minetest.is_protected(position, name) then
minetest.record_protection_violation(position, name)
return true
end
return false
end
local palette_indexes = {grass_palette_index = 0, foliage_palette_index = 0, water_palette_index = 0}
function mcl_util.get_palette_indexes_from_pos(pos)
local biome_data = minetest.get_biome_data(pos)
local biome = biome_data.biome
local biome_name = minetest.get_biome_name(biome)
local reg_biome = minetest.registered_biomes[biome_name]
if reg_biome and reg_biome._mcl_grass_palette_index and reg_biome._mcl_foliage_palette_index and reg_biome._mcl_water_palette_index then
local gpi = reg_biome._mcl_grass_palette_index
local fpi = reg_biome._mcl_foliage_palette_index
local wpi = reg_biome._mcl_water_palette_index
local palette_indexes = {grass_palette_index = gpi, foliage_palette_index = fpi, water_palette_index = wpi}
return palette_indexes
else
return palette_indexes
end
end
function mcl_util.get_colorwallmounted_rotation(pos)
local colorwallmounted_node = minetest.get_node(pos)
for i = 0, 32, 1 do
local colorwallmounted_rotation = colorwallmounted_node.param2 - (i * 8)
if colorwallmounted_rotation < 6 then
return colorwallmounted_rotation
end
end
end

View File

@ -62,13 +62,8 @@ end
local function set_double_attach(boat)
boat._driver:set_attach(boat.object, "",
{x = 0, y = 0.42, z = 0.8}, {x = 0, y = 0, z = 0})
if boat._passenger:is_player() then
boat._passenger:set_attach(boat.object, "",
{x = 0, y = 0.42, z = -6.2}, {x = 0, y = 0, z = 0})
else
boat._passenger:set_attach(boat.object, "",
{x = 0, y = 0.42, z = -4.5}, {x = 0, y = 270, z = 0})
end
boat._passenger:set_attach(boat.object, "",
{x = 0, y = 0.42, z = -2.2}, {x = 0, y = 0, z = 0})
end
local function set_choat_attach(boat)
boat._driver:set_attach(boat.object, "",
@ -160,7 +155,7 @@ local boat = {
minetest.register_on_respawnplayer(detach_object)
function boat.on_rightclick(self, clicker)
if self._passenger or not clicker or clicker:get_attach() or (self.name == "mcl_boats:chest_boat" and self._driver) then
if self._passenger or not clicker or clicker:get_attach() then
return
end
attach_object(self, clicker)
@ -442,9 +437,9 @@ cboat.selectionbox = {-0.7, -0.15, -0.7, 0.7, 0.75, 0.7}
minetest.register_entity("mcl_boats:chest_boat", cboat)
mcl_entity_invs.register_inv("mcl_boats:chest_boat","Boat",27)
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian", "boat_mangrove", "boat_cherry", "chest_boat", "chest_boat_spruce", "chest_boat_birch", "chest_boat_jungle", "chest_boat_acacia", "chest_boat_dark_oak", "chest_boat_mangrove", "chest_boat_cherry" }
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat"), S("Mangrove Boat"), S("Cherry Boat"), S("Oak Chest Boat"), S("Spruce Chest Boat"), S("Birch Chest Boat"), S("Jungle Chest Boat"), S("Acacia Chest Boat"), S("Dark Oak Chest Boat"), S("Mangrove Chest Boat"), S("Cherry Chest Boat") }
local craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian", "mcl_mangrove:mangrove_wood", "mcl_cherry_blossom:cherrywood" }
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian", "boat_mangrove", "chest_boat", "chest_boat_spruce", "chest_boat_birch", "chest_boat_jungle", "chest_boat_acacia", "chest_boat_dark_oak", "chest_boat_mangrove" }
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat"), S("Mangrove Boat"), S("Oak Chest Boat"), S("Spruce Chest Boat"), S("Birch Chest Boat"), S("Jungle Chest Boat"), S("Acacia Chest Boat"), S("Dark Oak Chest Boat"), S("Mangrove Chest Boat") }
local craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian", "mcl_mangrove:mangrove_wood" }
for b=1, #boat_ids do
local itemstring = "mcl_boats:"..boat_ids[b]

View File

@ -1,13 +0,0 @@
# textdomain: mcl_boats
Acacia Boat=Akaciebåd
Birch Boat=Birkebåd
Boat=Båd
Boats are used to travel on the surface of water.=Både blier brugt til at rejse på vandoverflader.
Dark Oak Boat=Mørk egetræsbåd
Jungle Boat=Junglebåd
Oak Boat=Egetræsbåd
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Højre-klik på en vand for at placere båden. Højre-klik på båden for at gå ombord. Brug [Left] og [Right] til at styre. [Forwards] for at øge hastigheden, og [Backwards] for at sænke farten eller sejle bagud. Brug [Sneak] for at forlade båden, slå båden for at lave den om til en genstand.
Spruce Boat=Granbåd
Water vehicle=Vandfartøj
Sneak to dismount=Snig for at stige ud
Obsidian Boat=Obsidianbåd

View File

@ -8,6 +8,3 @@ Jungle Boat=Barca de la selva
Oak Boat=Barca de roble
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=Haga clic derecho en una fuente de agua para colocar el barco. Haga clic derecho en el barco para entrar. Utilice [Izquierda] y [Derecha] para dirigir, [Adelante] para acelerar y [Atrás] para reducir la velocidad o retroceder. Haga clic derecho en el barco nuevamente para dejarlo, golpee el barco para que se caiga como un artículo.
Spruce Boat=Barca de abeto
Water vehicle=Vehículo acuático
Sneak to dismount=Agáchate para bajar
Obsidian Boat=Barca de obsidiana

View File

@ -1,21 +1,13 @@
# textdomain: mcl_boats
Acacia Boat=Bateau en acacia
Birch Boat=Bateau en bouleau
Acacia Boat=Bateau en Acacia
Birch Boat=Bateau en Bouleau
Boat=Bateau
Boats are used to travel on the surface of water.=Les bateaux sont utilisés pour voyager à la surface de l'eau.
Dark Oak Boat=Bateau en chêne noir
Jungle Boat=Bateau en acajou
Oak Boat=Bateau en chêne
Dark Oak Boat=Bateau en Chêne Noir
Jungle Boat=Bateau en Acajou
Oak Boat=Bateau en Chêne
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Utilisez [Sneak] pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet.
Spruce Boat=Bateau en sapin
Spruce Boat=Bateau en Sapin
Water vehicle=Véhicule aquatique
Sneak to dismount=Se baisser pour descendre
Obsidian Boat=Bateau en obsidienne
Mangrove Boat=Bateau en palétuvier
Oak Chest Boat=Bateau en chêne avec coffre
Spruce Chest Boat=Bateau en sapin avec coffre
Birch Chest Boat=Bateau en bouleau avec coffre
Jungle Chest Boat=Bateau en acajou avec coffre
Acacia Chest Boat=Bateau en acacia avec coffre
Dark Oak Chest Boat=Bateau en chêne noir avec coffre
Mangrove Chest Boat=Bateau en palétuvier avec coffre
Obsidian Boat=Bateau en Obsidienne

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@ -1,23 +1,11 @@
# textdomain: mcl_boats
Acacia Boat=Акациевая лодка
Acacia Boat=Лодка из акации
Birch Boat=Берёзовая лодка
Boat=Лодка
Boats are used to travel on the surface of water.=На лодке можно плыть по водной поверхности.
Boats are used to travel on the surface of water.=С помощью лодки можно путешествовать по водной поверхности.
Dark Oak Boat=Лодка из тёмного дуба
Jungle Boat=Лодка из тропического дерева
Jungle Boat=Лодка из дерева джунглей
Oak Boat=Дубовая лодка
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Правый клик на воде, чтобы установить лодку. Правый клик по лодке, чтобы сесть в нее. [Влево] и [Вправо] - рулить, [Вперед] - разгоняться, [Назад] - тормозить или плыть назад. Нажмите [Красться] для высадки, бейте по лодке, чтобы забрать её.
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=Правый клик по воде спустит лодку на воду. Правый клик по лодке разместит вас в ней. [Влево] и [Вправо] - рулить, [Вперед] - разгоняться, [Назад] - тормозить или плыть назад. Правый клик по лодке, когда вы в ней, позволит выйти из неё. Удар по лодке превратит её обратно в предмет.
Spruce Boat=Еловая лодка
Water vehicle=Водный транспорт
Sneak to dismount=Нажмите [Красться] для высадки
Obsidian Boat=Обсидиановая лодка
Mangrove Boat=Мангровая лодка
Cherry Boat=Вишнёвая лодка
Oak Chest Boat=Дубовая лодка с сундуком
Spruce Chest Boat=Еловая лодка с сундуком
Birch Chest Boat=Берёзовая лодка с сундуком
Jungle Chest Boat=Лодка из тропического дерева с сундуком
Acacia Chest Boat=Акациевая лодка с сундуком
Dark Oak Chest Boat=Лодка из тёмного дуба с сундуком
Mangrove Chest Boat=Мангровая лодка с сундуком
Cherry Chest Boat=Вишнёвая лодка с сундуком

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@ -10,14 +10,4 @@ Rightclick on a water source to place the boat. Rightclick the boat to enter it.
Spruce Boat=
Water vehicle=
Sneak to dismount=
Obsidian Boat=
Mangrove Boat=
Cherry Boat=
Oak Chest Boat=
Spruce Chest Boat=
Birch Chest Boat=
Jungle Chest Boat=
Acacia Chest Boat=
Dark Oak Chest Boat=
Mangrove Chest Boat=
Cherry Chest Boat=
Obsidian Boat=

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@ -5,12 +5,7 @@ function mcl_burning.get_storage(obj)
end
function mcl_burning.is_burning(obj)
local storage = mcl_burning.get_storage(obj)
if storage then
return mcl_burning.get_storage(obj).burn_time
else
return false
end
return mcl_burning.get_storage(obj).burn_time
end
function mcl_burning.is_affected_by_rain(obj)
@ -158,11 +153,6 @@ function mcl_burning.extinguish(obj)
end
function mcl_burning.tick(obj, dtime, storage)
if not storage then
minetest.log("warning", "No storage for burning tick. Should not happen: " .. dump(obj))
return
end
if storage.burn_time then
storage.burn_time = storage.burn_time - dtime

View File

@ -1,36 +1,36 @@
# mcl_dripping
Dripping Mod by kddekadenz, modified for MineClone 2 by Wuzzy, NO11 and AFCM
## Manual
- drops are generated rarely under solid nodes
- they will stay some time at the generated block and than they fall down
- when they collide with the ground, a sound is played and they are destroyed
Water and Lava have builtin drops registered.
## License
code & sounds: CC0
## API
```lua
mcl_dripping.register_drop({
-- The group the liquid's nodes belong to
liquid = "water",
-- The texture used (particles will take a random 2x2 area of it)
texture = "mcl_core_water_source_animation.png",
-- Define particle glow, ranges from `0` to `minetest.LIGHT_MAX`
light = 1,
-- The nodes (or node group) the particles will spawn under
nodes = { "group:opaque", "group:leaves" },
-- The sound that will be played then the particle detaches from the roof, see SimpleSoundSpec in lua_api.txt
sound = "drippingwater_drip",
-- The interval for the ABM to run
interval = 60,
-- The chance of the ABM
chance = 10,
})
```
# mcl_dripping
Dripping Mod by kddekadenz, modified for MineClone 2 by Wuzzy, NO11 and AFCM
## Manual
- drops are generated rarely under solid nodes
- they will stay some time at the generated block and than they fall down
- when they collide with the ground, a sound is played and they are destroyed
Water and Lava have builtin drops registered.
## License
code & sounds: CC0
## API
```lua
mcl_dripping.register_drop({
-- The group the liquid's nodes belong to
liquid = "water",
-- The texture used (particles will take a random 2x2 area of it)
texture = "default_water_source_animated.png",
-- Define particle glow, ranges from `0` to `minetest.LIGHT_MAX`
light = 1,
-- The nodes (or node group) the particles will spawn under
nodes = { "group:opaque", "group:leaves" },
-- The sound that will be played then the particle detaches from the roof, see SimpleSoundSpec in lua_api.txt
sound = "drippingwater_drip",
-- The interval for the ABM to run
interval = 60,
-- The chance of the ABM
chance = 10,
})
```

View File

@ -82,7 +82,7 @@ end
mcl_dripping.register_drop({
liquid = "water",
texture = "mcl_core_water_source_animation.png",
texture = "default_water_source_animated.png",
light = 1,
nodes = { "group:opaque", "group:leaves" },
sound = "drippingwater_drip",
@ -92,7 +92,7 @@ mcl_dripping.register_drop({
mcl_dripping.register_drop({
liquid = "lava",
texture = "mcl_core_lava_source_animation.png",
texture = "default_lava_source_animated.png",
light = math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3),
nodes = { "group:opaque" },
sound = "drippingwater_lavadrip",

View File

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 blev smadret af en nedfaldende ambolt.
@1 was smashed by a falling block.=@1 blev smadret af en nedfaldende blok.

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@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 fue aplastado por un yunque.
@1 was smashed by a falling block.=@1 fue aplastado por un bloque.

View File

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 a été écrasé par une enclume
@1 was smashed by a falling block.=@1 a été écrasé par un bloc

View File

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 был(а) раздавлен(а) падающей наковальней.
@1 was smashed by a falling block.=@1 был(а) раздавлен(а) падающим блоком.

View File

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=
@1 was smashed by a falling block.=

View File

@ -7,19 +7,31 @@ local pool = {}
local tick = false
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_item_entities",false)
local function mcl_log (message)
if LOGGING_ON then
mcl_util.mcl_log (message, "[Item Entities]", true)
end
end
minetest.register_on_joinplayer(function(player)
pool[player:get_player_name()] = 0
local name
name = player:get_player_name()
pool[name] = 0
end)
minetest.register_on_leaveplayer(function(player)
pool[player:get_player_name()] = nil
local name
name = player:get_player_name()
pool[name] = nil
end)
local has_awards = minetest.get_modpath("awards")
mcl_item_entity = {}
local mcl_item_entity = {}
--basic settings
local item_drop_settings = {} --settings table
@ -34,29 +46,22 @@ item_drop_settings.random_item_velocity = true --this sets random item velocity
item_drop_settings.drop_single_item = false --if true, the drop control drops 1 item instead of the entire stack, and sneak+drop drops the stack
-- drop_single_item is disabled by default because it is annoying to throw away items from the intentory screen
item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up
item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up
local function get_gravity()
return tonumber(minetest.settings:get("movement_gravity")) or 9.81
end
mcl_item_entity.registered_pickup_achievement = {}
local registered_pickup_achievement = {}
---Register an achievement that will be unlocked on pickup.
---
---TODO: remove limitation of 1 award per itemname
---@param itemname string
---@param award string
--TODO: remove limitation of 1 award per itemname
function mcl_item_entity.register_pickup_achievement(itemname, award)
if not has_awards then
minetest.log("warning",
"[mcl_item_entity] Trying to register pickup achievement [" .. award .. "] for [" ..
itemname .. "] while awards missing")
elseif mcl_item_entity.registered_pickup_achievement[itemname] then
minetest.log("error",
"[mcl_item_entity] Trying to register already existing pickup achievement [" .. award .. "] for [" .. itemname .. "]")
minetest.log("warning", "[mcl_item_entity] Trying to register pickup achievement ["..award.."] for ["..itemname.."] while awards missing")
elseif registered_pickup_achievement[itemname] then
minetest.log("error", "[mcl_item_entity] Trying to register already existing pickup achievement ["..award.."] for ["..itemname.."]")
else
mcl_item_entity.registered_pickup_achievement[itemname] = award
registered_pickup_achievement[itemname] = award
end
end
@ -69,13 +74,11 @@ mcl_item_entity.register_pickup_achievement("mcl_nether:ancient_debris", "mcl:hi
mcl_item_entity.register_pickup_achievement("mcl_end:dragon_egg", "mcl:PickUpDragonEgg")
mcl_item_entity.register_pickup_achievement("mcl_armor:elytra", "mcl:skysTheLimit")
---@param object ObjectRef
---@param player ObjectRef
local function check_pickup_achievements(object, player)
if has_awards then
local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
local playername = player:get_player_name()
for name, award in pairs(mcl_item_entity.registered_pickup_achievement) do
for name,award in pairs(registered_pickup_achievement) do
if itemname == name or minetest.get_item_group(itemname, name) ~= 0 then
awards.unlock(playername, award)
end
@ -83,23 +86,16 @@ local function check_pickup_achievements(object, player)
end
end
---@param object ObjectRef
---@param luaentity Luaentity
---@param ignore_check? boolean
local function enable_physics(object, luaentity, ignore_check)
if luaentity.physical_state == false or ignore_check == true then
luaentity.physical_state = true
object:set_properties({
physical = true
})
object:set_acceleration(vector.new(0, -get_gravity(), 0))
object:set_acceleration({x=0,y=-get_gravity(),z=0})
end
end
---@param object ObjectRef
---@param luaentity Luaentity
---@param ignore_check? boolean
---@param reset_movement? boolean
local function disable_physics(object, luaentity, ignore_check, reset_movement)
if luaentity.physical_state == true or ignore_check == true then
luaentity.physical_state = false
@ -107,16 +103,17 @@ local function disable_physics(object, luaentity, ignore_check, reset_movement)
physical = false
})
if reset_movement ~= false then
object:set_velocity(vector.zero())
object:set_acceleration(vector.zero())
object:set_velocity({x=0,y=0,z=0})
object:set_acceleration({x=0,y=0,z=0})
end
end
end
minetest.register_globalstep(function(_)
minetest.register_globalstep(function(dtime)
tick = not tick
for _, player in pairs(minetest.get_connected_players()) do
for _,player in pairs(minetest.get_connected_players()) do
if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
local name = player:get_player_name()
@ -128,7 +125,7 @@ minetest.register_globalstep(function(_)
pos = pos,
gain = 0.3,
max_hear_distance = 16,
pitch = math.random(70, 110) / 100
pitch = math.random(70,110)/100
})
if pool[name] > 6 then
pool[name] = 6
@ -138,18 +135,15 @@ minetest.register_globalstep(function(_)
end
local inv = player:get_inventory()
local checkpos = vector.offset(pos, 0, item_drop_settings.player_collect_height, 0)
local checkpos = {x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}
--magnet and collection
for _, object in pairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.xp_radius_magnet)) do
if not object:is_player() and vector.distance(checkpos, object:get_pos()) < item_drop_settings.radius_magnet and
object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer
and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
for _,object in pairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.xp_radius_magnet)) do
if not object:is_player() and vector.distance(checkpos, object:get_pos()) < item_drop_settings.radius_magnet and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
if object:get_luaentity()._magnet_timer >= 0 and
object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and
inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
if object:get_luaentity()._magnet_timer >= 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
-- Collection
if not object:get_luaentity()._removed then
@ -164,8 +158,8 @@ minetest.register_globalstep(function(_)
object:get_luaentity().target = checkpos
object:get_luaentity()._removed = true
object:set_velocity(vector.zero())
object:set_acceleration(vector.zero())
object:set_velocity({x=0,y=0,z=0})
object:set_acceleration({x=0,y=0,z=0})
object:move_to(checkpos)
@ -185,6 +179,7 @@ minetest.register_globalstep(function(_)
local entity = object:get_luaentity()
entity.collector = player:get_player_name()
entity.collected = true
end
end
@ -199,11 +194,6 @@ end)
local tmp_id = 0
---@param drop string|drop_definition
---@param toolname string
---@param param2 integer
---@param paramtype2 paramtype2
---@return string[]
local function get_drops(drop, toolname, param2, paramtype2)
tmp_id = tmp_id + 1
local tmp_node_name = "mcl_item_entity:" .. tmp_id
@ -212,7 +202,7 @@ local function get_drops(drop, toolname, param2, paramtype2)
drop = drop,
paramtype2 = paramtype2
}
local drops = minetest.get_node_drops({ name = tmp_node_name, param2 = param2 }, toolname)
local drops = minetest.get_node_drops({name = tmp_node_name, param2 = param2}, toolname)
minetest.registered_nodes[tmp_node_name] = nil
return drops
end
@ -247,17 +237,10 @@ function minetest.handle_node_drops(pos, drops, digger)
-- NOTE: This function override allows digger to be nil.
-- This means there is no digger. This is a special case which allows this function to be called
-- by hand. Creative Mode is intentionally ignored in this case.
if digger and digger:is_player() and minetest.is_creative_enabled(digger:get_player_name()) then
local inv = digger:get_inventory()
if inv then
for _, item in ipairs(drops) do
if not inv:contains_item("main", item, true) then
inv:add_item("main", item)
end
end
end
if (digger and digger:is_player() and minetest.is_creative_enabled(digger:get_player_name())) or doTileDrops == false then
return
elseif not doTileDrops then return end
end
-- Check if node will yield its useful drop by the digger's tool
local dug_node = minetest.get_node(pos)
@ -265,9 +248,9 @@ function minetest.handle_node_drops(pos, drops, digger)
local tool
if digger then
tool = digger:get_wielded_item()
tooldef = minetest.registered_items[tool:get_name()]
tooldef = minetest.registered_tools[tool:get_name()]
if not mcl_autogroup.can_harvest(dug_node.name, tool:get_name(), digger) then
if not mcl_autogroup.can_harvest(dug_node.name, tool:get_name()) then
return
end
end
@ -282,7 +265,7 @@ function minetest.handle_node_drops(pos, drops, digger)
* table: Drop every itemstring in this table when dug by shears _mcl_silk_touch_drop
]]
local enchantments = tool and mcl_enchanting.get_enchantments(tool)
local enchantments = tool and mcl_enchanting.get_enchantments(tool, "silk_touch")
local silk_touch_drop = false
local nodedef = minetest.registered_nodes[dug_node.name]
@ -311,8 +294,7 @@ function minetest.handle_node_drops(pos, drops, digger)
local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1)
local chance = fortune_drop.chance or fortune_drop.get_chance and fortune_drop.get_chance(fortune_level)
if not chance or math.random() < chance then
drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count,
fortune_drop.cap)
drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count, fortune_drop.cap)
elseif fortune_drop.override then
drops = {}
end
@ -324,13 +306,13 @@ function minetest.handle_node_drops(pos, drops, digger)
end
if digger and mcl_experience.throw_xp and not silk_touch_drop then
local experience_amount = minetest.get_item_group(dug_node.name, "xp")
local experience_amount = minetest.get_item_group(dug_node.name,"xp")
if experience_amount > 0 then
mcl_experience.throw_xp(pos, experience_amount)
end
end
for _, item in ipairs(drops) do
for _,item in ipairs(drops) do
local count
if type(item) == "string" then
count = ItemStack(item):get_count()
@ -339,7 +321,7 @@ function minetest.handle_node_drops(pos, drops, digger)
end
local drop_item = ItemStack(item)
drop_item:set_count(1)
for i = 1, count do
for i=1,count do
local dpos = table.copy(pos)
-- Apply offset for plantlike_rooted nodes because of their special shape
if nodedef and nodedef.drawtype == "plantlike_rooted" and nodedef.walkable then
@ -366,7 +348,7 @@ end
function minetest.item_drop(itemstack, dropper, pos)
if dropper and dropper:is_player() then
local v = dropper:get_look_dir()
local p = vector.offset(pos, 0, 1.2, 0)
local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
local cs = itemstack:get_count()
if dropper:get_player_control().sneak then
cs = 1
@ -374,9 +356,9 @@ function minetest.item_drop(itemstack, dropper, pos)
local item = itemstack:take_item(cs)
local obj = minetest.add_item(p, item)
if obj then
v.x = v.x * 4
v.y = v.y * 4 + 2
v.z = v.z * 4
v.x = v.x*4
v.y = v.y*4 + 2
v.z = v.z*4
obj:set_velocity(v)
-- Force collection delay
obj:get_luaentity()._insta_collect = false
@ -394,185 +376,123 @@ end
local function cxcz(o, cw, one, zero)
if cw < 0 then
table.insert(o, { [one] = 1, y = 0, [zero] = 0 })
table.insert(o, { [one] = -1, y = 0, [zero] = 0 })
table.insert(o, { [one]=1, y=0, [zero]=0 })
table.insert(o, { [one]=-1, y=0, [zero]=0 })
else
table.insert(o, { [one] = -1, y = 0, [zero] = 0 })
table.insert(o, { [one] = 1, y = 0, [zero] = 0 })
table.insert(o, { [one]=-1, y=0, [zero]=0 })
table.insert(o, { [one]=1, y=0, [zero]=0 })
end
return o
end
local function nodes_destroy_items (self, moveresult, def, nn)
local lg = minetest.get_item_group(nn, "lava")
local fg = minetest.get_item_group(nn, "fire")
local dg = minetest.get_item_group(nn, "destroys_items")
local function hopper_take_item (self, pos)
--mcl_log("self.itemstring: ".. self.itemstring)
--mcl_log("self.itemstring: ".. minetest.pos_to_string(pos))
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
local item_string = self.itemstring
local item_name = ItemStack(item_string):get_name()
local objs = minetest.get_objects_inside_radius(pos, 2)
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
if self.age > 2 and minetest.get_item_group(item_name, "fire_immune") == 0 then
if dg ~= 2 then
minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
end
self._removed = true
self.object:remove()
return true
end
end
if objs and self.itemstring then
--mcl_log("there is an itemstring. Number of objs: ".. #objs)
-- Destroy item when it collides with a cactus
if moveresult and moveresult.collides then
for _, collision in pairs(moveresult.collisions) do
local pos = collision.node_pos
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
-- TODO We need to play a sound when it gets destroyed
self._removed = true
self.object:remove()
return true
for k,v in pairs(objs) do
local ent = v:get_luaentity()
-- Don't forget actual hoppers
if ent and ent.name == "mcl_minecarts:hopper_minecart" then
local taken_items = false
mcl_log("ent.name: ".. tostring(ent.name))
mcl_log("ent pos: ".. tostring(ent.object:get_pos()))
local inv = mcl_entity_invs.load_inv(ent,5)
if not inv then
mcl_log("No inv")
return false
end
local current_itemstack = ItemStack(self.itemstring)
mcl_log("inv. size: " .. ent._inv_size)
if inv:room_for_item("main", current_itemstack) then
mcl_log("Room")
inv:add_item("main", current_itemstack)
self.object:get_luaentity().itemstring = ""
self.object:remove()
taken_items = true
else
mcl_log("no Room")
end
if not taken_items then
local items_remaining = current_itemstack:get_count()
-- This will take part of a floating item stack if no slot can hold the full amount
for i = 1, ent._inv_size,1 do
local stack = inv:get_stack("main", i)
mcl_log("i: " .. tostring(i))
mcl_log("Items remaining: " .. items_remaining)
mcl_log("Name: " .. tostring(stack:get_name()))
if current_itemstack:get_name() == stack:get_name() then
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
local room_for = stack:get_stack_max() - stack:get_count()
mcl_log("Room for: " .. tostring(room_for))
if room_for == 0 then
-- Do nothing
mcl_log("No room")
elseif room_for < items_remaining then
mcl_log("We have more items remaining than space")
items_remaining = items_remaining - room_for
stack:set_count(stack:get_stack_max())
inv:set_stack("main", i, stack)
taken_items = true
else
local new_stack_size = stack:get_count() + items_remaining
stack:set_count(new_stack_size)
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
inv:set_stack("main", i, stack)
items_remaining = 0
self.object:get_luaentity().itemstring = ""
self.object:remove()
taken_items = true
break
end
mcl_log("Count: " .. tostring(stack:get_count()))
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
--mcl_log("Is it empty: " .. stack:to_string())
end
if i == ent._inv_size and taken_items then
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
current_itemstack:set_count(items_remaining)
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
self.itemstring = current_itemstack:to_string()
end
end
end
--Add in, and delete
if taken_items then
mcl_log("Saving")
mcl_entity_invs.save_inv(ent)
return taken_items
else
mcl_log("No need to save")
end
end
end
end
end
local function push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water)
if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir
local cx = (p.x % 1) - 0.5
local cz = (p.z % 1) - 0.5
local order = {}
-- First prepare the order in which the 4 sides are to be checked.
-- 1st: closest
-- 2nd: other direction
-- 3rd and 4th: other axis
if math.abs(cx) < math.abs(cz) then
order = cxcz(order, cx, "x", "z")
order = cxcz(order, cz, "z", "x")
else
order = cxcz(order, cz, "z", "x")
order = cxcz(order, cx, "x", "z")
end
-- Check which one of the 4 sides is free
for o = 1, #order do
local nn = minetest.get_node(vector.add(p, order[o])).name
local def = minetest.registered_nodes[nn]
if def and def.walkable == false and nn ~= "ignore" then
shootdir = order[o]
break
end
end
-- If none of the 4 sides is free, shoot upwards
if shootdir == nil then
shootdir = vector.new(0, 1, 0)
local nn = minetest.get_node(vector.add(p, shootdir)).name
if nn == "ignore" then
-- Do not push into ignore
return true
end
end
-- Set new item moving speed accordingly
local newv = vector.multiply(shootdir, 3)
self.object:set_acceleration(vector.zero())
self.object:set_velocity(newv)
disable_physics(self.object, self, false, false)
if shootdir.y == 0 then
self._force = newv
p.x = math.floor(p.x)
p.y = math.floor(p.y)
p.z = math.floor(p.z)
self._forcestart = p
self._forcetimer = 1
end
return true
end
-- This code is run after the entity got a push from above “push away” code.
-- It is responsible for making sure the entity is entirely outside the solid node
-- (with its full collision box), not just its center.
if self._forcetimer > 0 then
local cbox = self.object:get_properties().collisionbox
local ok = false
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
-- Item was successfully forced out. No more pushing
if ok then
self._forcetimer = -1
self._force = nil
enable_physics(self.object, self)
else
self._forcetimer = self._forcetimer - dtime
end
return true
elseif self._force then
self._force = nil
enable_physics(self.object, self)
return true
end
end
local function move_items_in_water (self, p, def, node, is_floating, is_in_water)
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
self._flowing = true
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
local vec = flowlib.quick_flow(p, node)
-- Just to make sure we don't manipulate the speed for no reason
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
local f = 1.2
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
return true
end
if is_in_water and def.liquidtype == "source" then
local cur_vec = self.object:get_velocity()
-- apply some acceleration in the opposite direction so it doesn't slide forever
local vec = {
x = 0 - cur_vec.x * 0.9,
y = 3 - cur_vec.y * 0.9,
z = 0 - cur_vec.z * 0.9
}
self.object:set_acceleration(vec)
-- slow down the item in water
local vel = self.object:get_velocity()
if vel.y < 0 then
vel.y = vel.y * 0.9
end
self.object:set_velocity(vel)
if self.physical_state ~= false or self._flowing ~= true then
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
end
end
elseif self._flowing == true and not is_in_water and not is_floating then
-- Disable flowing physics if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
return true
end
return false
end
minetest.register_entity(":__builtin:item", {
@ -580,13 +500,13 @@ minetest.register_entity(":__builtin:item", {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = { -0.3, -0.3, -0.3, 0.3, 0.3, 0.3 },
collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
pointable = false,
visual = "wielditem",
visual_size = { x = 0.4, y = 0.4 },
textures = { "" },
spritediv = { x = 1, y = 1 },
initial_sprite_basepos = { x = 0, y = 0 },
visual_size = {x = 0.4, y = 0.4},
textures = {""},
spritediv = {x = 1, y = 1},
initial_sprite_basepos = {x = 0, y = 0},
is_visible = false,
infotext = "",
},
@ -621,18 +541,14 @@ minetest.register_entity(":__builtin:item", {
if speed ~= nil then self.random_velocity = speed end
local vel = self.object:get_velocity()
-- There is perhaps a cleverer way of making this physical so it bounces off the wall like swords.
local max_vel = 6.5 -- Faster than this and it throws it into the wall / floor and turns black because of clipping.
if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then
local v = self.random_velocity
local x = math.random(5, max_vel) / 10 * v
if math.random(0, 10) < 5 then x = -x end
local z = math.random(5, max_vel) / 10 * v
if math.random(0, 10) < 5 then z = -z end
local y = math.random(1, 2)
self.object:set_velocity(vector.new(x, y, z))
local x = math.random(5, 10) / 10 * v
if math.random(0,10) < 5 then x = -x end
local z = math.random(5, 10) / 10 * v
if math.random(0,10) < 5 then z = -z end
local y = math.random(2,4)
self.object:set_velocity({x=x, y=y, z=z})
end
self.random_velocity = 0
end,
@ -660,7 +576,7 @@ minetest.register_entity(":__builtin:item", {
local max_count = stack:get_stack_max()
if count > max_count then
count = max_count
self.itemstring = stack:get_name() .. " " .. max_count
self.itemstring = stack:get_name().." "..max_count
end
local itemtable = stack:to_table()
local itemname = nil
@ -681,9 +597,9 @@ minetest.register_entity(":__builtin:item", {
local prop = {
is_visible = true,
visual = "wielditem",
textures = { itemname },
visual_size = { x = s, y = s },
collisionbox = { -c, -c, -c, c, c, c },
textures = {itemname},
visual_size = {x = s, y = s},
collisionbox = {-c, -c, -c, c, c, c},
automatic_rotate = math.pi * 0.5,
infotext = description,
glow = glow,
@ -779,9 +695,9 @@ minetest.register_entity(":__builtin:item", {
self._forcestart = nil
self._forcetimer = 0
self.object:set_armor_groups({ immortal = 1 })
-- self.object:set_velocity(vector.new(0, 2, 0))
self.object:set_acceleration(vector.new(0, -get_gravity(), 0))
self.object:set_armor_groups({immortal = 1})
-- self.object:set_velocity({x = 0, y = 2, z = 0})
self.object:set_acceleration({x = 0, y = -get_gravity(), z = 0})
self:set_item(self.itemstring)
end,
@ -794,9 +710,9 @@ minetest.register_entity(":__builtin:item", {
local stack = ItemStack(entity.itemstring)
local name = stack:get_name()
if own_stack:get_name() ~= name or
own_stack:get_meta() ~= stack:get_meta() or
own_stack:get_wear() ~= stack:get_wear() or
own_stack:get_free_space() == 0 then
own_stack:get_meta() ~= stack:get_meta() or
own_stack:get_wear() ~= stack:get_wear() or
own_stack:get_free_space() == 0 then
-- Can not merge different or full stack
return false
end
@ -808,19 +724,11 @@ minetest.register_entity(":__builtin:item", {
if total_count > max_count then
return false
end
-- Merge the remote stack into this one
local self_pos = self.object:get_pos()
local pos = object:get_pos()
--local y = pos.y + ((total_count - count) / max_count) * 0.15
local x_diff = (self_pos.x - pos.x) / 2
local z_diff = (self_pos.z - pos.z) / 2
local new_pos = vector.offset(pos, x_diff, 0, z_diff)
new_pos.y = math.max(self_pos.y, pos.y) + 0.1
self.object:move_to(new_pos)
-- local pos = object:get_pos()
-- pos.y = pos.y + ((total_count - count) / max_count) * 0.15
-- self.object:move_to(pos)
self.age = 0 -- Handle as new entity
own_stack:set_count(total_count)
@ -837,11 +745,10 @@ minetest.register_entity(":__builtin:item", {
self.object:set_properties({
physical = false
})
self.object:set_velocity(vector.zero())
self.object:set_acceleration(vector.zero())
self.object:set_velocity({x=0,y=0,z=0})
self.object:set_acceleration({x=0,y=0,z=0})
return
end
self.age = self.age + dtime
if self._collector_timer then
self._collector_timer = self._collector_timer + dtime
@ -854,16 +761,21 @@ minetest.register_entity(":__builtin:item", {
-- Delete corrupted item entities. The itemstring MUST be non-empty on its first step,
-- otherwise there might have some data corruption.
if self.itemstring == "" then
minetest.log("warning",
"Item entity with empty itemstring found and being deleted at: " .. minetest.pos_to_string(self.object:get_pos()))
minetest.log("warning", "Item entity with empty itemstring found at "..minetest.pos_to_string(self.object:get_pos()).. "! Deleting it now.")
self._removed = true
self.object:remove()
return
end
local p = self.object:get_pos()
local node = minetest.get_node(p)
local in_unloaded = node.name == "ignore"
-- If hopper has taken item, it has gone, and no operations should be conducted on this item
if hopper_take_item(self, p) then
return
end
local node = minetest.get_node_or_nil(p)
local in_unloaded = (node == nil)
if in_unloaded then
-- Don't infinetly fall into unloaded map
@ -871,32 +783,29 @@ minetest.register_entity(":__builtin:item", {
return
end
if self.is_clock then
self.object:set_properties({
textures = { "mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame) }
textures = {"mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame)}
})
end
local nn = node.name
local is_in_water = (minetest.get_item_group(nn, "liquid") ~= 0)
local nn_above = minetest.get_node(vector.offset(p, 0, 0.1, 0)).name
local nn_above = minetest.get_node({x=p.x, y=p.y+0.1, z=p.z}).name
-- make sure it's more or less stationary and is at water level
local sleep_threshold = 0.3
local is_floating = false
local is_stationary = math.abs(self.object:get_velocity().x) < sleep_threshold
and math.abs(self.object:get_velocity().y) < sleep_threshold
and math.abs(self.object:get_velocity().z) < sleep_threshold
and math.abs(self.object:get_velocity().y) < sleep_threshold
and math.abs(self.object:get_velocity().z) < sleep_threshold
if is_in_water and is_stationary then
is_floating = (is_in_water
and (minetest.get_item_group(nn_above, "liquid") == 0))
end
if is_floating and self.physical_state == true then
self.object:set_velocity(vector.zero())
self.object:set_acceleration(vector.zero())
self.object:set_velocity({x = 0, y = 0, z = 0})
self.object:set_acceleration({x = 0, y = 0, z = 0})
disable_physics(self.object, self)
end
-- If no collector was found for a long enough time, declare the magnet as disabled
@ -909,27 +818,182 @@ minetest.register_entity(":__builtin:item", {
-- Destroy item in lava, fire or special nodes
local def = minetest.registered_nodes[nn]
local lg = minetest.get_item_group(nn, "lava")
local fg = minetest.get_item_group(nn, "fire")
local dg = minetest.get_item_group(nn, "destroys_items")
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then
if dg ~= 2 then
minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5})
end
self._removed = true
self.object:remove()
return
end
end
if nodes_destroy_items(self, moveresult, def, nn) then return end
-- Destroy item when it collides with a cactus
if moveresult and moveresult.collides then
for _, collision in pairs(moveresult.collisions) do
local pos = collision.node_pos
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
self._removed = true
self.object:remove()
return
end
end
end
if push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water) then return end
-- Push item out when stuck inside solid opaque node
if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir
local cx = (p.x % 1) - 0.5
local cz = (p.z % 1) - 0.5
local order = {}
if move_items_in_water (self, p, def, node, is_floating, is_in_water) then return end
-- First prepare the order in which the 4 sides are to be checked.
-- 1st: closest
-- 2nd: other direction
-- 3rd and 4th: other axis
if math.abs(cx) < math.abs(cz) then
order = cxcz(order, cx, "x", "z")
order = cxcz(order, cz, "z", "x")
else
order = cxcz(order, cz, "z", "x")
order = cxcz(order, cx, "x", "z")
end
-- Check which one of the 4 sides is free
for o=1, #order do
local nn = minetest.get_node(vector.add(p, order[o])).name
local def = minetest.registered_nodes[nn]
if def and def.walkable == false and nn ~= "ignore" then
shootdir = order[o]
break
end
end
-- If none of the 4 sides is free, shoot upwards
if shootdir == nil then
shootdir = { x=0, y=1, z=0 }
local nn = minetest.get_node(vector.add(p, shootdir)).name
if nn == "ignore" then
-- Do not push into ignore
return
end
end
-- Set new item moving speed accordingly
local newv = vector.multiply(shootdir, 3)
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity(newv)
disable_physics(self.object, self, false, false)
if shootdir.y == 0 then
self._force = newv
p.x = math.floor(p.x)
p.y = math.floor(p.y)
p.z = math.floor(p.z)
self._forcestart = p
self._forcetimer = 1
end
return
end
-- This code is run after the entity got a push from above “push away” code.
-- It is responsible for making sure the entity is entirely outside the solid node
-- (with its full collision box), not just its center.
if self._forcetimer > 0 then
local cbox = self.object:get_properties().collisionbox
local ok = false
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1])/2)) then ok = true
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1])/2)) then ok = true
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3])/2)) then ok = true
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3])/2)) then ok = true end
-- Item was successfully forced out. No more pushing
if ok then
self._forcetimer = -1
self._force = nil
enable_physics(self.object, self)
else
self._forcetimer = self._forcetimer - dtime
end
return
elseif self._force then
self._force = nil
enable_physics(self.object, self)
return
end
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
self._flowing = true
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
local vec = flowlib.quick_flow(p, node)
-- Just to make sure we don't manipulate the speed for no reason
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
local f = 1.2
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
self.object:set_acceleration({x = newv.x, y = -0.22, z = newv.z})
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
return
end
if is_in_water and def.liquidtype == "source" then
local cur_vec = self.object:get_velocity()
-- apply some acceleration in the opposite direction so it doesn't slide forever
local vec = {
x = 0 -cur_vec.x*0.9,
y = 3 -cur_vec.y*0.9,
z = 0 -cur_vec.z*0.9}
self.object:set_acceleration(vec)
-- slow down the item in water
local vel = self.object:get_velocity()
if vel.y < 0 then
vel.y = vel.y * 0.9
end
self.object:set_velocity(vel)
if self.physical_state ~= false or self._flowing ~= true then
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
end
end
elseif self._flowing == true and not is_in_water and not is_floating then
-- Disable flowing physics if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
return
end
-- If node is not registered or node is walkably solid and resting on nodebox
local nn = minetest.get_node(vector.offset(p, 0, -0.5, 0)).name
local nn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name
local def = minetest.registered_nodes[nn]
local v = self.object:get_velocity()
local is_on_floor = def and (def.walkable
and not def.groups.slippery and v.y == 0)
if not minetest.registered_nodes[nn] or is_floating or is_on_floor then
if not minetest.registered_nodes[nn]
or is_floating or is_on_floor then
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
local obj = object:get_luaentity()
if obj and obj.name == "__builtin:item" and obj.physical_state == false then
if obj and obj.name == "__builtin:item"
and obj.physical_state == false then
if self:try_merge_with(own_stack, object, obj) then
return
end

View File

@ -11,14 +11,6 @@ mcl_minecarts.check_float_time = 15
dofile(mcl_minecarts.modpath.."/functions.lua")
dofile(mcl_minecarts.modpath.."/rails.lua")
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_minecarts", false)
local function mcl_log(message)
if LOGGING_ON then
mcl_util.mcl_log(message, "[Minecarts]", true)
end
end
local function detach_driver(self)
if not self._driver then
return
@ -59,126 +51,6 @@ end
local activate_normal_minecart = detach_driver
local function hopper_take_item(self, dtime)
local pos = self.object:get_pos()
if not pos then return end
if not self or self.name ~= "mcl_minecarts:hopper_minecart" then return end
if mcl_util.check_dtime_timer(self, dtime, "hoppermc_take", 0.15) then
--minetest.log("The check timer was triggered: " .. dump(pos) .. ", name:" .. self.name)
else
--minetest.log("The check timer was not triggered")
return
end
--mcl_log("self.itemstring: ".. self.itemstring)
local above_pos = vector.offset(pos, 0, 0.9, 0)
--mcl_log("self.itemstring: ".. minetest.pos_to_string(above_pos))
local objs = minetest.get_objects_inside_radius(above_pos, 1.25)
if objs then
mcl_log("there is an itemstring. Number of objs: ".. #objs)
for k, v in pairs(objs) do
local ent = v:get_luaentity()
if ent and not ent._removed and ent.itemstring and ent.itemstring ~= "" then
local taken_items = false
mcl_log("ent.name: " .. tostring(ent.name))
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
local inv = mcl_entity_invs.load_inv(self, 5)
if not inv then return false end
local current_itemstack = ItemStack(ent.itemstring)
mcl_log("inv. size: " .. self._inv_size)
if inv:room_for_item("main", current_itemstack) then
mcl_log("Room")
inv:add_item("main", current_itemstack)
ent.object:get_luaentity().itemstring = ""
ent.object:remove()
taken_items = true
else
mcl_log("no Room")
end
if not taken_items then
local items_remaining = current_itemstack:get_count()
-- This will take part of a floating item stack if no slot can hold the full amount
for i = 1, self._inv_size, 1 do
local stack = inv:get_stack("main", i)
mcl_log("i: " .. tostring(i))
mcl_log("Items remaining: " .. items_remaining)
mcl_log("Name: " .. tostring(stack:get_name()))
if current_itemstack:get_name() == stack:get_name() then
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
local room_for = stack:get_stack_max() - stack:get_count()
mcl_log("Room for: " .. tostring(room_for))
if room_for == 0 then
-- Do nothing
mcl_log("No room")
elseif room_for < items_remaining then
mcl_log("We have more items remaining than space")
items_remaining = items_remaining - room_for
stack:set_count(stack:get_stack_max())
inv:set_stack("main", i, stack)
taken_items = true
else
local new_stack_size = stack:get_count() + items_remaining
stack:set_count(new_stack_size)
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
inv:set_stack("main", i, stack)
items_remaining = 0
ent.object:get_luaentity().itemstring = ""
ent.object:remove()
taken_items = true
break
end
mcl_log("Count: " .. tostring(stack:get_count()))
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
--mcl_log("Is it empty: " .. stack:to_string())
end
if i == self._inv_size and taken_items then
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
current_itemstack:set_count(items_remaining)
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
ent.itemstring = current_itemstack:to_string()
end
end
end
--Add in, and delete
if taken_items then
mcl_log("Saving")
mcl_entity_invs.save_inv(ent)
return taken_items
else
mcl_log("No need to save")
end
end
end
end
return false
end
-- Table for item-to-entity mapping. Keys: itemstring, Values: Corresponding entity ID
local entity_mapping = {}
@ -194,7 +66,6 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
on_rightclick = on_rightclick,
_driver = nil, -- player who sits in and controls the minecart (only for minecart!)
_passenger = nil, -- for mobs
_punched = false, -- used to re-send _velocity and position
_velocity = {x=0, y=0, z=0}, -- only used on punch
_start_pos = nil, -- Used to calculate distance for “On A Rail” achievement
@ -215,7 +86,6 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
local data = minetest.deserialize(staticdata)
if type(data) == "table" then
self._railtype = data._railtype
self._passenger = data._passenger
end
self.object:set_armor_groups({immortal=1})
@ -307,11 +177,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
cart.on_activate_by_rail = on_activate_by_rail
local passenger_attach_position = vector.new(0, -1.75, 0)
function cart:on_step(dtime)
hopper_take_item(self, dtime)
local ctrl, player = nil, nil
if self._driver then
player = minetest.get_player_by_name(self._driver)
@ -346,29 +212,6 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
end
end
-- Grab mob
if math.random(1,20) > 15 and not self._passenger then
if self.name == "mcl_minecarts:minecart" then
local mobsnear = minetest.get_objects_inside_radius(self.object:get_pos(), 1.3)
for n=1, #mobsnear do
local mob = mobsnear[n]
if mob then
local entity = mob:get_luaentity()
if entity and entity.is_mob then
self._passenger = entity
mob:set_attach(self.object, "", passenger_attach_position, vector.zero())
break
end
end
end
end
elseif self._passenger then
local passenger_pos = self._passenger.object:get_pos()
if not passenger_pos then
self._passenger = nil
end
end
-- Drop minecart if it isn't on a rail anymore
if self._last_float_check >= mcl_minecarts.check_float_time then
pos = self.object:get_pos()
@ -393,8 +236,19 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
return
end
-- Do not drop minecart. It goes off the rails too frequently, and anyone using them for farms won't
-- notice and lose their iron and not bother. Not cool until fixed.
-- Drop items and remove cart entity
local pname = ""
if player then
pname = player:get_player_name()
end
if not minetest.is_creative_enabled(pname) then
for d=1, #drop do
minetest.add_item(self.object:get_pos(), drop[d])
end
end
self.object:remove()
return
end
self._last_float_check = 0
end

View File

@ -1,36 +0,0 @@
# textdomain: mcl_minecarts
Minecart=Minevogn
Minecarts can be used for a quick transportion on rails.=Minevogne kan bruges til hurtig transport på spor.
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Minevogne kan kun køre på spor, og følger dem altid. Ved et T-kryds uden en vej ligeud drejer de altid til venstre. Farten påvirkes af sportypen.
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Du kan placere minevogne på spor. Højre-klik for at stige ombord.
To obtain the minecart, punch it while holding down the sneak key.=For at at få minevognen i din oppakning.
A minecart with TNT is an explosive vehicle that travels on rail.=En minevogn med TNT as et eksplosivt fartøj som kører på spor.
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Placér den på spor. Slå den for at flytte den. TNTet bliver antændt med flint og stål eller når minevognen er på et aktiveringsspor.
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=For at få minevognen med TNT i din oppakning skal du slå den mens du holder snigeknappen nede. Du kan ikke gøre dette hvis TNTen er antændt.
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=En minevogn med ovn er et fartøj som kører på spor. Den kan køre af sig selv med brændstof.
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Placér den på spor. Hvis du putter kul i den vil ovnen brænde i lang tid, og minevognen vil køre af sig selv. Slå den for at sætte den i bevægelse.
To obtain the minecart and furnace, punch them while holding down the sneak key.=For at få minevognen med ovn i din oppakning skal du slå den mens du holder snigeknappen nede.
Minecart with Chest=Minevogn med kiste
Minecart with Furnace=Minevogn med ovn
Minecart with Command Block=Minevogn med kommandoblok
Minecart with Hopper=Minevogn med tragt
Minecart with TNT=Minevogn med TNT
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Placér dem på jorden for at bygge din jerbane. Sporene kobler sig automatisk sammen med hinanden og laver sving, T-kryds, kryds og skråninger efter behov.
Rail=Spor
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Spor kan bruges til at bygge jernbaner til minevogne. Normale spor sænker minevognene en smule på grund af friktionsmodstand.
Powered Rail=Strømspor
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Spor kan bruges til at bygge jernbaner til minevogne. Strømspor kan accelerere eller bremse minevogne.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Uden redstonekraft vil sporet bremse minevognen. For at accelerere minevognen skal den bruge redstoneskraft.
Activator Rail=Aktiveringsspor
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Spor kan bruges til at bygge jernbaner til minevogne. Aktiveringsspor bruges til at aktivere specielle minevogne.
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=For at få dette spor til at aktiere minevogne skal du give det redstonekraft og sende en minevogn over dette sporstykke.
Detector Rail=Detektorspor
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Spor kan bruges til at bygge jernbaner til minevogne. Et detektorspor kan opdage en minevogn som kører over det og give kraft til redstonemekanismer.
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=For at opdage en minevogn og give redstonekraft skal den forbindes til redstonestøv eller redstonemekanismer og send en hvilkensomhelst minevogn hen over sporet.
Track for minecarts=Spor til minevogne.
Speed up when powered, slow down when not powered=Accelerérer når der er strøm, sænk hastigheden når der ikke er strøm.
Activates minecarts when powered=Aktieverer minevogne når der er strøm.
Emits redstone power when a minecart is detected=Udsender redstonekraft når en minevogn bliver opdaget.
Vehicle for fast travel on rails=Fartøj til hurtig kørsel på spor.
Can be ignited by tools or powered activator rail=Kan antændes med værktøj eller et aktivatorspor med strøm.
Sneak to dismount=Snig for at stige af.

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