Compare commits
1 Commits
master
...
effects_re
Author | SHA1 | Date |
---|---|---|
PrairieWind | 6eaea4237b |
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@ -4,7 +4,7 @@ root = true
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end_of_line = lf
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end_of_line = lf
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[*.lua]
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[*.lua]
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charset = utf-8
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charset = utf8
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indent_style = tab
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indent_style = tab
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insert_final_newline = true
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insert_final_newline = true
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trim_trailing_whitespace = true
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trim_trailing_whitespace = true
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@ -13,19 +13,18 @@ labels:
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||||||
Thanks for taking the time to fill out this bug report!
|
Thanks for taking the time to fill out this bug report!
|
||||||
|
|
||||||
Please follow our contributing guidelines first:
|
Please follow our contributing guidelines first:
|
||||||
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
|
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
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||||||
|
|
||||||
By submitting this issue, you agree to follow our Code of Conduct:
|
By submitting this issue, you agree to follow our Code of Conduct:
|
||||||
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CODE_OF_CONDUCT.md
|
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
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||||||
-->
|
-->
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||||||
|
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||||||
<!--
|
<!--
|
||||||
What version of VoxeLibre are you using? We do not provide support for outdated versions of VoxeLibre.
|
What version of MineClone2 are you using? We do not provide support for outdated versions of MineClone2.
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||||||
"/ver" command will output the version you're running.
|
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||||||
Current latest version is listed here, at the top:
|
Current latest version is listed here, at the top:
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||||||
https://git.minetest.land/VoxeLibre/VoxeLibre/tags
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https://git.minetest.land/MineClone2/MineClone2/tags
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||||||
-->
|
-->
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||||||
VoxeLibre version:
|
MineClone2 version:
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||||||
|
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||||||
### What happened?
|
### What happened?
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||||||
Report about the bug! Please send large log snippets as an attachement file.
|
Report about the bug! Please send large log snippets as an attachement file.
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||||||
|
|
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@ -1,7 +1,7 @@
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||||||
---
|
---
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||||||
|
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||||||
name: "Feature request"
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name: "Feature request"
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||||||
about: "File a feature request"
|
about: "File a feature request not in Minecraft"
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||||||
labels:
|
labels:
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||||||
|
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||||||
- "non-Minecraft feature"
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- "non-Minecraft feature"
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||||||
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@ -10,17 +10,17 @@ labels:
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||||||
---
|
---
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||||||
|
|
||||||
<!--
|
<!--
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||||||
Got a new feature request? Explain to us why we should consider your idea.
|
Got a new non-Minecraft feature request? Explain to us why we should consider your idea.
|
||||||
|
|
||||||
Please follow our contributing guidelines first:
|
Please follow our contributing guidelines first:
|
||||||
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
|
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:
|
By submitting this issue, you agree to follow our Code of Conduct:
|
||||||
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CODE_OF_CONDUCT.md
|
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
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||||||
-->
|
-->
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||||||
|
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||||||
### Feature
|
### Feature
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||||||
Tell us about your requested feature!
|
Tell us about your requested feature not in Minecraft!
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||||||
|
|
||||||
### Why
|
### Why
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||||||
Tell us why should we implement it!
|
Tell us why should we implement it!
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||||||
|
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@ -0,0 +1,25 @@
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||||||
|
---
|
||||||
|
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||||||
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name: "Missing Feature request"
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||||||
|
about: "File a missing feature request in Minecraft but not in MineClone2"
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||||||
|
labels:
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||||||
|
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||||||
|
- "missing feature"
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||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
<!--
|
||||||
|
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
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||||||
|
Tell us about the feature currently in Minecraft! What is it like on Minecraft?
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||||||
|
|
||||||
|
### Current feature in MineClone2
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||||||
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Tell us about the feature currently in MineClone2! What is different?
|
|
@ -8,13 +8,13 @@ labels:
|
||||||
|
|
||||||
<!--
|
<!--
|
||||||
Please follow our contributing guidelines first:
|
Please follow our contributing guidelines first:
|
||||||
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CONTRIBUTING.md#how-you-can-help-as-a-programmer
|
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:
|
By submitting this pull request, you agree to follow our Code of Conduct:
|
||||||
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CODE_OF_CONDUCT.md
|
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
|
||||||
-->
|
-->
|
||||||
|
|
||||||
Tell us about your pull request! Reference related issues, if necessary.
|
Tell us about your pull request! Reference related issues, if necessary
|
||||||
|
|
||||||
### Testing
|
### Testing
|
||||||
Tell us how to test your changes!
|
Tell us how to test your changes!
|
||||||
|
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@ -5,6 +5,3 @@
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*.blend3
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*.blend3
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/.idea/
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/.idea/
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*.xcf
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*.xcf
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.Rproj.user
|
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prompt.txt
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__pycache__
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@ -1,5 +1,3 @@
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---@diagnostic disable
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unused_args = false
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unused_args = false
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allow_defined_top = true
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allow_defined_top = true
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max_line_length = false
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max_line_length = false
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22
.luarc.json
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@ -1,22 +0,0 @@
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{
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"runtime.version": "LuaJIT",
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"diagnostics": { "disable": ["lowercase-global"] },
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"diagnostics.globals": [
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"minetest",
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"dump",
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||||||
"dump2",
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||||||
"Raycast",
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"Settings",
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"PseudoRandom",
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||||||
"PerlinNoise",
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"VoxelManip",
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||||||
"SecureRandom",
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||||||
"VoxelArea",
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||||||
"PerlinNoiseMap",
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||||||
"PcgRandom",
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||||||
"ItemStack",
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||||||
"AreaStore",
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||||||
"vector"
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||||||
],
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"workspace.ignoreDir": [".luacheckrc"]
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||||||
}
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14
API.md
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@ -1,10 +1,10 @@
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# API
|
# API
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||||||
## Groups
|
## Groups
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||||||
VoxeLibre makes very extensive use of groups. Making sure your items and objects have the correct group memberships is very important.
|
MineClone 2 makes very extensive use of groups. Making sure your items and objects have the correct group memberships is very important.
|
||||||
Groups are explained in `GROUPS.md`.
|
Groups are explained in `GROUPS.md`.
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|
|
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## Mod naming convention
|
## Mod naming convention
|
||||||
Mods mods in VoxeLibre follow a simple naming convention: Mods with the prefix "`vl_`" and “`mcl_`” are specific to VoxeLibre (formerly known as MineClone2), although they may be based on an existing standalone. Mods which lack this prefix are *usually* verbatim copies of a standalone mod. Some modifications may still have been applied, but the APIs are held compatible.
|
Mods mods in MineClone 2 follow a simple naming convention: Mods with the prefix “`mcl_`” are specific to MineClone 2, although they may be based on an existing standalone. Mods which lack this prefix are *usually* verbatim copies of a standalone mod. Some modifications may still have been applied, but the APIs are held compatible.
|
||||||
|
|
||||||
## Adding items
|
## Adding items
|
||||||
### Special fields
|
### Special fields
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|
@ -31,7 +31,7 @@ All nodes can have these fields:
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||||||
Use the `mcl_sounds` mod for the sounds.
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Use the `mcl_sounds` mod for the sounds.
|
||||||
|
|
||||||
## APIs
|
## APIs
|
||||||
A lot of things are possible by using one of the APIs in the mods. Many of them are documented in `API.md` files located in the directories of the specific mods. Some use `.txt` files or have some documentation in the comments along the code. Note that not all APIs are documented yet, but it is planned. The following APIs should be more or less stable but keep in mind that VoxeLibre is still unfinished. All directory names are relative to `mods/`
|
A lot of things are possible by using one of the APIs in the mods. Note that not all APIs are documented yet, but it is planned. The following APIs should be more or less stable but keep in mind that MineClone 2 is still unfinished. All directory names are relative to `mods/`
|
||||||
|
|
||||||
### Items
|
### Items
|
||||||
* Doors: `ITEMS/mcl_doors`
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* Doors: `ITEMS/mcl_doors`
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||||||
|
@ -46,7 +46,8 @@ A lot of things are possible by using one of the APIs in the mods. Many of them
|
||||||
### Mobs
|
### Mobs
|
||||||
* Mobs: `ENTITIES/mcl_mobs`
|
* Mobs: `ENTITIES/mcl_mobs`
|
||||||
|
|
||||||
VoxeLibre uses its own mobs framework, which is a fork of Mobs Redo [`mobs`] by TenPlus1.
|
MineClone 2 uses its own mobs framework, called “Mobs Redo: MineClone 2 Edition” or “MRM” for short.
|
||||||
|
This is a fork of Mobs Redo [`mobs`] by TenPlus1.
|
||||||
|
|
||||||
You can add your own mobs, spawn eggs and spawning rules with this mod.
|
You can add your own mobs, spawn eggs and spawning rules with this mod.
|
||||||
API documnetation is included in `ENTITIES/mcl_mobs/api.txt`.
|
API documnetation is included in `ENTITIES/mcl_mobs/api.txt`.
|
||||||
|
@ -54,7 +55,7 @@ API documnetation is included in `ENTITIES/mcl_mobs/api.txt`.
|
||||||
This mod includes modificiations from the original Mobs Redo. Some items have been removed or moved to other mods.
|
This mod includes modificiations from the original Mobs Redo. Some items have been removed or moved to other mods.
|
||||||
The API is mostly identical, but a few features have been added. Compability is not really a goal,
|
The API is mostly identical, but a few features have been added. Compability is not really a goal,
|
||||||
but function and attribute names of Mobs Redo 1.41 are kept.
|
but function and attribute names of Mobs Redo 1.41 are kept.
|
||||||
If you have code for a mod which works fine under Mobs Redo, it should be easy to make it work in VoxeLibre.
|
If you have code for a mod which works fine under Mobs Redo, it should be easy to make it work in MineClone 2,
|
||||||
chances are good that it works out of the box.
|
chances are good that it works out of the box.
|
||||||
|
|
||||||
### Help
|
### Help
|
||||||
|
@ -67,7 +68,6 @@ chances are good that it works out of the box.
|
||||||
|
|
||||||
### Utility APIs
|
### Utility APIs
|
||||||
* Change player physics: `PLAYER/playerphysics`
|
* Change player physics: `PLAYER/playerphysics`
|
||||||
* Change player FOV: `PLAYER/mcl_fovapi`
|
|
||||||
* Select random treasures: `CORE/mcl_loot`
|
* Select random treasures: `CORE/mcl_loot`
|
||||||
* Get flowing direction of liquids: `CORE/flowlib`
|
* Get flowing direction of liquids: `CORE/flowlib`
|
||||||
* `on_walk_over` callback for nodes: `CORE/walkover`
|
* `on_walk_over` callback for nodes: `CORE/walkover`
|
||||||
|
@ -77,7 +77,7 @@ chances are good that it works out of the box.
|
||||||
* Flowers and flower pots
|
* Flowers and flower pots
|
||||||
|
|
||||||
### Unstable APIs
|
### Unstable APIs
|
||||||
The following APIs may be subject to change in the future. You could already use these APIs but there will probably be breaking changes in the future, or the API is not as fleshed out as it should be. Use at your own risk!
|
The following APIs may be subject to change in future. You could already use these APIs but there will probably be breaking changes in the future, or the API is not as fleshed out as it should be. Use at your own risk!
|
||||||
|
|
||||||
* Panes (like glass panes and iron bars): `ITEMS/xpanes`
|
* Panes (like glass panes and iron bars): `ITEMS/xpanes`
|
||||||
* `_on_ignite` callback: `ITEMS/mcl_fire`
|
* `_on_ignite` callback: `ITEMS/mcl_fire`
|
||||||
|
|
214
CONTRIBUTING.md
|
@ -1,47 +1,49 @@
|
||||||
# Contributing to VoxeLibre
|
# Contributing to MineClone2
|
||||||
So you want to contribute to VoxeLibre?
|
So you want to contribute to MineClone2?
|
||||||
Wow, thank you! :-)
|
Wow, thank you! :-)
|
||||||
|
|
||||||
VoxeLibre is maintained by AncientMariner and Herowl. If you have any
|
MineClone2 is maintained by AncientMariner and Nicu. If you have any
|
||||||
problems or questions, contact us on Discord/Matrix (See Links section below).
|
problems or questions, contact us on Discord/Matrix (See Links section below).
|
||||||
|
|
||||||
You can help with VoxeLibre's development in many different ways,
|
You can help with MineClone2's development in many different ways,
|
||||||
whether you're a programmer or not.
|
whether you're a programmer or not.
|
||||||
|
|
||||||
## VoxeLibre's development target is to...
|
## MineClone2's development target is to...
|
||||||
- Create a stable, peformant, moddable, free/libre game inspired by Minecraft
|
- Crucially, create a stable, moddable, free/libre clone of Minecraft
|
||||||
using the Minetest engine, usable in both singleplayer and multiplayer.
|
based on the Minetest engine with polished features, usable in both
|
||||||
- Currently, a lot of features are already implemented.
|
singleplayer and multiplayer. Currently, a lot of Minecraft features
|
||||||
|
are already implemented.
|
||||||
Polishing existing features is always welcome.
|
Polishing existing features is always welcome.
|
||||||
|
|
||||||
## Links
|
## Links
|
||||||
* [Mesehub](https://git.minetest.land/VoxeLibre/VoxeLibre)
|
* [Mesehub](https://git.minetest.land/MineClone2/MineClone2)
|
||||||
* [Discord](https://discord.gg/xE4z8EEpDC)
|
* [Discord](https://discord.gg/xE4z8EEpDC)
|
||||||
* [YouTube](https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A)
|
* [YouTube](https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A)
|
||||||
* [Matrix](https://app.element.io/#/room/#voxelibre:matrix.org)
|
* [IRC](https://web.libera.chat/#mineclone2)
|
||||||
* [Reddit](https://www.reddit.com/r/VoxeLibre/)
|
* [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)
|
* [Minetest forums](https://forum.minetest.net/viewtopic.php?f=50&t=16407)
|
||||||
* [ContentDB](https://content.minetest.net/packages/wuzzy/mineclone2/)
|
* [ContentDB](https://content.minetest.net/packages/wuzzy/mineclone2/)
|
||||||
* [OpenCollective](https://opencollective.com/mineclone2)
|
* [OpenCollective](https://opencollective.com/mineclone2)
|
||||||
|
|
||||||
## Using git
|
## Using git
|
||||||
VoxeLibre is developed using the version control system
|
MineClone2 is developed using the version control system
|
||||||
[git](https://git-scm.com/). If you want to contribute code to the
|
[git](https://git-scm.com/). If you want to contribute code to the
|
||||||
project, it is **highly recommended** that you learn the git basics.
|
project, it is **highly recommended** that you learn the git basics.
|
||||||
For non-programmers and people who do not plan to contribute code to
|
For non-programmers and people who do not plan to contribute code to
|
||||||
VoxeLibre, git is not required. However, git is a tool that will be
|
MineClone2, git is not required. However, git is a tool that will be
|
||||||
referenced frequently because of its usefulness. As such, it is valuable
|
referenced frequently because of its usefulness. As such, it is valuable
|
||||||
in learning how git works and its terminology. It can also help you
|
in learning how git works and its terminology. It can also help you
|
||||||
keeping your game updated, and easily test pull requests.
|
keeping your game updated, and easily test pull requests.
|
||||||
|
|
||||||
Look at our wiki for some concrete guides:
|
Look at our wiki for some concrete guides:
|
||||||
https://git.minetest.land/VoxeLibre/VoxeLibre/wiki/
|
https://git.minetest.land/MineClone2/MineClone2/wiki/
|
||||||
|
|
||||||
## How you can help as a non-programmer
|
## How you can help as a non-programmer
|
||||||
As someone who does not know how to write programs in Lua or does not
|
As someone who does not know how to write programs in Lua or does not
|
||||||
know how to use the Minetest API, you can still help us out a lot. For
|
know how to use the Minetest API, you can still help us out a lot. For
|
||||||
example, by opening an issue in the
|
example, by opening an issue in the
|
||||||
[Issue tracker](https://git.minetest.land/VoxeLibre/VoxeLibre/issues),
|
[Issue tracker](https://git.minetest.land/MineClone2/MineClone2/issues),
|
||||||
you can report a bug or request a feature.
|
you can report a bug or request a feature.
|
||||||
|
|
||||||
### Rules about both bugs and feature requests
|
### Rules about both bugs and feature requests
|
||||||
|
@ -59,7 +61,8 @@ actually an issue with Minetest itself, and if it is, head to the
|
||||||
[Minetest issue tracker](https://github.com/minetest/minetest/issues)
|
[Minetest issue tracker](https://github.com/minetest/minetest/issues)
|
||||||
instead.
|
instead.
|
||||||
* If you need any help regarding creating a Mesehub account or opening
|
* If you need any help regarding creating a Mesehub account or opening
|
||||||
an issue, feel free to ask on the Discord or Matrix space.
|
an issue, feel free to ask on the Discord / Matrix server or the IRC
|
||||||
|
channel.
|
||||||
|
|
||||||
The link to the mesehub registration page is: https://git.minetest.land/user/sign_up
|
The link to the mesehub registration page is: https://git.minetest.land/user/sign_up
|
||||||
(It appears to sometimes get lost on the page itsself)
|
(It appears to sometimes get lost on the page itsself)
|
||||||
|
@ -73,7 +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
|
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
|
are a server admin, you can find error messages in the log file of the
|
||||||
server.
|
server.
|
||||||
* Tell us which VoxeLibre 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
|
* 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
|
the bug, e.g. before the crash happened or what causes the faulty
|
||||||
behavior.
|
behavior.
|
||||||
|
@ -82,14 +85,14 @@ behavior.
|
||||||
* Ensure the requested feature fulfills our development targets and
|
* Ensure the requested feature fulfills our development targets and
|
||||||
goals.
|
goals.
|
||||||
* Begging or excessive attention seeking does not help us in the
|
* Begging or excessive attention seeking does not help us in the
|
||||||
slightest, and may very well disrupt VoxeLibre development. It's better
|
slightest, and may very well disrupt MineClone2 development. It's better
|
||||||
to put that energy into helping or researching the feature in question.
|
to put that energy into helping or researching the feature in question.
|
||||||
After all, we're just volunteers working on our spare time.
|
After all, we're just volunteers working on our spare time.
|
||||||
* Ensure the requested feature has not been implemented in VoxeLibre
|
* Ensure the requested feature has not been implemented in MineClone2
|
||||||
latest or development versions.
|
latest or development versions.
|
||||||
|
|
||||||
### Testing code
|
### Testing code
|
||||||
If you want to help us with speeding up VoxeLibre development and
|
If you want to help us with speeding up MineClone2 development and
|
||||||
making the game more stable, a great way to do that is by testing out
|
making the game more stable, a great way to do that is by testing out
|
||||||
new features from contributors. For most new things that get into the
|
new features from contributors. For most new things that get into the
|
||||||
game, a pull request is created. A pull request is essentially a
|
game, a pull request is created. A pull request is essentially a
|
||||||
|
@ -101,65 +104,61 @@ tell us if the code works as expected without any issues. Ideally, you
|
||||||
would report issues will pull requests similar to when you were
|
would report issues will pull requests similar to when you were
|
||||||
reporting bugs that are the mainline (See Reporting bugs section). You
|
reporting bugs that are the mainline (See Reporting bugs section). You
|
||||||
can find currently open pull requests here:
|
can find currently open pull requests here:
|
||||||
<https://git.minetest.land/VoxeLibre/VoxeLibre/pulls>. Note that pull
|
<https://git.minetest.land/MineClone2/MineClone2/pulls>. Note that pull
|
||||||
requests that start with a `WIP:` are not done yet and therefore could
|
requests that start with a `WIP:` are not done yet and therefore could
|
||||||
still undergo substantial change. Testing these is still helpful however
|
still undergo substantial change. Testing these is still helpful however
|
||||||
because that is the reason developers put them up as WIP so other people
|
because that is the reason developers put them up as WIP so other people
|
||||||
can have a look at the PR. The wiki has an article with instructions
|
can have a look at the PR.
|
||||||
on how to test Pull Requests:
|
|
||||||
<https://git.minetest.land/VoxeLibre/VoxeLibre/wiki/Testing-Pull-Requests>.
|
|
||||||
|
|
||||||
### Contributing assets
|
### Contributing assets
|
||||||
Due to license problems, VoxeLibre cannot use Minecraft's assets,
|
Due to license problems, MineClone2 cannot use Minecraft's assets,
|
||||||
therefore we are always looking for asset contributions.
|
therefore we are always looking for asset contributions.
|
||||||
|
|
||||||
To contribute assets, it can be useful to learn git basics and read
|
To contribute assets, it can be useful to learn git basics and read
|
||||||
the section for Programmers of this document, however this is not required.
|
the section for Programmers of this document, however this is not required.
|
||||||
It's also a good idea to join the Discord server and/or Matrix space.
|
It's also a good idea to join the Discord server
|
||||||
|
(or alternatively IRC or Matrix).
|
||||||
|
|
||||||
#### Textures
|
#### Textures
|
||||||
For textures we prefer original art, but in the absence of that will accept
|
For textures we use the Pixel Perfection texture pack. For older Minecraft
|
||||||
Pixel Perfection texture pack contributions. Be warned many of the newer
|
features that is mostly enough but a lot of the newer textures in it are
|
||||||
textures in it are copies or slight modifications of the original MC textures
|
copies or slight modifications of the original MC textures so great caution
|
||||||
so great caution needs to be taken when using any textures coming from
|
needs to be taken when using any textures coming from Minecraft texture
|
||||||
Minecraft texture packs.
|
packs.
|
||||||
If you want to make such contributions, join our Discord server. Demands
|
If you want to make such contributions, join our Discord server. Demands
|
||||||
for textures will be communicated there.
|
for textures will be communicated there.
|
||||||
|
|
||||||
#### Sounds
|
#### Sounds
|
||||||
VoxeLibre currently does not have a consistent way to handle sounds.
|
MineClone2 currently does not have a consistent way to handle sounds.
|
||||||
The sounds in the game come from different sources, like the SnowZone
|
The sounds in the game come from different sources, like the SnowZone
|
||||||
resource pack or minetest_game. Unfortunately, VoxeLibre does not play
|
resource pack or minetest_game. Unfortunately, MineClone2 does not play
|
||||||
a sound in every situation you would get one in Minecraft. Any help with
|
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
|
sounds is greatly appreciated, however if you add new sounds you should
|
||||||
probably work together with a programmer, to write the code to actually
|
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
|
play these sounds in game.
|
||||||
source license with clear information on the source, licencing and any
|
|
||||||
changes made by the contributor. Use the README files in the mod to
|
|
||||||
communicate this information.
|
|
||||||
|
|
||||||
#### 3D Models
|
#### 3D Models
|
||||||
Many of the 3D Models in VoxeLibre come from
|
Most of the 3D Models in MineClone2 come from
|
||||||
[22i's repository](https://github.com/22i/minecraft-voxel-blender-models).
|
[22i's repository](https://github.com/22i/minecraft-voxel-blender-models).
|
||||||
Similar to the textures, we need people that can make 3D Models with
|
Similar to the textures, we need people that can make 3D Models with
|
||||||
Blender on demand. Many of the models have to be patched, some new
|
Blender on demand. Many of the models have to be patched, some new
|
||||||
animations have to be added etc.
|
animations have to be added etc.
|
||||||
|
|
||||||
#### Crediting
|
#### Crediting
|
||||||
Asset contributions will be credited in their mods and their own respective
|
Asset contributions will be credited in their own respective sections in
|
||||||
sections in CREDITS.md. If you have commited the results yourself, you will
|
CREDITS.md. If you have commited the results yourself, you will also be
|
||||||
also be credited in the Contributors section.
|
credited in the Contributors section.
|
||||||
|
|
||||||
### Contributing Translations
|
### Contributing Translations
|
||||||
|
|
||||||
#### Workflow
|
#### Workflow
|
||||||
To add/update support for your language to VoxeLibre, you should take
|
To add/update support for your language to MineClone2, you should take
|
||||||
the steps documented in the section for Programmers, add/update the
|
the steps documented in the section for Programmers, add/update the
|
||||||
translation files of the mods that you want to update. You can add
|
translation files of the mods that you want to update. You can add
|
||||||
support for all mods, just some of them or only one mod; you can update
|
support for all mods, just some of them or only one mod; you can update
|
||||||
the translation file entirely or only partly; basically any effort is
|
the translation file entirely or only partly; basically any effort is
|
||||||
valued. If your changes are small, you can also send them to developers
|
valued. If your changes are small, you can also send them to developers
|
||||||
via E-Mail, Discord or Matrix - they will credit you appropriately.
|
via E-Mail, Discord, IRC or Matrix - they will credit you appropriately.
|
||||||
|
|
||||||
#### Things to note
|
#### Things to note
|
||||||
You can use the script at `tools/check_translate_files.py` to compare
|
You can use the script at `tools/check_translate_files.py` to compare
|
||||||
|
@ -177,18 +176,13 @@ If you have commited the results yourself, you will also be credited in
|
||||||
the Contributors section.
|
the Contributors section.
|
||||||
|
|
||||||
### Profiling
|
### Profiling
|
||||||
If you own a server, a great way to help us improve VoxeLibre's code
|
If you own a server, a great way to help us improve MineClone2's code
|
||||||
is by giving us profiler results. Profiler results give us detailed
|
is by giving us profiler results. Profiler results give us detailed
|
||||||
information about the game's performance and let us know places to
|
information about the game's performance and let us know places to
|
||||||
investigate optimization issues. This way we can make the game faster.
|
investigate optimization issues. This way we can make the game faster.
|
||||||
|
|
||||||
#### Using Minetest's profiler
|
#### Using Minetest's profiler
|
||||||
We frequently will use profiling to optimise our code. We recommend use of
|
Minetest has a built in profiler. Simply set `profiler.load = true` in
|
||||||
the JIT profiler (RIP Jude) to fully understand performance impact:
|
|
||||||
|
|
||||||
https://content.minetest.net/packages/jwmhjwmh/jitprofiler/
|
|
||||||
|
|
||||||
Minetest also has a built in profiler. Simply set `profiler.load = true` in
|
|
||||||
your configuration file and restart the server. After running the server
|
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
|
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
|
file in the world directory containing the results. Open a new issue and
|
||||||
|
@ -202,36 +196,27 @@ decisions. Also, note that a lot of discussion takes place on the
|
||||||
Discord server, so it's definitely worth checking it out.
|
Discord server, so it's definitely worth checking it out.
|
||||||
|
|
||||||
### Funding
|
### Funding
|
||||||
You can help pay for our infrastructure (Mesehub) and other unforeseen
|
You can help pay for our infrastructure (Mesehub) by donating to our
|
||||||
expenses (in the last few years, only payments for Mesehub have been done)
|
OpenCollective link (See Links section).
|
||||||
by donating to our OpenCollective link (See Links section).
|
|
||||||
|
|
||||||
### Crediting
|
### Crediting
|
||||||
If you opened or have contributed to an issue, you receive the
|
If you opened or have contributed to an issue, you receive the
|
||||||
`Community` role on our Discord (after asking for it).
|
`Community` role on our Discord (after asking for it).
|
||||||
If you have been an author of a PR that got merged or contributed
|
|
||||||
significantly to art that got merged into the game, you receive the
|
|
||||||
`Contributor` role on our Discord (after asking for it).
|
|
||||||
Please note that what counts as "significant" is decided by Maintainers.
|
|
||||||
OpenCollective Funders are credited in their own section in
|
OpenCollective Funders are credited in their own section in
|
||||||
`CREDITS.md` and receive a special role "Funder" on our discord (unless
|
`CREDITS.md` and receive a special role "Funder" on our discord (unless
|
||||||
they have made their donation Incognito).
|
they have made their donation Incognito).
|
||||||
|
|
||||||
## How you can help as a programmer
|
## How you can help as a programmer
|
||||||
(Almost) all the VoxeLibre development is done using pull requests.
|
(Almost) all the MineClone2 development is done using pull requests.
|
||||||
|
|
||||||
### Recommended workflow
|
### Recommended workflow
|
||||||
* Fork the repository (in case you have not already)
|
* Fork the repository (in case you have not already)
|
||||||
* Do your change in a new branch
|
* Do your change in a new branch
|
||||||
* Create a pull request to get your changes merged into master
|
* 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.
|
request.
|
||||||
* We update our branches via rebasing. Please avoid merging master into
|
* After the pull request got merged, you can delete the branch
|
||||||
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.
|
|
||||||
|
|
||||||
### Discuss first
|
### Discuss first
|
||||||
If you feel like a problem needs to fixed or you want to make a new
|
If you feel like a problem needs to fixed or you want to make a new
|
||||||
|
@ -241,11 +226,11 @@ is no issue on the topic, open one. If there is an issue, tell us that
|
||||||
you'd like to take care of it, to avoid duplicate work.
|
you'd like to take care of it, to avoid duplicate work.
|
||||||
|
|
||||||
### Don't hesitate to ask for help
|
### Don't hesitate to ask for help
|
||||||
We appreciate any contributing effort to VoxeLibre. If you are a
|
We appreciate any contributing effort to MineClone2. If you are a
|
||||||
relatively new programmer, you can reach us on Discord or Matrix
|
relatively new programmer, you can reach us on Discord, Matrix or IRC
|
||||||
for questions about git, Lua, Minetest API, VoxeLibre codebase or
|
for questions about git, Lua, Minetest API, MineClone2 codebase or
|
||||||
anything related to VoxeLibre. We can help you avoid writing code that
|
anything related to MineClone2. We can help you avoid writing code that
|
||||||
would be deemed inadequate, or help you become familiar with VoxeLibre
|
would be deemed inadequate, or help you become familiar with MineClone2
|
||||||
better, or assist you use development tools.
|
better, or assist you use development tools.
|
||||||
|
|
||||||
### Maintain your own code, even if already got merged
|
### Maintain your own code, even if already got merged
|
||||||
|
@ -254,52 +239,42 @@ scenarios by testing every time before merging it, but if your merged
|
||||||
work causes problems, we ask you fix the issues as soon as possible.
|
work causes problems, we ask you fix the issues as soon as possible.
|
||||||
|
|
||||||
### Changing Gameplay
|
### Changing Gameplay
|
||||||
Pull Requests that change gameplay are always subject to discussion.
|
Pull Requests that change gameplay have to be properly researched and
|
||||||
Opinions from the community on such PRs are valued, and Maintainer
|
need to state their sources. These PRs also need the maintainer's approval
|
||||||
should approve the concept (which is usually granted) as well as
|
before they are merged.
|
||||||
the implementation (for which changes are often requested for either
|
You can use these sources:
|
||||||
code quality or game design reasons).
|
|
||||||
|
* Testing things inside of Minecraft (Attach screenshots / video footage
|
||||||
|
of the results)
|
||||||
|
* Looking at [Minestom](https://github.com/Minestom/Minestom) code. An open source Minecraft Server implementation
|
||||||
|
* [Official Minecraft Wiki](https://minecraft.fandom.com/wiki/Minecraft_Wiki)
|
||||||
|
(Include a link to the specific page you used)
|
||||||
|
|
||||||
### Guidelines
|
### Guidelines
|
||||||
|
|
||||||
#### Git Guidelines
|
#### Git Guidelines
|
||||||
* Pushing to master is disabled - don't even try it!
|
* Pushing to master is disabled - don't even try it.
|
||||||
* Every change is tracked as a PR
|
* Every change is tracked as a PR.
|
||||||
* All changes require at least one approval from a Developer
|
* All but the tiniest changes require at least one approval from a Developer
|
||||||
* Maintainers may merge PRs without formal approval, but should also
|
|
||||||
take others' opinions and testing into account
|
|
||||||
* To update branches we use rebase not merge (so we don't end up with
|
* To update branches we use rebase not merge (so we don't end up with
|
||||||
excessive git bureaucracy commits in master)
|
excessive git bureaucracy commits in master)
|
||||||
* We use merge to add the commits from a PR/branch to master
|
* We use merge to add the commits from a PR/branch to master
|
||||||
* Smaller PRs may be squashed before merging (especially if the commit history
|
|
||||||
on them isn't valuable), but when in doubt prefer merging
|
|
||||||
* Manual merging may be done by a Maintainer if there are technical problems
|
|
||||||
with the branch, with Gitea, or the PR had been merged to from master and
|
|
||||||
the author can't fix it for whatever reason
|
|
||||||
* PR from a fork (usually the author has no contributor/developer privileges)
|
|
||||||
can be retargeted and merged first into a buffer (normal new) branch on the repo
|
|
||||||
when adopted by a Developer, and only later into master
|
|
||||||
* Submodules should only be used if a) upstream is highly reliable and
|
* Submodules should only be used if a) upstream is highly reliable and
|
||||||
b) it is 100% certain that no VL specific changes to the code will be
|
b) it is 100% certain that no mcl2 specific changes to the code will be
|
||||||
needed (this has never been the case before, hence VL is submodule free so far)
|
needed (this has never been the case before, hence mcl2 is submodule free so far)
|
||||||
* Subtrees may be used for including outside mods that don't need changes
|
* Commit messages should be descriptive and never contain mcl2 specific
|
||||||
in the foreseeable future
|
issueids - there are other projects who might use commits from mcl2 and
|
||||||
* Commit messages should be descriptive
|
it will confuse their issue trackers.
|
||||||
* Try to group your submissions best as you can:
|
* Try to group your submissions best as you can:
|
||||||
* Try to keep your PRs small: In some cases things reasonably be can't
|
* 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
|
split up but in general multiple small PRs are better than a big one.
|
||||||
* Similarly multiple small commits are better than a giant one. (use git commit -p)
|
* Similarly multiple small commits are better than a giant one. (use git commit -p)
|
||||||
|
|
||||||
#### Code Guidelines
|
#### Code Guidelines
|
||||||
* Each mod must provide `mod.conf`.
|
* Each mod must provide `mod.conf`.
|
||||||
* Mod names are snake case, and newly added mods (or substantially changed mods
|
* Mod names are snake case, and newly added mods start with `mcl_`, e.g.
|
||||||
that are included from the outside) start with `vl_`, e.g.
|
`mcl_core`, `mcl_farming`, `mcl_monster_eggs`. Keep in mind Minetest
|
||||||
`vl_hollow_logs`, . Keep in mind Minetest
|
|
||||||
does not support capital letters in mod names.
|
does not support capital letters in mod names.
|
||||||
* In the past mods were prefixed with `mcl_`, e.g.
|
|
||||||
`mcl_core`, `mcl_farming`, `mcl_monster_eggs`. New mods should **never** use this prefix.
|
|
||||||
* Mods included from outside with no significant changes to the API
|
|
||||||
(especially those using git-subtree or such) aren't prefixed.
|
|
||||||
* To export functions, store them inside a global table named like the
|
* To export functions, store them inside a global table named like the
|
||||||
mod, e.g.
|
mod, e.g.
|
||||||
|
|
||||||
|
@ -373,28 +348,18 @@ end
|
||||||
|
|
||||||
### Developer status
|
### Developer status
|
||||||
Active and trusted contributors are often granted write access to the
|
Active and trusted contributors are often granted write access to the
|
||||||
VoxeLibre repository as a contributor. This means that they can push
|
MineClone2 repository.
|
||||||
directly to the branches of our repo (except for `master`).
|
|
||||||
Pushing to others' branches without asking is discouraged, open a PR
|
|
||||||
targeting that branch instead (PRs can target any branch).
|
|
||||||
|
|
||||||
Those that have demonstrated the right technical skills and behaviour
|
|
||||||
may be granted developer access. These are the most trusted contributors
|
|
||||||
who will contribute to ensure coding standards and processes are followed.
|
|
||||||
|
|
||||||
#### Developer responsibilities
|
#### Developer responsibilities
|
||||||
- If you have developer/contributor privileges you can just open a new branch
|
- If you have developer privileges you can just open a new branch in the
|
||||||
in the VL repository (which is preferred). From that you create a pull request.
|
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
|
This way other people can review your changes and make sure they work
|
||||||
before they get merged.
|
before they get merged.
|
||||||
- If you do not (yet) have contributor or developer privs you do your work on a branch
|
- 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.
|
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
|
- Any developer is welcome to review, test and merge PRs. A PR needs
|
||||||
to merge the PR especially if it is in a similar area to what has been worked on
|
at least one approval (by someone else than the author) but the maintainers
|
||||||
and could result in merge conflicts for a larger older branch, or needs
|
are usually relatively quick to react to new submissions.
|
||||||
art/licencing reviewing. A PR needs at least one approval (by someone else other
|
|
||||||
than the author).
|
|
||||||
- The maintainers are usually relatively quick to react to new submissions.
|
|
||||||
|
|
||||||
### Maintainer status
|
### Maintainer status
|
||||||
Maintainers carry the main responsibility for the project.
|
Maintainers carry the main responsibility for the project.
|
||||||
|
@ -410,14 +375,14 @@ merged.
|
||||||
- Resolving conflicts and problems within the community
|
- Resolving conflicts and problems within the community
|
||||||
|
|
||||||
#### Current maintainers
|
#### Current maintainers
|
||||||
* AncientMariner - responsible for gameplay review, publishing releases
|
* AncientMariner - responsible for gameplay review, publishing releases,
|
||||||
* Herowl - responsible for gameplay review, publishing releases,
|
|
||||||
technical guidelines
|
technical guidelines
|
||||||
|
* Nicu - responsible for community related issues
|
||||||
|
|
||||||
#### Release process
|
#### Release process
|
||||||
* Run `tools/generate_ingame_credits.lua` to update the ingame credits
|
* Run `tools/generate_ingame_credits.lua` to update the ingame credits
|
||||||
from `CREDITS.md` and commit the result (if anything changed)
|
from `CREDITS.md` and commit the result (if anything changed)
|
||||||
* Launch VoxeLibre to make sure it still runs
|
* Launch MineClone2 to make sure it still runs
|
||||||
* Update the version number in README.md
|
* Update the version number in README.md
|
||||||
* Use `git tag <version number>` to tag the latest commit with the
|
* Use `git tag <version number>` to tag the latest commit with the
|
||||||
version number
|
version number
|
||||||
|
@ -435,5 +400,6 @@ become part of a free/libre software.
|
||||||
|
|
||||||
### Crediting
|
### Crediting
|
||||||
Contributors, Developers and Maintainers will be credited in
|
Contributors, Developers and Maintainers will be credited in
|
||||||
`CREDITS.md`. There are also Discord roles for Contributors,
|
`CREDITS.md`. If you make your first time contribution, please add
|
||||||
|
yourself to this file. There are also Discord roles for Contributors,
|
||||||
Developers and Maintainers.
|
Developers and Maintainers.
|
||||||
|
|
131
CREDITS.md
|
@ -3,48 +3,42 @@
|
||||||
## Creator of MineClone
|
## Creator of MineClone
|
||||||
* davedevils
|
* davedevils
|
||||||
|
|
||||||
## Creator of VoxeLibre
|
## Creator of MineClone2
|
||||||
* Wuzzy
|
* Wuzzy
|
||||||
|
|
||||||
|
|
||||||
## Maintainers
|
## Maintainers
|
||||||
* AncientMariner
|
* AncientMariner
|
||||||
* Herowl
|
* Nicu
|
||||||
|
|
||||||
## Previous Maintainers
|
## Previous Maintainers
|
||||||
* Fleckenstein
|
* Fleckenstein
|
||||||
|
* jordan4ibanez
|
||||||
* cora
|
* cora
|
||||||
* Nicu
|
|
||||||
|
|
||||||
## Developers
|
## Developers
|
||||||
|
* bzoss
|
||||||
* AFCMS
|
* AFCMS
|
||||||
* epCode
|
* epCode
|
||||||
* chmodsayshello
|
* ryvnf
|
||||||
* MrRar
|
|
||||||
* SmokeyDope
|
|
||||||
* Faerraven / Michieal
|
|
||||||
* rudzik8
|
|
||||||
* teknomunk
|
|
||||||
|
|
||||||
## Past Developers
|
|
||||||
* jordan4ibanez
|
|
||||||
* iliekprogrammar
|
* iliekprogrammar
|
||||||
* kabou
|
|
||||||
* kay27
|
|
||||||
* MysticTempest
|
* MysticTempest
|
||||||
|
* Rootyjr
|
||||||
|
* aligator
|
||||||
|
* Code-Sploit
|
||||||
* NO11
|
* NO11
|
||||||
* SumianVoice
|
* kabou
|
||||||
|
* rudzik8
|
||||||
|
* chmodsayshello
|
||||||
* PrairieWind
|
* PrairieWind
|
||||||
|
* RandomLegoBrick
|
||||||
|
* SumianVoice
|
||||||
|
* MrRar
|
||||||
|
* talamh
|
||||||
|
* Faerraven / Michieal
|
||||||
* FossFanatic
|
* FossFanatic
|
||||||
* Codiac
|
|
||||||
|
|
||||||
## Contributors
|
## Contributors
|
||||||
* RandomLegoBrick
|
|
||||||
* Code-Sploit
|
|
||||||
* aligator
|
|
||||||
* Rootyjr
|
|
||||||
* ryvnf
|
|
||||||
* bzoss
|
|
||||||
* talamh
|
|
||||||
* Laurent Rocher
|
* Laurent Rocher
|
||||||
* HimbeerserverDE
|
* HimbeerserverDE
|
||||||
* TechDudie
|
* TechDudie
|
||||||
|
@ -73,10 +67,6 @@
|
||||||
* Marcin Serwin
|
* Marcin Serwin
|
||||||
* erlehmann
|
* erlehmann
|
||||||
* E
|
* E
|
||||||
* n_to
|
|
||||||
* debiankaios
|
|
||||||
* Gustavo6046 / wallabra
|
|
||||||
* CableGuy67
|
|
||||||
* Benjamin Schötz
|
* Benjamin Schötz
|
||||||
* Doloment
|
* Doloment
|
||||||
* Sydney Gems
|
* Sydney Gems
|
||||||
|
@ -91,12 +81,15 @@
|
||||||
* aldum
|
* aldum
|
||||||
* Dieter44
|
* Dieter44
|
||||||
* Pepebotella
|
* Pepebotella
|
||||||
|
* MrRar
|
||||||
* Lazerbeak12345
|
* Lazerbeak12345
|
||||||
* mrminer
|
* mrminer
|
||||||
* Thunder1035
|
* Thunder1035
|
||||||
* opfromthestart
|
* opfromthestart
|
||||||
* snowyu
|
* snowyu
|
||||||
* FaceDeer
|
* FaceDeer
|
||||||
|
* Faerraven / Michieal
|
||||||
|
* FossFanatic
|
||||||
* Herbert West
|
* Herbert West
|
||||||
* GuyLiner
|
* GuyLiner
|
||||||
* 3raven
|
* 3raven
|
||||||
|
@ -108,46 +101,27 @@
|
||||||
* b3nderman
|
* b3nderman
|
||||||
* CyberMango
|
* CyberMango
|
||||||
* gldrk
|
* gldrk
|
||||||
|
* SmokeyDope
|
||||||
* atomdmac
|
* atomdmac
|
||||||
* emptyshore
|
|
||||||
* FlamingRCCars
|
|
||||||
* uqers
|
|
||||||
* Niterux
|
|
||||||
* appgurueu
|
|
||||||
* seventeenthShulker
|
|
||||||
* DinoNuggies4665
|
|
||||||
* basxto
|
|
||||||
* Morik666
|
|
||||||
* Eliy21
|
|
||||||
* mdk
|
|
||||||
* Alessandra Lozoya
|
|
||||||
* VanicGame
|
|
||||||
* ThePython10110
|
|
||||||
* Araca
|
|
||||||
* Montandalar
|
|
||||||
* mim
|
|
||||||
* Dark
|
|
||||||
* Bakawun
|
|
||||||
* JoseDouglas26
|
|
||||||
* Zasco
|
|
||||||
* PrWalterB
|
|
||||||
* michaljmalinowski
|
|
||||||
* nixnoxus
|
|
||||||
* Potiron
|
|
||||||
* Tuxilio
|
|
||||||
* Impulse
|
|
||||||
* Doods
|
|
||||||
* SOS-Games
|
|
||||||
* Bram
|
|
||||||
* qoheniac
|
|
||||||
* WillConker
|
|
||||||
|
|
||||||
## Music
|
## MineClone5
|
||||||
* Jordach for the jukebox music compilation from Big Freaking Dig
|
* kay27
|
||||||
* 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/
|
* Debiankaios
|
||||||
* Jester for helping to finely tune VoxeLibre (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
|
* epCode
|
||||||
* Exhale & Tim Unwin for some wonderful VoxeLibre tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
|
* NO11
|
||||||
* 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)
|
* j45
|
||||||
|
* chmodsayshello
|
||||||
|
* 3raven
|
||||||
|
* PrairieWind
|
||||||
|
* Gustavo6046 / wallabra
|
||||||
|
* CableGuy67
|
||||||
|
* MrRar
|
||||||
|
|
||||||
|
## Mineclonia
|
||||||
|
* erlehmann
|
||||||
|
* Li0n
|
||||||
|
* E
|
||||||
|
* n_to
|
||||||
|
|
||||||
## Original Mod Authors
|
## Original Mod Authors
|
||||||
* Wuzzy
|
* Wuzzy
|
||||||
|
@ -179,20 +153,14 @@
|
||||||
* 4Evergreen4
|
* 4Evergreen4
|
||||||
* jordan4ibanez
|
* jordan4ibanez
|
||||||
* paramat
|
* paramat
|
||||||
* debian044 / debian44
|
|
||||||
* chmodsayshello
|
|
||||||
* cora
|
* cora
|
||||||
* Faerraven / Michieal
|
* Faerraven / Michieal
|
||||||
* PrairieWind
|
|
||||||
* ChrisPHP
|
|
||||||
|
|
||||||
## 3D Models
|
## 3D Models
|
||||||
* 22i
|
* 22i
|
||||||
* tobyplowy
|
* tobyplowy
|
||||||
* epCode
|
* epCode
|
||||||
* Faerraven / Michieal
|
* Faerraven / Michieal
|
||||||
* SumianVoice
|
|
||||||
* thunder1035
|
|
||||||
|
|
||||||
## Textures
|
## Textures
|
||||||
* XSSheep
|
* XSSheep
|
||||||
|
@ -208,12 +176,6 @@
|
||||||
* cora
|
* cora
|
||||||
* Faerraven / Michieal
|
* Faerraven / Michieal
|
||||||
* Nicu
|
* Nicu
|
||||||
* Exhale
|
|
||||||
* Aeonix_Aeon
|
|
||||||
* Wbjitscool
|
|
||||||
* SmokeyDope
|
|
||||||
* thunder1035
|
|
||||||
* Herowl
|
|
||||||
|
|
||||||
## Translations
|
## Translations
|
||||||
* Wuzzy
|
* Wuzzy
|
||||||
|
@ -230,13 +192,6 @@
|
||||||
* SakuraRiu
|
* SakuraRiu
|
||||||
* anarquimico
|
* anarquimico
|
||||||
* syl
|
* syl
|
||||||
* Temak
|
|
||||||
* megustanlosfrijoles
|
|
||||||
* kbundg
|
|
||||||
* Isaac Dennis
|
|
||||||
* ADLON
|
|
||||||
* Sab Pyrope
|
|
||||||
* JoseDouglas26
|
|
||||||
|
|
||||||
## Funders
|
## Funders
|
||||||
* 40W
|
* 40W
|
||||||
|
@ -244,6 +199,12 @@
|
||||||
* Cora
|
* Cora
|
||||||
|
|
||||||
## Special thanks
|
## 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
|
* 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
|
* 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) 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)
|
||||||
|
|
16
GROUPS.md
|
@ -25,7 +25,7 @@ The basic digging time groups determine by which tools a node can be dug.
|
||||||
* `handy=1`: Breakable by hand and this node gives it useful drop when dug by hand. All nodes which are breakable by pickaxe, axe, shovel, sword or shears are also automatically breakable by hand, but not neccess
|
* `handy=1`: Breakable by hand and this node gives it useful drop when dug by hand. All nodes which are breakable by pickaxe, axe, shovel, sword or shears are also automatically breakable by hand, but not neccess
|
||||||
* `creative_breakable=1`: Block is breakable by hand in creative mode. This group is implied if the node belongs to any other digging group
|
* `creative_breakable=1`: Block is breakable by hand in creative mode. This group is implied if the node belongs to any other digging group
|
||||||
|
|
||||||
Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times work in Minecraft, as VoxeLibre is based on the same system.
|
Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times work in Minecraft, as MineClone 2 is based on the same system.
|
||||||
|
|
||||||
### Groups for interactions
|
### Groups for interactions
|
||||||
|
|
||||||
|
@ -117,7 +117,7 @@ These groups correspond to the Minecraft materials. They classify the block into
|
||||||
* `material_glass=1`: Glass
|
* `material_glass=1`: Glass
|
||||||
|
|
||||||
Currently, these groups are used for the note block.
|
Currently, these groups are used for the note block.
|
||||||
Note that not all Minecraft materials are used so far. More Minecraft materials will likely only be added when they are needed for a concrete use case.
|
Note that not all Minecraft materials are used so far. More Minecraft materials will lilely only be added when they are needed for a concrete use case.
|
||||||
|
|
||||||
### Declarative groups
|
### Declarative groups
|
||||||
These groups are used mostly for informational purposes
|
These groups are used mostly for informational purposes
|
||||||
|
@ -170,8 +170,16 @@ These groups are used mostly for informational purposes
|
||||||
* `ammo_bow=1`: Item is used as ammo for bows
|
* `ammo_bow=1`: Item is used as ammo for bows
|
||||||
* `non_combat_armor=1`: Item can be equipped as armor, but is not made for combat (e.g. zombie head, pumpkin)
|
* `non_combat_armor=1`: Item can be equipped as armor, but is not made for combat (e.g. zombie head, pumpkin)
|
||||||
* `container`: Node is a container which physically stores items within and has at least 1 inventory
|
* `container`: Node is a container which physically stores items within and has at least 1 inventory
|
||||||
* `container=1`: Container type, which does not allow hoppers to transfer items
|
* `container=2`: Has one inventory with list name `"main"`. Items can be placed and taken freely
|
||||||
* `container=2`: Items can be placed and taken freely. Can have inventory with list name `"main"` or define `_mcl_hoppers_on_try_pull`, `_mcl_hoppers_on_try_push`, `_mcl_hoppers_on_after_pull`, `_mcl_hoppers_on_after_push` to play along hoppers nicely.
|
* `container=3`: Same as `container=2`, but shulker boxes can not be inserted
|
||||||
|
* `container=4`: Furnace-like, has lists `"src"`, `"fuel"` and `"dst"`.
|
||||||
|
It is expected that this also reacts on `on_timer`;
|
||||||
|
the node timer must be started from other mods when they add into `"src"` or `"fuel"`
|
||||||
|
* `container=5`: Left part of a 2-part horizontal connected container. Both parts have a `"main"` inventory
|
||||||
|
list. Both inventories are considered to belong together. This is used for large chests.
|
||||||
|
* `container=6`: Same as above, but for the right part.
|
||||||
|
* `container=7`: Has inventory list "`main`", no movement allowed
|
||||||
|
* `container=1`: Other/unspecified container type
|
||||||
* `spawn_egg=1`: Spawn egg
|
* `spawn_egg=1`: Spawn egg
|
||||||
|
|
||||||
* `pressure_plate=1`: Pressure plate (off)
|
* `pressure_plate=1`: Pressure plate (off)
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
Survive, farm, build, explore, play with friends, and do much more. Inspired by a well-known block game, pushing beyond.
|
Survive, farm, build, explore, play with friends, and do much more. Inspired by a well known block game, pushing beyond.
|
||||||
|
|
||||||
How to play:
|
How to play:
|
||||||
|
|
||||||
|
@ -6,18 +6,16 @@ How to play:
|
||||||
- Navigate to https://www.minetest.net/ to download the client.
|
- Navigate to https://www.minetest.net/ to download the client.
|
||||||
- Once installed, open and select the "Content" tab
|
- Once installed, open and select the "Content" tab
|
||||||
|
|
||||||
#### Install VoxeLibre from ContentDB
|
#### Install MineClone2 from ContentDB
|
||||||
- Click "Browse Online Content" and filter by Games (select "Games" from the dropdown box)
|
- Click "Browse Online Content" and filter by Games (select "Games" from the dropdown box)
|
||||||
- Find "VoxeLibre" (should be first on the list or on the first page)
|
- Find "MineClone2" (should be first on the list or on the first page)
|
||||||
- Click the [+] button next to VoxeLibre and wait for download to finish
|
- Click the [+] button next to MineClone2 and wait for download to finish
|
||||||
- Click "Back to Main Menu"
|
- Click "Back to Main Menu"
|
||||||
|
|
||||||
#### Create new world and play
|
#### Create new world and play
|
||||||
- Click "Start Game" tab
|
- Click "Start Game" tab
|
||||||
- At the bottom click the VoxeLibre icon (the stone & sandstone ball with the letters VL)
|
- At the bottom click the MineClone2 icon (the 2 dirt with grass blocks)
|
||||||
- Click "New", give your world a name
|
- Click "New", give your world a name
|
||||||
- You can leave seed blank or put in a word of your choice
|
- You can leave seed blank or put in a word of your choice
|
||||||
- Pick a mapgen or leave the default (v7, valleys or carpathian mapgens are recommended)
|
|
||||||
- Pick mapgen options on the right (enabling everything is recommended)
|
|
||||||
- Select your new world
|
- Select your new world
|
||||||
- Click "Play Game" and enjoy!
|
- Click "Play Game" and enjoy!
|
25
LEGAL.md
|
@ -1,14 +1,14 @@
|
||||||
# Legal information
|
# Legal information
|
||||||
This is a game inspired by Minecraft with unique content.
|
This is a fan game, not developed or endorsed by Mojang AB.
|
||||||
|
|
||||||
Copying is an act of love. Please copy and share! <3
|
Copying is an act of love. Please copy and share! <3
|
||||||
Here's the detailed legalese for those who need it:
|
Here's the detailed legalese for those who need it:
|
||||||
|
|
||||||
## License of source code
|
## License of source code
|
||||||
VoxeLibre (by Lizzy Fleckenstein, Wuzzy, davedevils and countless others)
|
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
|
||||||
is inspired by Minecraft.
|
is an imitation of Minecraft.
|
||||||
|
|
||||||
VoxeLibre is free software: you can redistribute it and/or modify
|
MineClone 2 is free software: you can redistribute it and/or modify
|
||||||
it under the terms of the GNU General Public License as published by
|
it under the terms of the GNU General Public License as published by
|
||||||
the Free Software Foundation, either version 3 of the License, or
|
the Free Software Foundation, either version 3 of the License, or
|
||||||
(at your option) any later version.
|
(at your option) any later version.
|
||||||
|
@ -22,15 +22,15 @@ details.
|
||||||
In the mods you might find in the read-me or license
|
In the mods you might find in the read-me or license
|
||||||
text files a different license. This counts as dual-licensing.
|
text files a different license. This counts as dual-licensing.
|
||||||
You can choose which license applies to you: Either the
|
You can choose which license applies to you: Either the
|
||||||
license of VoxeLibre (GNU GPLv3) or the mod's license.
|
license of MineClone 2 (GNU GPLv3) or the mod's license.
|
||||||
|
|
||||||
VoxeLibre is a direct continuation of the discontinued MineClone
|
MineClone 2 is a direct continuation of the discontinued MineClone
|
||||||
project by davedevils.
|
project by davedevils.
|
||||||
|
|
||||||
Mod credits:
|
Mod credits:
|
||||||
See `README.txt` or `README.md` in each mod directory for information about other authors.
|
See `README.txt` or `README.md` in each mod directory for information about other authors.
|
||||||
For mods that do not have such a file, the license is the source code license
|
For mods that do not have such a file, the license is the source code license
|
||||||
of VoxeLibre and the author is Wuzzy.
|
of MineClone 2 and the author is Wuzzy.
|
||||||
|
|
||||||
## License of media (textures and sounds)
|
## License of media (textures and sounds)
|
||||||
No non-free licenses are used anywhere.
|
No non-free licenses are used anywhere.
|
||||||
|
@ -38,18 +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,
|
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
|
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
|
||||||
from scratch.
|
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/>
|
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
|
||||||
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
|
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
|
||||||
|
|
||||||
Armor trim models were created by Aeonix_Aeon
|
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
|
||||||
Source: <https://www.curseforge.com/minecraft/texture-packs/ozocraft-remix>
|
|
||||||
License: [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)
|
|
||||||
|
|
||||||
Charcoal block texture was created by [blitzdoughnuts](https://gitlab.com/ApplemunchFromDaDead), based on the Pixel Perfection coal block.
|
|
||||||
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
|
|
||||||
|
|
||||||
The main menu images are released under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
|
|
||||||
|
|
||||||
All other files, unless mentioned otherwise, fall under:
|
All other files, unless mentioned otherwise, fall under:
|
||||||
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||||
|
|
27
MODELS.md
|
@ -1,14 +1,13 @@
|
||||||
# Models in Minetest/VoxeLibre
|
#Models in Minetest/Mineclone2
|
||||||
|
|
||||||
Models are an important part of all entities & unique nodes in VoxeLibre. 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 VoxeLibre.
|
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
|
## 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)
|
||||||
|
|
||||||
For more detailed information on actually using blender to create and modify models for Minetest/VoxeLibre, please visit the Minetest wiki's page on using Blender [Here](https://wiki.minetest.net/Using_Blender)
|
##Recommended software
|
||||||
|
|
||||||
## Recommended software
|
###Blender
|
||||||
|
|
||||||
### 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.
|
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.
|
||||||
|
|
||||||
|
@ -20,16 +19,14 @@ Blitz 3D (.b3d) Is one of the main animated model formats used for entities in t
|
||||||
|
|
||||||
The most up to date version of this Blender plugin can be downloaded [Here](https://github.com/GreenXenith/io_scene_b3d/releases/tag/f189786)
|
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
|
##Types of model formats
|
||||||
|
|
||||||
### Animated, skinned models
|
|
||||||
|
|
||||||
|
###Animated, skinned models
|
||||||
* Blitz 3D files (.b3d)
|
* Blitz 3D files (.b3d)
|
||||||
|
|
||||||
* Microsoft DirectX (.x) (binary & text, compression is not supported)
|
* Microsoft DirectX (.x) (binary & text, compression is not supported)
|
||||||
|
|
||||||
### Static meshes
|
###Static meshes
|
||||||
|
|
||||||
* Wavefront OBJ (.obj)
|
* Wavefront OBJ (.obj)
|
||||||
|
|
||||||
Note: The sometimes accompanying .mtl files are not supported and can safely be deleted.
|
Note: The sometimes accompanying .mtl files are not supported and can safely be deleted.
|
||||||
|
@ -48,18 +45,16 @@ Note: Do not use .b3d and .x files for static meshes at the moment, Minetest cur
|
||||||
|
|
||||||
Note: Any formats not mentioned above but known to work in the past were removed in 5.5.0 and aren't supported anymore.
|
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
|
##Pros & Cons of .b3d vs .x
|
||||||
|
|
||||||
### B3D
|
|
||||||
|
|
||||||
|
###B3D
|
||||||
* [+] Binary format means a small size
|
* [+] Binary format means a small size
|
||||||
|
|
||||||
* [-] Difficult to postprocess after exporting
|
* [-] Difficult to postprocess after exporting
|
||||||
|
|
||||||
* [-] Difficult to debug problems
|
* [-] Difficult to debug problems
|
||||||
|
|
||||||
### X (text version)
|
###X (text version)
|
||||||
|
|
||||||
* [+] Can be parsed easily with lua scripts
|
* [+] Can be parsed easily with lua scripts
|
||||||
|
|
||||||
* [+] Can be easily generated by scripts
|
* [+] Can be easily generated by scripts
|
||||||
|
|
71
README.md
|
@ -1,6 +1,6 @@
|
||||||
# VoxeLibre
|
# MineClone2
|
||||||
A game inspired by Minecraft for Minetest. Forked from MineClone by davedevils.
|
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
|
||||||
Developed by many people, see CREDITS.md for a complete list.
|
Developed by many people. Not developed or endorsed by Mojang AB.
|
||||||
|
|
||||||
### Gameplay
|
### Gameplay
|
||||||
You start in a randomly-generated world made entirely of cubes. You can explore
|
You start in a randomly-generated world made entirely of cubes. You can explore
|
||||||
|
@ -27,7 +27,7 @@ Or you can play in “creative mode” in which you can build almost anything in
|
||||||
## How to play (quick start)
|
## How to play (quick start)
|
||||||
### Getting started
|
### Getting started
|
||||||
* **Punch a tree** trunk until it breaks and collect wood
|
* **Punch a tree** trunk until it breaks and collect wood
|
||||||
* Place the **wood into the 2×2 grid** (your “crafting grid” in your inventory menu) and craft 4 wood planks
|
* Place the **wood into the 2×2 grid** (your “crafting grid” in your inventory menu and craft 4 wood planks
|
||||||
* Place the 4 wood planks in a 2×2 shape in the crafting grid to **make a crafting table**
|
* Place the 4 wood planks in a 2×2 shape in the crafting grid to **make a crafting table**
|
||||||
* **Rightclick the crafting table** for a 3×3 crafting grid to craft more complex things
|
* **Rightclick the crafting table** for a 3×3 crafting grid to craft more complex things
|
||||||
* Use the **crafting guide** (book icon) to learn all the possible crafting recipes
|
* Use the **crafting guide** (book icon) to learn all the possible crafting recipes
|
||||||
|
@ -37,15 +37,15 @@ Or you can play in “creative mode” in which you can build almost anything in
|
||||||
|
|
||||||
### Farming
|
### Farming
|
||||||
* Find seeds
|
* Find seeds
|
||||||
* Craft a hoe
|
* Craft hoe
|
||||||
* Rightclick dirt or a similar block with a hoe to create farmland
|
* Rightclick dirt or similar block with hoe to create farmland
|
||||||
* Place seeds on farmland and watch them grow
|
* Place seeds on farmland and watch them grow
|
||||||
* Collect plants when fully grown
|
* Collect plant when fully grown
|
||||||
* If near water, farmland becomes wet and speeds up growth
|
* If near water, farmland becomes wet and speeds up growth
|
||||||
|
|
||||||
### Furnace
|
### Furnace
|
||||||
* Craft a furnace
|
* Craft furnace
|
||||||
* The furnace allows you to obtain more items
|
* Furnace allows you to obtain more items
|
||||||
* Upper slot must contain a smeltable item (example: iron ore)
|
* Upper slot must contain a smeltable item (example: iron ore)
|
||||||
* Lower slot must contain a fuel item (example: coal)
|
* Lower slot must contain a fuel item (example: coal)
|
||||||
* See tooltips in crafting guide to learn about fuels and smeltable items
|
* See tooltips in crafting guide to learn about fuels and smeltable items
|
||||||
|
@ -64,44 +64,49 @@ Use the `/giveme` chat command to obtain them. See the in-game help for
|
||||||
an explanation.
|
an explanation.
|
||||||
|
|
||||||
## Installation
|
## Installation
|
||||||
To run the game with the best performance and support, we recommend the latest
|
This game requires [Minetest](http://minetest.net) to run (version 5.4.1 or
|
||||||
stable version of [Minetest](http://minetest.net), be we always make an effort
|
later). So you need to install Minetest first. Only stable versions of Minetest
|
||||||
to support one version behind the latest stable version. In some cases, older
|
are officially supported.
|
||||||
versions might still be good enough but you would be missing out on important
|
There is no support for running MineClone2 in development versions of Minetest.
|
||||||
Minetest features that enable important features for our game.
|
|
||||||
|
|
||||||
There is no support for running VoxeLibre in development versions of Minetest.
|
To install MineClone2 (if you haven't already), move this directory into the
|
||||||
|
|
||||||
To install VoxeLibre (if you haven't already), move this directory into the
|
|
||||||
“games” directory of your Minetest data directory. Consult the help of
|
“games” directory of your Minetest data directory. Consult the help of
|
||||||
Minetest to learn more.
|
Minetest to learn more.
|
||||||
|
|
||||||
## Useful links
|
## Useful links
|
||||||
The VoxeLibre repository is hosted at Mesehub. To contribute or report issues, head there.
|
The MineClone2 repository is hosted at Mesehub. To contribute or report issues, head there.
|
||||||
|
|
||||||
* Mesehub: <https://git.minetest.land/VoxeLibre/VoxeLibre>
|
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
|
||||||
* Discord: <https://discord.gg/xE4z8EEpDC>
|
* Discord: <https://discord.gg/xE4z8EEpDC>
|
||||||
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
|
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
|
||||||
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
|
* IRC: <https://web.libera.chat/#mineclone2>
|
||||||
* OpenCollective: <https://opencollective.com/voxelibre>
|
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
|
||||||
* Mastodon: <https://fosstodon.org/@VoxeLibre>
|
* Reddit: <https://www.reddit.com/r/MineClone2/>
|
||||||
* Lemmy: <https://lemm.ee/c/voxelibre>
|
|
||||||
* Matrix space: <https://app.element.io/#/room/#voxelibre:matrix.org>
|
|
||||||
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
|
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
|
||||||
* Reddit: <https://www.reddit.com/r/VoxeLibre/>
|
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
|
||||||
* IRC (barely used): <https://web.libera.chat/#mineclone2>
|
* OpenCollective: <https://opencollective.com/mineclone2>
|
||||||
|
|
||||||
## Target
|
## Target
|
||||||
- Create a stable, peformant, moddable, free/libre game inspired by Minecraft
|
- Crucially, create a stable, moddable, free/libre clone of Minecraft
|
||||||
using the Minetest engine, usable in both singleplayer and multiplayer.
|
based on the Minetest engine with polished features, usable in both
|
||||||
- Currently, a lot of features are already implemented.
|
singleplayer and multiplayer. Currently, a lot of **Minecraft Java
|
||||||
Polishing existing features is always welcome.
|
Edition** features are already implemented and polishing existing
|
||||||
|
features are prioritized over new feature requests.
|
||||||
|
- With lessened priority yet strictly, implement features targetting
|
||||||
|
**Current Minecraft versions + OptiFine** (OptiFine only as far as supported
|
||||||
|
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
|
## Completion status
|
||||||
This game is currently in **beta** stage.
|
This game is currently in **beta** stage.
|
||||||
It is playable, but not yet feature-complete.
|
It is playable, but not yet feature-complete.
|
||||||
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
|
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
|
||||||
If you want to use the development version of VoxeLibre 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:
|
The following main features are available:
|
||||||
|
|
||||||
|
@ -159,7 +164,7 @@ Bonus features (not found in Minecraft):
|
||||||
* Built-in crafting guide which shows you crafting and smelting recipes
|
* Built-in crafting guide which shows you crafting and smelting recipes
|
||||||
* In-game help system containing extensive help about gameplay basics, blocks, items and more
|
* In-game help system containing extensive help about gameplay basics, blocks, items and more
|
||||||
* Temporary crafting recipes. They only exist to make some otherwise unaccessible items available when you're not in creative mode. These recipes will be removed as development goes on an more features become available
|
* Temporary crafting recipes. They only exist to make some otherwise unaccessible items available when you're not in creative mode. These recipes will be removed as development goes on an more features become available
|
||||||
* Saplings in chests in [mapgen v6](https://wiki.minetest.net/Map_generator#v6)
|
* Saplings in chests in mapgen v6
|
||||||
* Fully moddable (thanks to Minetest's powerful Lua API)
|
* Fully moddable (thanks to Minetest's powerful Lua API)
|
||||||
* New blocks and items:
|
* New blocks and items:
|
||||||
* Lookup tool, shows you the help for whatever it touches
|
* Lookup tool, shows you the help for whatever it touches
|
||||||
|
@ -184,7 +189,7 @@ Technical differences from Minecraft:
|
||||||
* Different engine (Minetest)
|
* Different engine (Minetest)
|
||||||
* Different easter eggs
|
* Different easter eggs
|
||||||
|
|
||||||
… and finally, VoxeLibre is free software (“free” as in “freedom”)!
|
… and finally, MineClone2 is free software (“free” as in “freedom”)!
|
||||||
|
|
||||||
## Other readme files
|
## Other readme files
|
||||||
|
|
||||||
|
|
|
@ -1,6 +1,5 @@
|
||||||
# VoxeLibre
|
# MineClone2
|
||||||
Un jeu inspiré de Minecraft pour Minetest. Forké depuis Mineclone par davedevils.
|
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.
|
||||||
Développé par de nombreuses personnes, voir CREDITS.md pour une liste complète.
|
|
||||||
|
|
||||||
### Gameplay
|
### 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.
|
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.
|
||||||
|
@ -22,7 +21,7 @@ Vous atterissez dans un monde fait entièrement de cubes et généré aléatoire
|
||||||
### Commencer
|
### Commencer
|
||||||
* **Frappez un arbre** jusqu'à ce qu'il casse et donne du bois
|
* **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
|
* Placez le **bois dans la grille 2x2** (la "grille de fabrication" de votre menu d'inventaire) et fabriquez 4 planches de bois
|
||||||
* Placez les 4 planches de bois dans la grille 2x2 et **fabriquez un établi**
|
* 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
|
* **Faites un clic droit sur l'établi** (icone livre) pour apprendre toutes les recettes possibles
|
||||||
* **Fabriquez une pioche de bois** pour miner la pierre
|
* **Fabriquez une pioche de bois** pour miner la pierre
|
||||||
* Différents outils minent différentes sortes de blocs. Essayez-les !
|
* Différents outils minent différentes sortes de blocs. Essayez-les !
|
||||||
|
@ -31,10 +30,10 @@ Vous atterissez dans un monde fait entièrement de cubes et généré aléatoire
|
||||||
### Agriculture
|
### Agriculture
|
||||||
* Trouvez des graines
|
* Trouvez des graines
|
||||||
* Fabriquez une houe
|
* Fabriquez une houe
|
||||||
* Faites un clic droit sur la terre ou un bloc similaire avec la houe pour créer des terres agricoles
|
* Faites un clic droit sur la terre ou des blocs similaires avec la houe pour créer des terres agricoles
|
||||||
* Placez des graines sur des terres agricoles et regardez les pousser
|
* Placer des graines sur des terres agricoles et regardez les pousser
|
||||||
* Récoltez les plantes une fois matûres
|
* Récoltez les plantes une fois matûres
|
||||||
* Les terres agricoles proches de l'eau deviennent humides et accélèrent la croissance
|
* Les terres agricoles proche de l'eau deviennent humides et accélèrent la croissance
|
||||||
|
|
||||||
### Four
|
### Four
|
||||||
* Fabriquez un four
|
* Fabriquez un four
|
||||||
|
@ -55,35 +54,33 @@ Utilisez la commande de chat `/giveme` pour les obtenir. Voir l'aide interne au
|
||||||
|
|
||||||
## Installation
|
## Installation
|
||||||
Ce jeu nécessite [Minetest](http://minetest.net) pour fonctionner (version 5.4.1 ou plus). Vous devez donc installer Minetest d'abord. Seules les versions stables de Minetest sont officielement supportées.
|
Ce jeu nécessite [Minetest](http://minetest.net) pour fonctionner (version 5.4.1 ou plus). Vous devez donc installer Minetest d'abord. Seules les versions stables de Minetest sont officielement supportées.
|
||||||
Il n'y a pas de support de VoxeLibre dans les versions développement de Minetest.
|
Il n'y a pas de support de MineClone2 dans les versions développement de Minetest.
|
||||||
|
|
||||||
Pour installer VoxeLibre (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.
|
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
|
## Liens utiles
|
||||||
Le dépôt de VoxeLibre est hébergé sur Mesehub. Pour contribuer ou signaler des problèmes, allez là-bas.
|
Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou signaler des problèmes, allez là-bas.
|
||||||
|
|
||||||
* Mesehub : <https://git.minetest.land/VoxeLibre/VoxeLibre>
|
* Mesehub : <https://git.minetest.land/MineClone2/MineClone2>
|
||||||
* Discord : <https://discord.gg/xE4z8EEpDC>
|
* 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/>
|
||||||
|
* Forums Minetest : <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
|
||||||
* ContentDB : <https://content.minetest.net/packages/wuzzy/mineclone2/>
|
* ContentDB : <https://content.minetest.net/packages/wuzzy/mineclone2/>
|
||||||
* OpenCollective : <https://opencollective.com/mineclone2>
|
* OpenCollective : <https://opencollective.com/mineclone2>
|
||||||
* Mastodon : <https://fosstodon.org/@VoxeLibre>
|
|
||||||
* Lemmy : <https://lemm.ee/c/voxelibre>
|
|
||||||
* Espace Matrix : <https://app.element.io/#/room/#voxelibre:matrix.org>
|
|
||||||
* Forums Minetest : <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
|
|
||||||
* Reddit : <https://www.reddit.com/r/VoxeLibre/>
|
|
||||||
* IRC (peu utilisé) : <https://web.libera.chat/#mineclone2>
|
|
||||||
|
|
||||||
## Objectif
|
## Objectif
|
||||||
* Créer un jeu stable, performant, moddable et libre inspiré de Minecraft en utilisant le moteur de jeu Minetest, utilisable à la fois en mode solo et multijoueur.
|
* 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.
|
||||||
* Actuellement, un grand nombre de fonctionnalités sont déjà implémentées.
|
* 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.
|
||||||
L'amélioration des fonctionnalités existantes est toujours la bienvenue.
|
* Dans l'idéal, créer une expérience performante qui tourne bien sur des ordinateurs à basse performance. Malheureusement, en raison des mécanismes de Minecraft et des limitations du moteur Minetest ainsi que de la petite taille de la communauté de joueurs sur des ordinateurs à basses performances, les optimisations sont difficiles à explorer.
|
||||||
|
|
||||||
## Statut de complétion
|
## Statut de complétion
|
||||||
Ce jeu est actuellement au stade **beta**.
|
Ce jeu est actuellement au stade **beta**.
|
||||||
Il est jouable mais incomplet en fonctionnalités.
|
Il est jouable mais incomplet en fonctionnalités.
|
||||||
La rétro-compatibilité n'est pas entièrement garantie, mettre votre monde à jour peut causer de petits bugs.
|
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 VoxeLibre en production, la branche master est habituellement relativement stable.
|
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 fonctionnalités suivantes sont disponibles :
|
||||||
|
|
||||||
|
@ -140,7 +137,7 @@ Fonctionnalités bonus (absentes de Minecraft) :
|
||||||
* Guide d'artisanat intégré au jeu qui montre les recettes d'artisanat et de cuisson
|
* 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
|
* 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 fonctionnalités.
|
||||||
* Pousses dans les coffres en [mapgen v6](https://wiki.minetest.net/Map_generator#v6)
|
* 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 :
|
* Nouveaux blocs et objets :
|
||||||
* Outil de recherche, montre l'aide de ce qu'il touche
|
* Outil de recherche, montre l'aide de ce qu'il touche
|
||||||
|
@ -165,7 +162,7 @@ Différences techniques avec Minecraft :
|
||||||
* Un moteur de jeu différent (Minetest)
|
* Un moteur de jeu différent (Minetest)
|
||||||
* Des bonus cachés différents
|
* Des bonus cachés différents
|
||||||
|
|
||||||
...et enfin VoxeLibre est un logiciel libre !
|
...et enfin MineClone2 est un logiciel libre !
|
||||||
|
|
||||||
## Autres fichiers readme
|
## Autres fichiers readme
|
||||||
|
|
||||||
|
|
|
@ -1,193 +0,0 @@
|
||||||
# VoxeLibre
|
|
||||||
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 VoxeLibre на разрабатываемых версиях Minetest.
|
|
||||||
|
|
||||||
Чтобы установить VoxeLibre (если вы этого еще не сделали), переместите эту папку в
|
|
||||||
“games” в папке данных Minetest. Смотрите справку Minetest, чтобы узнать больше.
|
|
||||||
|
|
||||||
## Полезные ссылки
|
|
||||||
Репозиторий VoxeLibre 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
|
|
||||||
VoxeLibre, 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 возможности (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 в [mapgen v6](https://wiki.minetest.net/Map_generator#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 текстуры (Pixel Perfection)
|
|
||||||
* Другие звуки (разные источники)
|
|
||||||
* Другой движок (Minetest)
|
|
||||||
* Другие пасхалки
|
|
||||||
|
|
||||||
… и наконец, VoxeLibre 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
|
|
|
@ -1,6 +1,4 @@
|
||||||
This file is severely out of date. If you can help updating this translation, please reach out to us (contact in README.md - the English version).
|
# MineClone 2
|
||||||
|
|
||||||
# VoxeLibre
|
|
||||||
一個非官方的Minetest遊戲,遊玩方式和Minecraft類似。由davedevils從MineClone分拆。
|
一個非官方的Minetest遊戲,遊玩方式和Minecraft類似。由davedevils從MineClone分拆。
|
||||||
由許多人開發。並非由Mojang Studios開發。<!-- "Mojang AB"'s Name changed at 2020/05, main README should change too -->
|
由許多人開發。並非由Mojang Studios開發。<!-- "Mojang AB"'s Name changed at 2020/05, main README should change too -->
|
||||||
|
|
||||||
|
@ -85,11 +83,11 @@ Minetest to learn more.
|
||||||
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
|
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
|
||||||
|
|
||||||
* **開發目標:我的世界, Java版, 版本 1.12**
|
* **開發目標:我的世界, Java版, 版本 1.12**
|
||||||
* VoxeLibre還包括Minetest支持的Optifine功能。
|
* MineClone2還包括Minetest支持的Optifine功能。
|
||||||
* 後期Minecraft版本的功能可能會偷偷加入,但它們的優先級較低。
|
* 後期Minecraft版本的功能可能會偷偷加入,但它們的優先級較低。
|
||||||
* 總的來說,Minecraft的目標是在Minetest目前允許的情況下進行克隆。
|
* 總的來說,Minecraft的目標是在Minetest目前允許的情況下進行克隆。
|
||||||
* 克隆Minecraft是最優先的。
|
* 克隆Minecraft是最優先的。
|
||||||
* VoxeLibre將使用不同的圖形和聲音,但風格相似。
|
* MineClone2將使用不同的圖形和聲音,但風格相似。
|
||||||
* 克隆界面沒有優先權。只會被粗略地模仿。
|
* 克隆界面沒有優先權。只會被粗略地模仿。
|
||||||
* 在Minetest中發現的局限性將在開發過程中被記錄和報告。
|
* 在Minetest中發現的局限性將在開發過程中被記錄和報告。
|
||||||
|
|
||||||
|
@ -175,7 +173,7 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
|
||||||
* 不同的聲音(各種來源)
|
* 不同的聲音(各種來源)
|
||||||
* 不同的引擎(Minetest)
|
* 不同的引擎(Minetest)
|
||||||
|
|
||||||
...最後,VoxeLibre是自由軟件!
|
...最後,MineClone2是自由軟件!
|
||||||
|
|
||||||
## 錯誤報告
|
## 錯誤報告
|
||||||
請在此處報告所有錯誤和缺少的功能:
|
請在此處報告所有錯誤和缺少的功能:
|
||||||
|
@ -192,7 +190,7 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
|
||||||
|
|
||||||
* `LICENSE.txt`:GPLv3許可文本
|
* `LICENSE.txt`:GPLv3許可文本
|
||||||
* `CONTRIBUTING.md`: 為那些想參與貢獻的人提供資訊
|
* `CONTRIBUTING.md`: 為那些想參與貢獻的人提供資訊
|
||||||
* `MISSING_ENGINE_FEATURES.md`: VoxeLibre需要改进,Minetest中缺失的功能列表。
|
* `MISSING_ENGINE_FEATURES.md`: MineClone2需要改进,Minetest中缺失的功能列表。
|
||||||
* `API.md`: 關於MineClone2的API
|
* `API.md`: 關於MineClone2的API
|
||||||
|
|
||||||
## 參與者
|
## 參與者
|
||||||
|
@ -237,7 +235,7 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
|
||||||
* [kingoscargames](https://github.com/kingoscargames):現有材質的各種編輯和添加
|
* [kingoscargames](https://github.com/kingoscargames):現有材質的各種編輯和添加
|
||||||
* [leorockway](https://github.com/leorockway):怪物紋理的一些編輯
|
* [leorockway](https://github.com/leorockway):怪物紋理的一些編輯
|
||||||
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy):釉陶(材質以後會被替換)
|
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy):釉陶(材質以後會被替換)
|
||||||
* yutyo <tanakinci2002@gmail.com>:VoxeLibre標志
|
* yutyo <tanakinci2002@gmail.com>:MineClone2標志
|
||||||
* 其他:GUI圖片
|
* 其他:GUI圖片
|
||||||
|
|
||||||
### 翻譯
|
### 翻譯
|
||||||
|
@ -256,7 +254,7 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
|
||||||
|
|
||||||
### 特殊感謝
|
### 特殊感謝
|
||||||
|
|
||||||
* Wuzzy,感謝他啟動和維護VoxeLibre多年。
|
* Wuzzy,感謝他啟動和維護MineClone2多年。
|
||||||
* celeron55,創建Minetest。
|
* celeron55,創建Minetest。
|
||||||
* Minetest的社區提供了大量的mods選擇,其中一些最終被納入MineClone 2。
|
* Minetest的社區提供了大量的mods選擇,其中一些最終被納入MineClone 2。
|
||||||
* Jordach,為《Big Freaking Dig》的唱片機音樂合輯而來
|
* Jordach,為《Big Freaking Dig》的唱片機音樂合輯而來
|
||||||
|
|
184
RELEASE.md
|
@ -1,167 +1,75 @@
|
||||||
## Standard Release
|
### Standard Release
|
||||||
|
|
||||||
### Before releasing
|
#File to document release steps with a view to evolving into a script
|
||||||
|
|
||||||
Make sure all PRs in the release milestone are merged and you are working on a clean branch based on the master branch, up-to-date with the one on the repo.
|
#Update CREDITS.md
|
||||||
|
#Update version in game.conf
|
||||||
|
|
||||||
### Release process
|
|
||||||
|
|
||||||
1. Update CREDITS.md
|
|
||||||
2. Update version in game.conf
|
|
||||||
3. Run the script:
|
|
||||||
```
|
|
||||||
lua tools/generate_ingame_credits.lua
|
lua tools/generate_ingame_credits.lua
|
||||||
```
|
|
||||||
4. Make a commit for the above:
|
|
||||||
```
|
|
||||||
git add CREDITS.md
|
git add CREDITS.md
|
||||||
git add mods/HUD/mcl_credits/people.lua
|
git add mods/HUD/mcl_credits/people.lua
|
||||||
git add game.conf
|
git add game.conf
|
||||||
git commit -m "Updated release credits and set version for v0.87"
|
|
||||||
```
|
|
||||||
5. Add release notes to the `releasenotes` folder, named like
|
|
||||||
```
|
|
||||||
0_87-the_prismatic_release.md
|
|
||||||
```
|
|
||||||
6. Make a commit for the release notes:
|
|
||||||
```
|
|
||||||
git add releasenotes/0_87-the_prismatic_release.md
|
|
||||||
git commit -m "Add release notes for v0.87"
|
|
||||||
```
|
|
||||||
7. **Tag and push to the tag:**
|
|
||||||
```
|
|
||||||
git tag 0.87.0
|
|
||||||
git push origin 0.87.0
|
|
||||||
```
|
|
||||||
8. Update version in game.conf to the next version with -SNAPSHOT suffix:
|
|
||||||
```
|
|
||||||
git commit -m "Post-release set version 0.88.0-SNAPSHOT"
|
|
||||||
```
|
|
||||||
9. Push the above to a new branch, and make the release PR. Merge to finalize release process.
|
|
||||||
|
|
||||||
### Release via ContentDB
|
#git add RELEASE.md
|
||||||
|
|
||||||
1. Go to VoxeLibre page (https://content.minetest.net/packages/Wuzzy/mineclone2/)
|
git commit -m "Pre-release update credits and set version 0.82.0"
|
||||||
2. Click [+Release] button
|
|
||||||
3. Enter the release tag number in the title and Git reference box. For example (without quotes): "0.87.0"
|
|
||||||
4. In the minimum minetest version, put the oldest supported version (as of 19/05/2024 it is 5.6), leave the Maximum minetest version blank
|
|
||||||
5. Click save. Release is now live.
|
|
||||||
|
|
||||||
### After releasing
|
git tag 0.82.0
|
||||||
|
|
||||||
...inform people.
|
git push origin 0.82.0
|
||||||
|
|
||||||
* Open a release meta issue on the tracker, unpin and close the issue for the previous release, pin the new one.
|
#Update version in game.conf to -SNAPSHOT
|
||||||
* Upload video to YouTube.
|
|
||||||
* Add a comment to the forum post with the release number and change log. Maintainer will update the main post with code link.
|
|
||||||
* Add a Discord announcement post and @everyone with link to the release issue, release notes and other content, like video and forum post.
|
|
||||||
* Add a Matrix announcement post and @room with links like above.
|
|
||||||
* Share the news on reddit + Lemmy. Good subs to share with:
|
|
||||||
* r/linux_gaming
|
|
||||||
* r/opensourcegames
|
|
||||||
* r/opensource
|
|
||||||
* r/freesoftware
|
|
||||||
* r/linuxmasterrace
|
|
||||||
* r/VoxeLibre
|
|
||||||
* r/MineClone2 (*for now*)
|
|
||||||
|
|
||||||
|
git commit -m "Post-release set version 0.82.0-SNAPSHOT"
|
||||||
|
|
||||||
## Hotfix Release
|
### Hotfix Release
|
||||||
|
|
||||||
### Before releasing
|
##### Prepare release branch
|
||||||
|
|
||||||
First, determine if the current state of the master branch is fine for the Hotfix.
|
When hotfixing, you should never release new features. Any new code increases risk of new bugs which has additional testing/release concerns.
|
||||||
In general, Hotfixes shouldn't contain new features to minimize the risk of regressions.
|
To mitigate this, you just release the last release, and the relevant bug fix. For this, we do the following:
|
||||||
|
|
||||||
* If it hasn't been long since the release, and the only PRs merged so far are bugfixes and/or documentation changes,
|
* Create release branch from the last release tag, push it:
|
||||||
it is certainly fine to use it as a base for the release.
|
|
||||||
* If there are some features merged, but they are aimed at fixing/alleviating important issues with the last released version, it may still be fine.
|
|
||||||
* If there are some simple QoL features merged that are irrelevant to the last release, it may still be fine to use it as a base for the Hotfix.
|
|
||||||
* If there are major features or large overhauls merged, it *most probably* is **not** fine to use as a base for the Hotfix.
|
|
||||||
|
|
||||||
If you decided that the current state of the master branch can be used as the Hotfix version, make sure that all the PRs merged since the last release
|
|
||||||
are in the Hotfix milestone and you are working on a clean branch based on the master branch, up-to-date with the one on the repo.
|
|
||||||
In this case, **skip** the following section.
|
|
||||||
|
|
||||||
### Prepare release branch
|
|
||||||
|
|
||||||
If you decided that the current state of the master branch shouldn't be used as the Hotfix version, you must prepare a release branch.
|
|
||||||
|
|
||||||
1. Create release branch from the last release tag, push it:
|
|
||||||
```
|
|
||||||
git checkout -b release/0.82.1 0.82.0
|
git checkout -b release/0.82.1 0.82.0
|
||||||
|
|
||||||
git push origin release/0.82.1
|
git push origin release/0.82.1
|
||||||
```
|
|
||||||
2. Cherry-pick the relevant commits from the master branch, or merge them from other (PR) branches.
|
|
||||||
3. Make sure your local copy of the branch contains all the relevant changes, **do not rebase**.
|
|
||||||
|
|
||||||
### Release process
|
##### Prepare feature branch and fix
|
||||||
|
|
||||||
1. Update CREDITS.md if it is needed
|
* 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)
|
||||||
2. Update version in game.conf
|
|
||||||
3. If you've changed CREDITS.md, run the script:
|
git checkout -b hotfix_bug_1_branch
|
||||||
```
|
|
||||||
lua tools/generate_ingame_credits.lua
|
* 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)
|
||||||
4. Make a commit for the above:
|
|
||||||
```
|
##### Update version and tag the release
|
||||||
git add game.conf
|
|
||||||
git commit -m "Set version for hotfix v0.87.1"
|
* 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):
|
||||||
```
|
|
||||||
or, if credits got updated:
|
* Update version in game.conf to hotfix version and commit it. Example: version=0.82.1
|
||||||
```
|
|
||||||
git add CREDITS.md
|
* Tag it, push tag and branch:
|
||||||
git add mods/HUD/mcl_credits/people.lua
|
|
||||||
git add game.conf
|
git tag 0.82.1
|
||||||
git commit -m "Updated release credits and set version for hotfix v0.87.1"
|
|
||||||
```
|
git push origin 0.82.1
|
||||||
5. Add a section in the last releasnotes, like this:
|
|
||||||
```
|
|
||||||
## 0.87.1 hotfix
|
|
||||||
```
|
|
||||||
and describe the changes there
|
|
||||||
|
|
||||||
6. Make a commit for the releasenotes changes:
|
|
||||||
```
|
|
||||||
git add releasenotes/0_87-the_prismatic_release.md
|
|
||||||
git commit -m "Update release notes for hotfix v0.87.1"
|
|
||||||
```
|
|
||||||
7. **Tag and push to the tag:**
|
|
||||||
```
|
|
||||||
git tag 0.87.1
|
|
||||||
git push origin 0.87.1
|
|
||||||
```
|
|
||||||
8. If you are skipping some changes from the master branch (and thus are using a prepared master branch from the previous section),
|
|
||||||
push to the remote and skip the next two steps:
|
|
||||||
```
|
|
||||||
git push origin release/0.82.1
|
git push origin release/0.82.1
|
||||||
```
|
|
||||||
9. If you're releasing master branch, update version in game.conf to the next version with -SNAPSHOT suffix:
|
Note: If you have to do more than 1 hotfix release, can do it on the same release branch.
|
||||||
```
|
|
||||||
git commit -m "Post-hotfix reset version 0.88.0-SNAPSHOT"
|
|
||||||
```
|
|
||||||
10. If you're releasing master branch, push the above to a new branch, and make the release PR. Merge to finalize release process.
|
|
||||||
|
|
||||||
### Release via ContentDB
|
### Release via ContentDB
|
||||||
|
|
||||||
1. Go to VoxeLibre page (https://content.minetest.net/packages/Wuzzy/mineclone2/)
|
* Go to MineClone2 page (https://content.minetest.net/packages/Wuzzy/mineclone2/)
|
||||||
2. Click [+Release] button
|
* Click +Release
|
||||||
3. Enter the release tag number in the title and Git reference box. For example (without quotes): "0.87.1"
|
* Enter the release tag number in the title and Git reference box. For example (without quotes): "0.82.1"
|
||||||
4. In the minimum minetest version, put the oldest supported version (as of 19/05/2024 it is 5.6), leave the Maximum minetest version blank
|
* 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
|
||||||
5. Click save. Hotfix is now live.
|
* Click save. Release is now live.
|
||||||
|
|
||||||
### After releasing
|
##### Inform people
|
||||||
|
|
||||||
...inform people.
|
* Add a comment to the forum post with the release number and what is involved, and maintainer will update main post.
|
||||||
|
* Add a comment in Discord announcement
|
||||||
* Add a comment to the forum post with the release number and change log. Maintainer will update the main post with code link.
|
|
||||||
* Add a Discord announcement post and @everyone with link to the release issue and release notes, and describe briefly what the hotfix does.
|
|
||||||
* Add a Matrix announcement post and @room with content like above.
|
|
||||||
* Share the news on reddit + Lemmy. Good subs to share with:
|
|
||||||
* r/linux_gaming
|
|
||||||
* r/opensourcegames
|
|
||||||
* r/opensource
|
|
||||||
* r/freesoftware
|
|
||||||
* r/linuxmasterrace
|
|
||||||
* r/VoxeLibre
|
|
||||||
* r/MineClone2 (*for now*)
|
|
57
TEXTURES.md
|
@ -1,57 +0,0 @@
|
||||||
# Making Textures In VoxeLibre
|
|
||||||
|
|
||||||
Textures are a crucial asset for all items, nodes, and models in VoxeLibre. This document is for artist who would like to make and modify textures for VoxeLibre. 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/VoxeLibre, please visit the Minetest wiki's page on creating a texture pack. Click [here](https://wiki.minetest.net/Creating_texture_packs) to view the wiki page on creating texture packs.
|
|
||||||
|
|
||||||
## GIMP Tutorials Pixel Art Guide
|
|
||||||
GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would like further clarification as well as screenshots for what we are about to cover, it is an excellent resource to turn to. Click [here](https://thegimptutorials.com/how-to-make-pixel-art/) to view the guide
|
|
||||||
|
|
||||||
## Recommended Software
|
|
||||||
|
|
||||||
### GIMP
|
|
||||||
|
|
||||||
GIMP (GNU Image Manipulation Program) is a very popular and free image editing software supported on Windows, MacOS, and most Linux distributions. It is recommended to use GIMP to create and modify textures within the minetest engine.
|
|
||||||
|
|
||||||
Download GIMP [here](http://gimp.org/)
|
|
||||||
|
|
||||||
# Getting Started
|
|
||||||
## Creating a new file
|
|
||||||
the first thing to do is open GIMP and create a new file to work in by opening the File menu and choosing "New".
|
|
||||||
|
|
||||||
Choose width of 16 and height of 16 for the image size. While higher resolution textures are possible, The default size is 16x16. It is recommended you use this size as well, as it is universally supported on all systems.
|
|
||||||
|
|
||||||
## Zoom In
|
|
||||||
Next, you'll want to zoom in as the canvas is very small at the default zoom level. To do this either use CTRL + mousewheel, +/-, or navigate to the View menu > zoom > zoom in
|
|
||||||
|
|
||||||
## Configure Grid
|
|
||||||
Now, we'll want to turn on the grid. Open the edit menu and enable the 'show grid' option.
|
|
||||||
|
|
||||||
The default grid size is 10 pixels, we want to change it to a 1 pixel grid. Go to the Image menu and choose 'configure grid.
|
|
||||||
|
|
||||||
In the Spacing section, change both the Horizontal and Vertical pixel settings to 1.00 then click ok and the grid will update.
|
|
||||||
|
|
||||||
## Pencil Tool & Color Picking
|
|
||||||
The most useful brush type for pixel art is the Pencil tool. Its nested under the paintbrush tool in the toolbox, or you can use the keyboard shortcut 'N'.
|
|
||||||
|
|
||||||
Once the pencil tool is selected, navigate to the sliders on the left side of the canvas and change brush size to 1 pixel.
|
|
||||||
|
|
||||||
Now choose a color! You can do this by clicking on the two colored squares under the toolbox. The Color Picker tool is also a good option if you already have a reference image for color palette.
|
|
||||||
|
|
||||||
## How to export optimally
|
|
||||||
|
|
||||||
Once you have finished up a texture and are ready to export it, navigate to the file menu > export as... and make sure the file name extention is .png
|
|
||||||
|
|
||||||
After clicking 'Export', a menu will appear with a bunch of options checked. Make sure to uncheck all of these options!!! This will drastically reduce the file size from multiple kilobytes to a couple of hundred bytes. Finally click 'Export' one more time.
|
|
||||||
|
|
||||||
### Further optimization with OptiPNG
|
|
||||||
For those running a GNU/linux distribution, you most likely have the 'optipng' command available to you. If it does not come with your system by default, the software homepage can be found [here](https://optipng.sourceforge.net/) where you can download and install from source.
|
|
||||||
|
|
||||||
First, Open up the terminal in the directory where your exported texture is located (or navigate to the directory with the 'cd your/directory/path/to/textures'), then run this command
|
|
||||||
```
|
|
||||||
optipng -o7 -zm1-9 -nc -clobber -strip all *.png
|
|
||||||
```
|
|
||||||
This will further optimize all the textures in the directory.
|
|
||||||
|
|
||||||
NOTE: If you would like to further edit a texture that has been optipng'd in GIMP, you must manually set the color palette back to RBG after opening. Navigate to Image menu > Mode > select RGB
|
|
|
@ -1 +1 @@
|
||||||
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more.
|
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!
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
title = VoxeLibre
|
title = MineClone 2
|
||||||
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
|
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
|
||||||
disallowed_mapgens = v6
|
disallowed_mapgens = v6
|
||||||
version=0.88.0-SNAPSHOT
|
version=0.82.0-SNAPSHOT
|
Before Width: | Height: | Size: 151 KiB After Width: | Height: | Size: 83 KiB |
Before Width: | Height: | Size: 113 KiB After Width: | Height: | Size: 82 KiB |
Before Width: | Height: | Size: 113 KiB After Width: | Height: | Size: 81 KiB |
Before Width: | Height: | Size: 113 KiB After Width: | Height: | Size: 82 KiB |
BIN
menu/header.png
Before Width: | Height: | Size: 113 KiB After Width: | Height: | Size: 82 KiB |
BIN
menu/icon.png
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 51 KiB |
|
@ -16,7 +16,7 @@ information.
|
||||||
How the mod is used
|
How the mod is used
|
||||||
===================
|
===================
|
||||||
|
|
||||||
In VoxeLibre, all diggable nodes have the hardness set in the custom field
|
In MineClone 2, all diggable nodes have the hardness set in the custom field
|
||||||
"_mcl_hardness" (0 by default). These values are used together with digging
|
"_mcl_hardness" (0 by default). These values are used together with digging
|
||||||
groups by this mod to create the correct digging times for nodes. Digging
|
groups by this mod to create the correct digging times for nodes. Digging
|
||||||
groups are registered using the following code:
|
groups are registered using the following code:
|
||||||
|
@ -117,6 +117,10 @@ end
|
||||||
-- Array of unique hardness values for each group which affects dig time.
|
-- Array of unique hardness values for each group which affects dig time.
|
||||||
local hardness_values = get_hardness_values_for_groups()
|
local hardness_values = get_hardness_values_for_groups()
|
||||||
|
|
||||||
|
-- Map indexed by hardness values which return the index of that value in
|
||||||
|
-- hardness_value. Used for quick lookup.
|
||||||
|
local hardness_lookup = get_hardness_lookup_for_groups(hardness_values)
|
||||||
|
|
||||||
--[[local function compute_creativetimes(group)
|
--[[local function compute_creativetimes(group)
|
||||||
local creativetimes = {}
|
local creativetimes = {}
|
||||||
|
|
||||||
|
@ -182,7 +186,6 @@ local function add_groupcaps(toolname, groupcaps, groupcaps_def, efficiency)
|
||||||
local mult = capsdef.speed or 1
|
local mult = capsdef.speed or 1
|
||||||
local uses = capsdef.uses
|
local uses = capsdef.uses
|
||||||
local def = mcl_autogroup.registered_diggroups[g]
|
local def = mcl_autogroup.registered_diggroups[g]
|
||||||
assert(def, toolname .. " has unknown diggroup '" .. dump(g) .. "'")
|
|
||||||
local max_level = def.levels and #def.levels or 1
|
local max_level = def.levels and #def.levels or 1
|
||||||
|
|
||||||
assert(capsdef.level, toolname .. ' is missing level for ' .. g)
|
assert(capsdef.level, toolname .. ' is missing level for ' .. g)
|
||||||
|
@ -212,10 +215,6 @@ function mcl_autogroup.can_harvest(nodename, toolname, player)
|
||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
|
|
||||||
if minetest.get_item_group(nodename, "dig_immediate_piston") >= 1 then
|
|
||||||
return true
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check if it can be dug by tool
|
-- Check if it can be dug by tool
|
||||||
local tdef = minetest.registered_tools[toolname]
|
local tdef = minetest.registered_tools[toolname]
|
||||||
if tdef and tdef._mcl_diggroups then
|
if tdef and tdef._mcl_diggroups then
|
||||||
|
@ -310,13 +309,6 @@ function mcl_autogroup.get_wear(toolname, diggroup)
|
||||||
end
|
end
|
||||||
|
|
||||||
local function overwrite()
|
local function overwrite()
|
||||||
-- Refresh, now that all groups are known.
|
|
||||||
hardness_values = get_hardness_values_for_groups()
|
|
||||||
|
|
||||||
-- Map indexed by hardness values which return the index of that value in
|
|
||||||
-- hardness_value. Used for quick lookup.
|
|
||||||
local hardness_lookup = get_hardness_lookup_for_groups(hardness_values)
|
|
||||||
|
|
||||||
for nname, ndef in pairs(minetest.registered_nodes) do
|
for nname, ndef in pairs(minetest.registered_nodes) do
|
||||||
local newgroups = table.copy(ndef.groups)
|
local newgroups = table.copy(ndef.groups)
|
||||||
if (nname ~= "ignore" and ndef.diggable) then
|
if (nname ~= "ignore" and ndef.diggable) then
|
||||||
|
@ -378,5 +370,4 @@ local function overwrite()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Make sure all tools and groups are registered
|
overwrite()
|
||||||
minetest.register_on_mods_loaded(overwrite)
|
|
||||||
|
|
|
@ -1,4 +1,3 @@
|
||||||
name = _mcl_autogroup
|
name = _mcl_autogroup
|
||||||
depends = mcl_autogroup
|
|
||||||
author = ryvnf
|
author = ryvnf
|
||||||
description = VoxeLibre core mod which automatically adds groups to all items. Very important for digging times.
|
description = MineClone 2 core mod which automatically adds groups to all items. Very important for digging times.
|
||||||
|
|
|
@ -31,7 +31,6 @@ local known_controls = {
|
||||||
aux1 = true,
|
aux1 = true,
|
||||||
down = true,
|
down = true,
|
||||||
up = true,
|
up = true,
|
||||||
zoom = true,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
minetest.register_on_joinplayer(function(player)
|
minetest.register_on_joinplayer(function(player)
|
||||||
|
|
|
@ -2,33 +2,33 @@
|
||||||
Simple flow functions.
|
Simple flow functions.
|
||||||
|
|
||||||
## flowlib.is_touching(realpos, nodepos, radius)
|
## flowlib.is_touching(realpos, nodepos, radius)
|
||||||
Return true if a sphere of `radius` at `realpos` collide with node at `nodepos`.
|
Return true if a sphere of <radius> at <realpos> collide with node at <nodepos>.
|
||||||
* realpos: position
|
* realpos: position
|
||||||
* nodepos: position
|
* nodepos: position
|
||||||
* radius: number
|
* radius: number
|
||||||
|
|
||||||
## flowlib.is_water(pos)
|
## flowlib.is_water(pos)
|
||||||
Return true if node at `pos` is water, false otherwise.
|
Return true if node at <pos> is water, false overwise.
|
||||||
* pos: position
|
* pos: position
|
||||||
|
|
||||||
## flowlib.node_is_water(node)
|
## flowlib.node_is_water(node)
|
||||||
Return true if `node` is water, false otherwise.
|
Return true if <node> is water, false overwise.
|
||||||
* node: node
|
* node: node
|
||||||
|
|
||||||
## flowlib.is_lava(pos)
|
## flowlib.is_lava(pos)
|
||||||
Return true if node at `pos` is lava, false otherwise.
|
Return true if node at <pos> is lava, false overwise.
|
||||||
* pos: position
|
* pos: position
|
||||||
|
|
||||||
## flowlib.node_is_lava(node)
|
## flowlib.node_is_lava(node)
|
||||||
Return true if `node` is lava, false otherwise.
|
Return true if <node> is lava, false overwise.
|
||||||
* node: node
|
* node: node
|
||||||
|
|
||||||
## flowlib.is_liquid(pos)
|
## flowlib.is_liquid(pos)
|
||||||
Return true if node at `pos` is liquid, false otherwise.
|
Return true if node at <pos> is liquid, false overwise.
|
||||||
* pos: position
|
* pos: position
|
||||||
|
|
||||||
## flowlib.node_is_liquid(node)
|
## flowlib.node_is_liquid(node)
|
||||||
Return true if `node` is liquid, false otherwise.
|
Return true if <node> is liquid, false overwise.
|
||||||
* node: node
|
* node: node
|
||||||
|
|
||||||
## flowlib.quick_flow(pos, node)
|
## flowlib.quick_flow(pos, node)
|
||||||
|
@ -37,8 +37,8 @@ Return direction where the water is flowing (to be use to push mobs, items...).
|
||||||
* node: node
|
* node: node
|
||||||
|
|
||||||
## flowlib.move_centre(pos, realpos, node, radius)
|
## flowlib.move_centre(pos, realpos, node, radius)
|
||||||
Return the pos of the nearest not water block near from `pos` in a sphere of `radius` at `realpos`.
|
Return the pos of the nearest not water block near from <pos> in a sphere of <radius> at <realpos>.
|
||||||
WARNING: This function is never used in VL, use at your own risk. The informations described here may be wrong.
|
WARNING: This function is never used in mcl2, use at your own risk. The informations described here may be wrong.
|
||||||
* pos: position
|
* pos: position
|
||||||
* realpos: position, position of the entity
|
* realpos: position, position of the entity
|
||||||
* node: node
|
* node: node
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
-- Overrides the builtin minetest.check_single_for_falling.
|
-- Overrides the builtin minetest.check_single_for_falling.
|
||||||
-- We need to do this in order to handle nodes in VoxeLibre specific groups
|
-- We need to do this in order to handle nodes in mineclone specific groups
|
||||||
-- "supported_node" and "attached_node_facedir".
|
-- "supported_node" and "attached_node_facedir".
|
||||||
--
|
--
|
||||||
-- Nodes in group "supported_node" can be placed on any node that does not
|
-- Nodes in group "supported_node" can be placed on any node that does not
|
||||||
|
@ -94,16 +94,5 @@ function minetest.check_single_for_falling(pos)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
if get_item_group(node.name, "supported_node_facedir") ~= 0 then
|
|
||||||
local dir = facedir_to_dir(node.param2)
|
|
||||||
if dir then
|
|
||||||
local def = registered_nodes[get_node(vector.add(pos, dir)).name]
|
|
||||||
if def and def.drawtype == "airlike" then
|
|
||||||
drop_attached_node(pos)
|
|
||||||
return true
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
|
|
|
@ -1,8 +1,8 @@
|
||||||
# mcl_autogroup
|
# mcl_autogroup
|
||||||
This mod emulates digging times from MC.
|
This mod emulate digging times from mc.
|
||||||
|
|
||||||
## mcl_autogroup.can_harvest(nodename, toolname, player)
|
## mcl_autogroup.can_harvest(nodename, toolname, player)
|
||||||
Return true if `nodename` can be dig with `toolname` by <player>.
|
Return true if <nodename> can be dig with <toolname> by <player>.
|
||||||
* nodename: string, valid nodename
|
* nodename: string, valid nodename
|
||||||
* toolname: (optional) string, valid toolname
|
* toolname: (optional) string, valid toolname
|
||||||
* player: (optinal) ObjectRef, valid player
|
* player: (optinal) ObjectRef, valid player
|
||||||
|
@ -14,7 +14,7 @@ WARNING: This function can only be called after mod initialization.
|
||||||
* efficiency: (optional) integer, the efficiency level the tool is enchanted with (default 0)
|
* efficiency: (optional) integer, the efficiency level the tool is enchanted with (default 0)
|
||||||
|
|
||||||
## mcl_autogroup.get_wear(toolname, diggroup)
|
## mcl_autogroup.get_wear(toolname, diggroup)
|
||||||
Return the max wear of `toolname` with `diggroup`
|
Return the max wear of <toolname> with <diggroup>
|
||||||
WARNING: This function can only be called after mod initialization.
|
WARNING: This function can only be called after mod initialization.
|
||||||
* toolname: string, name of the tool used
|
* toolname: string, name of the tool used
|
||||||
* diggroup: string, the name of the diggroup the tool is used on
|
* diggroup: string, the name of the diggroup the tool is used on
|
||||||
|
|
|
@ -1,3 +1,3 @@
|
||||||
name = mcl_autogroup
|
name = mcl_autogroup
|
||||||
author = ryvnf
|
author = ryvnf
|
||||||
description = VoxeLibre core mod which automatically adds groups to all items. Very important for digging times.
|
description = MineClone 2 core mod which automatically adds groups to all items. Very important for digging times.
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
# mcl_colors
|
# mcl_colors
|
||||||
Mod providing global table containing legacy Minecraft colors to be used in mods.
|
Mod providing global table containing legacity minecraft colors to be used in mods.
|
||||||
|
|
||||||
## mcl_colors.*
|
## mcl_colors.*
|
||||||
Colors by upper name, in hex value.
|
Colors by upper name, in hex value.
|
||||||
|
|
|
@ -6,7 +6,7 @@ WARNING: Not using it inside your mods may cause strange bugs (using the native
|
||||||
|
|
||||||
## Callbacks
|
## Callbacks
|
||||||
|
|
||||||
To modify the amount of damage dealt by something:
|
To modify the amount of damage made by something:
|
||||||
|
|
||||||
```lua
|
```lua
|
||||||
--obj: an ObjectRef
|
--obj: an ObjectRef
|
||||||
|
|
|
@ -96,8 +96,8 @@ function mcl_damage.finish_reason(mcl_reason)
|
||||||
end
|
end
|
||||||
|
|
||||||
function mcl_damage.from_mt(mt_reason)
|
function mcl_damage.from_mt(mt_reason)
|
||||||
if mt_reason._mcl_cached_reason then
|
if mt_reason._mcl_chached_reason then
|
||||||
return mt_reason._mcl_cached_reason
|
return mt_reason._mcl_chached_reason
|
||||||
end
|
end
|
||||||
|
|
||||||
local mcl_reason
|
local mcl_reason
|
||||||
|
|
|
@ -1,13 +1,9 @@
|
||||||
# mcl_events
|
## mcl_events
|
||||||
|
### Registering Events
|
||||||
|
`mlc_events.register_event("name",def)`
|
||||||
|
|
||||||
## Registering Events
|
#### Event Definition
|
||||||
|
{
|
||||||
`mcl_events.register_event("name", def)`
|
|
||||||
|
|
||||||
### Event Definition
|
|
||||||
|
|
||||||
```
|
|
||||||
{
|
|
||||||
stage = 0,
|
stage = 0,
|
||||||
max_stage = 1,
|
max_stage = 1,
|
||||||
percent = 100,
|
percent = 100,
|
||||||
|
@ -26,8 +22,6 @@
|
||||||
cond_complete = function(event) end,
|
cond_complete = function(event) end,
|
||||||
--return true if event finished successfully
|
--return true if event finished successfully
|
||||||
}
|
}
|
||||||
```
|
|
||||||
|
|
||||||
## Debugging
|
### Debugging
|
||||||
|
* /event_start <event> -- starts the given event at the current player coordinates
|
||||||
* /event_start `event` -- starts the given event at the current player coordinates
|
|
||||||
|
|
|
@ -3,13 +3,13 @@ This mod provide helper functions to create explosions.
|
||||||
|
|
||||||
## mcl_explosions.explode(pos, strength, info, puncher)
|
## mcl_explosions.explode(pos, strength, info, puncher)
|
||||||
* pos: position, initial position of the explosion
|
* pos: position, initial position of the explosion
|
||||||
* strength: number, radius of the explosion
|
* strenght: number, radius of the explosion
|
||||||
* info: table, explosion informations:
|
* info: table, explosion informations:
|
||||||
* drop_chance: number, if specified becomes the drop chance of all nodes in the explosion (default: 1.0 / strength)
|
* drop_chance: number, if specified becomes the drop chance of all nodes in the explosion (default: 1.0 / strength)
|
||||||
* max_blast_resistance: int, if specified the explosion will treat all non-indestructible nodes as having a blast resistance of no more than this value
|
* max_blast_resistance: int, if specified the explosion will treat all non-indestructible nodes as having a blast resistance of no more than this value
|
||||||
* sound: bool, if true, the explosion will play a sound (default: true)
|
* sound: bool, if true, the explosion will play a sound (default: true)
|
||||||
* particles: bool, if true, the explosion will create particles (default: true)
|
* particles: bool, if true, the explosion will create particles (default: true)
|
||||||
* fire: bool, if true, 1/3 of nodes become fire (default: false)
|
* fire: bool, if true, 1/3 nodes become fire (default: false)
|
||||||
* griefing: bool, if true, the explosion will destroy nodes (default: true)
|
* griefing: bool, if true, the explosion will destroy nodes (default: true)
|
||||||
* grief_protected: bool, if true, the explosion will also destroy nodes which have been protected (default: false)
|
* grief_protected: bool, if true, the explosion will also destroy nodes which have been protected (default: false)
|
||||||
* puncher: (optional) entity, will be used as source for damage done by the explosion
|
* puncher: (optional) entity, will be used as source for damage done by the explosion
|
|
@ -1,8 +1,8 @@
|
||||||
--[[
|
--[[
|
||||||
Explosion API mod for Minetest (adapted to VoxeLibre)
|
Explosion API mod for Minetest (adapted to MineClone 2)
|
||||||
|
|
||||||
This mod is based on the Minetest explosion API mod, but has been changed
|
This mod is based on the Minetest explosion API mod, but has been changed
|
||||||
to have the same explosion mechanics as Minecraft and work with VoxeLibre
|
to have the same explosion mechanics as Minecraft and work with MineClone.
|
||||||
The computation-intensive parts of the mod has been optimized to allow for
|
The computation-intensive parts of the mod has been optimized to allow for
|
||||||
larger explosions and faster world updating.
|
larger explosions and faster world updating.
|
||||||
|
|
||||||
|
@ -352,23 +352,6 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Punch End Crystals to make them explode
|
|
||||||
if ent and ent.name == "mcl_end:crystal" then
|
|
||||||
if direct then
|
|
||||||
local puncher = direct:get_luaentity()
|
|
||||||
if puncher and puncher.name == "mcl_end:crystal" then
|
|
||||||
ent.object:punch(direct, 1.0, { -- End Crystal nearby, trigger it.
|
|
||||||
full_punch_interval = 1.0,
|
|
||||||
damage_groups = {fleshy = 1},
|
|
||||||
}, nil, nil)
|
|
||||||
else
|
|
||||||
ent.object:remove() -- Direct Exists, but it is not an end crystal, remove crystal.
|
|
||||||
end
|
|
||||||
else
|
|
||||||
ent.object:remove() -- Node exploded the end crystal, remove it.
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
local airs, fires = {}, {}
|
local airs, fires = {}, {}
|
||||||
|
|
|
@ -1,2 +0,0 @@
|
||||||
# textdomain:mcl_explosions
|
|
||||||
@1 was caught in an explosion.=@1 est mort dans une explosion
|
|
|
@ -1,2 +0,0 @@
|
||||||
# textdomain:mcl_explosions
|
|
||||||
@1 was caught in an explosion.=@1 z-es mòrt dins una explosion
|
|
|
@ -1,2 +0,0 @@
|
||||||
# textdomain:mcl_explosions
|
|
||||||
@1 was caught in an explosion.=@1 foi pego(a) em uma explosão.
|
|
|
@ -1,2 +0,0 @@
|
||||||
# textdomain:mcl_explosions
|
|
||||||
@1 was caught in an explosion.=@1 попал(а) под взрыв.
|
|
|
@ -1,2 +0,0 @@
|
||||||
# textdomain:mcl_explosions
|
|
||||||
@1 was caught in an explosion.=
|
|
|
@ -1,8 +1,6 @@
|
||||||
-- Some global variables (don't overwrite them!)
|
-- Some global variables (don't overwrite them!)
|
||||||
mcl_vars = {}
|
mcl_vars = {}
|
||||||
|
|
||||||
minetest.log("action", "World seed = " .. minetest.get_mapgen_setting("seed"))
|
|
||||||
|
|
||||||
mcl_vars.redstone_tick = 0.1
|
mcl_vars.redstone_tick = 0.1
|
||||||
|
|
||||||
-- GUI / inventory menu settings
|
-- GUI / inventory menu settings
|
||||||
|
@ -38,8 +36,6 @@ 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.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)
|
mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, minetest.MAX_MAP_GENERATION_LIMIT or 31000)
|
||||||
|
|
||||||
-- Central chunk is offset from 0,0,0 coordinates by 32 nodes (2 blocks)
|
|
||||||
-- See more in https://git.minetest.land/VoxeLibre/VoxeLibre/wiki/World-structure%3A-positions%2C-boundaries%2C-blocks%2C-chunks%2C-dimensions%2C-barriers-and-the-void
|
|
||||||
local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2)
|
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.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
|
||||||
|
@ -185,7 +181,7 @@ mcl_vars.mg_end_exit_portal_pos = vector.new(0, mcl_vars.mg_end_min + 71, 0)
|
||||||
mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max
|
mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max
|
||||||
mcl_vars.mg_realm_barrier_overworld_end_min = mcl_vars.mg_end_max - 11
|
mcl_vars.mg_realm_barrier_overworld_end_min = mcl_vars.mg_end_max - 11
|
||||||
|
|
||||||
-- Use VoxeLibre-style dungeons
|
-- Use MineClone 2-style dungeons
|
||||||
mcl_vars.mg_dungeons = true
|
mcl_vars.mg_dungeons = true
|
||||||
|
|
||||||
-- Set default stack sizes
|
-- Set default stack sizes
|
||||||
|
|
|
@ -1,3 +1,3 @@
|
||||||
name = mcl_init
|
name = mcl_init
|
||||||
author = Wuzzy
|
author = Wuzzy
|
||||||
description = Initialization mod of VoxeLibre. Defines some common shared variables and sets up initial default settings which have to be set at the beginning.
|
description = Initialization mod of MineClone 2. Defines some common shared variables and sets up initial default settings which have to be set at the beginning.
|
||||||
|
|
|
@ -1,14 +0,0 @@
|
||||||
# Oxidization API for VoxeLibre
|
|
||||||
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"`.
|
|
|
@ -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,
|
|
||||||
})
|
|
|
@ -1,4 +0,0 @@
|
||||||
name = mcl_oxidation
|
|
||||||
title = Oxidation API for VoxeLibre
|
|
||||||
author = PrairieWind, N011, Michael
|
|
||||||
description = API to allow oxidizing different nodes.
|
|
|
@ -1,2 +1,3 @@
|
||||||
name = mcl_particles
|
name = mcl_particles
|
||||||
author = Wuzzy
|
author = Wuzzy
|
||||||
|
description = Contains particle images of MineClone 2. No code.
|
||||||
|
|
|
@ -1,3 +1,3 @@
|
||||||
name = mcl_sounds
|
name = mcl_sounds
|
||||||
author = Wuzzy
|
author = Wuzzy
|
||||||
description = This mod contains the core sounds of VoxeLibre as well as helper function for mods to access them.
|
description = This mod contains the core sounds of MineClone 2 as well as helper function for mods to access them.
|
||||||
|
|
|
@ -1,7 +1,5 @@
|
||||||
mcl_util = {}
|
mcl_util = {}
|
||||||
|
|
||||||
dofile(minetest.get_modpath(minetest.get_current_modname()).."/roman_numerals.lua")
|
|
||||||
|
|
||||||
-- Updates all values in t using values from to*.
|
-- Updates all values in t using values from to*.
|
||||||
function table.update(t, ...)
|
function table.update(t, ...)
|
||||||
for _, to in ipairs {...} do
|
for _, to in ipairs {...} do
|
||||||
|
@ -24,44 +22,6 @@ function table.update_nil(t, ...)
|
||||||
return t
|
return t
|
||||||
end
|
end
|
||||||
|
|
||||||
---Works the same as `pairs`, but order returned by keys
|
|
||||||
---
|
|
||||||
---Taken from https://www.lua.org/pil/19.3.html
|
|
||||||
---@generic T: table, K, V, C
|
|
||||||
---@param t T
|
|
||||||
---@param f? fun(a: C, b: C):boolean
|
|
||||||
---@return fun():K, V
|
|
||||||
function table.pairs_by_keys(t, f)
|
|
||||||
local a = {}
|
|
||||||
for n in pairs(t) do table.insert(a, n) end
|
|
||||||
table.sort(a, f)
|
|
||||||
|
|
||||||
local i = 0 -- iterator variable
|
|
||||||
local function iter() -- iterator function
|
|
||||||
i = i + 1
|
|
||||||
if a[i] == nil then
|
|
||||||
return nil
|
|
||||||
else
|
|
||||||
return a[i], t[a[i]]
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return iter
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Removes one element randomly selected from the array section of the table and
|
|
||||||
-- returns it, or nil if there are no elements in the array section of the table
|
|
||||||
function table.remove_random_element(table)
|
|
||||||
local count = #table
|
|
||||||
if count == 0 then return nil end
|
|
||||||
|
|
||||||
local idx = math.random(count)
|
|
||||||
local res = table[idx]
|
|
||||||
table[idx] = table[count]
|
|
||||||
table[count] = nil
|
|
||||||
count = count - 1
|
|
||||||
return res
|
|
||||||
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]"
|
local LOG_MODULE = "[MCL2]"
|
||||||
function mcl_util.mcl_log(message, module, bypass_default_logger)
|
function mcl_util.mcl_log(message, module, bypass_default_logger)
|
||||||
|
@ -74,76 +34,6 @@ function mcl_util.mcl_log(message, module, bypass_default_logger)
|
||||||
end
|
end
|
||||||
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/VoxeLibre/VoxeLibre/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)
|
function mcl_util.file_exists(name)
|
||||||
if type(name) ~= "string" then return end
|
if type(name) ~= "string" then return end
|
||||||
local f = io.open(name)
|
local f = io.open(name)
|
||||||
|
@ -176,7 +66,7 @@ function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infini
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
local undef = minetest.registered_nodes[unode.name]
|
local undef = minetest.registered_nodes[unode.name]
|
||||||
if undef and undef.on_rightclick and not invert_wall then
|
if undef and undef.on_rightclick then
|
||||||
undef.on_rightclick(pointed_thing.under, unode, placer,
|
undef.on_rightclick(pointed_thing.under, unode, placer,
|
||||||
itemstack, pointed_thing)
|
itemstack, pointed_thing)
|
||||||
return
|
return
|
||||||
|
@ -214,12 +104,26 @@ function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infini
|
||||||
|
|
||||||
local p2
|
local p2
|
||||||
if is_y then
|
if is_y then
|
||||||
p2 = 0
|
if invert_wall then
|
||||||
elseif is_x then
|
if fdir == 3 or fdir == 1 then
|
||||||
p2 = 12
|
p2 = 12
|
||||||
elseif is_z then
|
else
|
||||||
p2 = 6
|
p2 = 6
|
||||||
end
|
end
|
||||||
|
end
|
||||||
|
elseif is_x then
|
||||||
|
if invert_wall then
|
||||||
|
p2 = 0
|
||||||
|
else
|
||||||
|
p2 = 12
|
||||||
|
end
|
||||||
|
elseif is_z then
|
||||||
|
if invert_wall then
|
||||||
|
p2 = 0
|
||||||
|
else
|
||||||
|
p2 = 6
|
||||||
|
end
|
||||||
|
end
|
||||||
minetest.set_node(pos, {name = wield_name, param2 = p2})
|
minetest.set_node(pos, {name = wield_name, param2 = p2})
|
||||||
|
|
||||||
if not infinitestacks then
|
if not infinitestacks then
|
||||||
|
@ -267,34 +171,34 @@ function mcl_util.get_double_container_neighbor_pos(pos, param2, side)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Selects item stack to transfer from
|
-- Iterates through all items in the given inventory and
|
||||||
---@param src_inventory InvRef Source innentory to pull from
|
-- returns the slot of the first item which matches a condition.
|
||||||
---@param src_list string Name of source inventory list to pull from
|
-- Returns nil if no item was found.
|
||||||
---@param dst_inventory InvRef Destination inventory to push to
|
--- source_inventory: Inventory to take the item from
|
||||||
---@param dst_list string Name of destination inventory list to push to
|
--- source_list: List name of the source inventory from which to take the item
|
||||||
---@param condition? fun(stack: ItemStack) Condition which items are allowed to be transfered.
|
--- destination_inventory: Put item into this inventory
|
||||||
---@param count? integer Number of items to try to transfer at once
|
--- destination_list: List name of the destination inventory to which to put the item into
|
||||||
---@return integer Item stack number to be transfered
|
--- condition: Function which takes an itemstack and returns true if it matches the desired item condition.
|
||||||
function mcl_util.select_stack(src_inventory, src_list, dst_inventory, dst_list, condition, count)
|
--- If set to nil, the slot of the first item stack will be taken unconditionally.
|
||||||
local src_size = src_inventory:get_size(src_list)
|
-- dst_inventory and dst_list can also be nil if condition is nil.
|
||||||
|
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
|
local stack
|
||||||
for i = 1, src_size do
|
for i = 1, size do
|
||||||
stack = src_inventory:get_stack(src_list, i)
|
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
|
||||||
-- Allow for partial stack movement
|
|
||||||
if count and stack:get_count() >= count then
|
|
||||||
local new_stack = ItemStack(stack)
|
|
||||||
new_stack:set_count(count)
|
|
||||||
stack = new_stack
|
|
||||||
end
|
|
||||||
|
|
||||||
if not stack:is_empty() and dst_inventory:room_for_item(dst_list, stack) and ((condition == nil or condition(stack))) then
|
|
||||||
return i
|
return i
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
return nil
|
return nil
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- Returns true if itemstack is a shulker box
|
||||||
|
local function is_not_shulker_box(itemstack)
|
||||||
|
local g = minetest.get_item_group(itemstack:get_name(), "shulker_box")
|
||||||
|
return g == 0 or g == nil
|
||||||
|
end
|
||||||
|
|
||||||
-- Moves a single item from one inventory to another.
|
-- Moves a single item from one inventory to another.
|
||||||
--- source_inventory: Inventory to take the item from
|
--- source_inventory: Inventory to take the item from
|
||||||
--- source_list: List name of the source inventory from which to take the item
|
--- source_list: List name of the source inventory from which to take the item
|
||||||
|
@ -305,13 +209,16 @@ end
|
||||||
-- Returns true on success and false on failure
|
-- Returns true on success and false on failure
|
||||||
-- Possible failures: No item in source slot, destination inventory full
|
-- Possible failures: No item in source slot, destination inventory full
|
||||||
function mcl_util.move_item(source_inventory, source_list, source_stack_id, destination_inventory, destination_list)
|
function mcl_util.move_item(source_inventory, source_list, source_stack_id, destination_inventory, destination_list)
|
||||||
-- Can't move items we don't have
|
if source_stack_id == -1 then
|
||||||
if source_inventory:is_empty(source_list) then return false end
|
source_stack_id = mcl_util.get_first_occupied_inventory_slot(source_inventory, source_list)
|
||||||
|
if source_stack_id == nil then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
-- Can't move from an empty stack
|
if not source_inventory:is_empty(source_list) then
|
||||||
local stack = source_inventory:get_stack(source_list, source_stack_id)
|
local stack = source_inventory:get_stack(source_list, source_stack_id)
|
||||||
if stack:is_empty() then return false end
|
if not stack:is_empty() then
|
||||||
|
|
||||||
local new_stack = ItemStack(stack)
|
local new_stack = ItemStack(stack)
|
||||||
new_stack:set_count(1)
|
new_stack:set_count(1)
|
||||||
if not destination_inventory:room_for_item(destination_list, new_stack) then
|
if not destination_inventory:room_for_item(destination_list, new_stack) then
|
||||||
|
@ -321,75 +228,155 @@ function mcl_util.move_item(source_inventory, source_list, source_stack_id, dest
|
||||||
source_inventory:set_stack(source_list, source_stack_id, stack)
|
source_inventory:set_stack(source_list, source_stack_id, stack)
|
||||||
destination_inventory:add_item(destination_list, new_stack)
|
destination_inventory:add_item(destination_list, new_stack)
|
||||||
return true
|
return true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return false
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Try pushing item from hopper inventory to destination inventory
|
-- Moves a single item from one container node into another. Performs a variety of high-level
|
||||||
---@param pos Vector
|
-- checks to prevent invalid transfers such as shulker boxes into shulker boxes
|
||||||
---@param dst_pos Vector
|
--- source_pos: Position ({x,y,z}) of the node to take the item from
|
||||||
function mcl_util.hopper_push(pos, dst_pos)
|
--- destination_pos: Position ({x,y,z}) of the node to put the item into
|
||||||
local hop_inv = minetest.get_meta(pos):get_inventory()
|
--- source_list (optional): List name of the source inventory from which to take the item. Default is normally "main"; "dst" for furnace
|
||||||
local hop_list = 'main'
|
--- source_stack_id (optional): The inventory position ID of the source inventory to take the item from (-1 for slot of the first valid item; -1 is default)
|
||||||
|
--- destination_list (optional): List name of the destination inventory. Default is normally "main"; "src" for furnace
|
||||||
|
-- Returns true on success and false on failure.
|
||||||
|
function mcl_util.move_item_container(source_pos, destination_pos, source_list, source_stack_id, destination_list)
|
||||||
|
local dpos = table.copy(destination_pos)
|
||||||
|
local spos = table.copy(source_pos)
|
||||||
|
local snode = minetest.get_node(spos)
|
||||||
|
local dnode = minetest.get_node(dpos)
|
||||||
|
|
||||||
-- Get node pos' for item transfer
|
local dctype = minetest.get_item_group(dnode.name, "container")
|
||||||
local dst = minetest.get_node(dst_pos)
|
local sctype = minetest.get_item_group(snode.name, "container")
|
||||||
if not minetest.registered_nodes[dst.name] then return end
|
|
||||||
local dst_type = minetest.get_item_group(dst.name, "container")
|
|
||||||
if dst_type ~= 2 then return end
|
|
||||||
local dst_def = minetest.registered_nodes[dst.name]
|
|
||||||
|
|
||||||
local dst_list = 'main'
|
-- Container type 7 does not allow any movement
|
||||||
local dst_inv, stack_id
|
if sctype == 7 then
|
||||||
|
return false
|
||||||
-- Find a inventory stack in the destination
|
|
||||||
if dst_def._mcl_hoppers_on_try_push then
|
|
||||||
dst_inv, dst_list, stack_id = dst_def._mcl_hoppers_on_try_push(dst_pos, pos, hop_inv, hop_list)
|
|
||||||
else
|
|
||||||
local dst_meta = minetest.get_meta(dst_pos)
|
|
||||||
dst_inv = dst_meta:get_inventory()
|
|
||||||
stack_id = mcl_util.select_stack(hop_inv, hop_list, dst_inv, dst_list, nil, 1)
|
|
||||||
end
|
end
|
||||||
if not stack_id then return false end
|
|
||||||
|
|
||||||
-- Move the item
|
-- Normalize double container by forcing to always use the left segment first
|
||||||
local ok = mcl_util.move_item(hop_inv, hop_list, stack_id, dst_inv, dst_list)
|
local function normalize_double_container(pos, node, ctype)
|
||||||
if dst_def._mcl_hoppers_on_after_push then
|
if ctype == 6 then
|
||||||
dst_def._mcl_hoppers_on_after_push(dst_pos)
|
pos = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
|
||||||
|
if not pos then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
node = minetest.get_node(pos)
|
||||||
|
ctype = minetest.get_item_group(node.name, "container")
|
||||||
|
-- The left segment seems incorrect? We better bail out!
|
||||||
|
if ctype ~= 5 then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return pos, node, ctype
|
||||||
|
end
|
||||||
|
|
||||||
|
spos, snode, sctype = normalize_double_container(spos, snode, sctype)
|
||||||
|
dpos, dnode, dctype = normalize_double_container(dpos, dnode, dctype)
|
||||||
|
if not spos or not dpos then return false end
|
||||||
|
|
||||||
|
local smeta = minetest.get_meta(spos)
|
||||||
|
local dmeta = minetest.get_meta(dpos)
|
||||||
|
|
||||||
|
local sinv = smeta:get_inventory()
|
||||||
|
local dinv = dmeta:get_inventory()
|
||||||
|
|
||||||
|
-- Default source lists
|
||||||
|
if not source_list then
|
||||||
|
-- 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
|
||||||
|
elseif sctype == 4 then
|
||||||
|
source_list = "dst"
|
||||||
|
-- Unknown source container type. Bail out
|
||||||
|
else
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Automatically select stack slot ID if set to automatic
|
||||||
|
if not source_stack_id then
|
||||||
|
source_stack_id = -1
|
||||||
|
end
|
||||||
|
if source_stack_id == -1 then
|
||||||
|
local cond = nil
|
||||||
|
-- Prevent shulker box inception
|
||||||
|
if dctype == 3 then
|
||||||
|
cond = is_not_shulker_box
|
||||||
|
end
|
||||||
|
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
|
||||||
|
if not source_stack_id then
|
||||||
|
-- Try again if source is a double container
|
||||||
|
if sctype == 5 then
|
||||||
|
spos = mcl_util.get_double_container_neighbor_pos(spos, snode.param2, "left")
|
||||||
|
smeta = minetest.get_meta(spos)
|
||||||
|
sinv = smeta:get_inventory()
|
||||||
|
|
||||||
|
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
|
||||||
|
if not source_stack_id then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
else
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Abort transfer if shulker box wants to go into shulker box
|
||||||
|
if dctype == 3 then
|
||||||
|
local stack = sinv:get_stack(source_list, source_stack_id)
|
||||||
|
if stack and minetest.get_item_group(stack:get_name(), "shulker_box") == 1 then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
-- Container type 7 does not allow any placement
|
||||||
|
if dctype == 7 then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
-- If it's a container, put it into the container
|
||||||
|
if dctype ~= 0 then
|
||||||
|
-- Automatically select a destination list if omitted
|
||||||
|
if not destination_list then
|
||||||
|
-- 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
|
||||||
|
elseif dctype == 4 then
|
||||||
|
destination_list = "src"
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if destination_list then
|
||||||
|
-- Move item
|
||||||
|
local ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
|
||||||
|
|
||||||
|
-- Try transfer to neighbor node if transfer failed and double container
|
||||||
|
if not ok and dctype == 5 then
|
||||||
|
dpos = mcl_util.get_double_container_neighbor_pos(dpos, dnode.param2, "left")
|
||||||
|
dmeta = minetest.get_meta(dpos)
|
||||||
|
dinv = dmeta:get_inventory()
|
||||||
|
|
||||||
|
ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Update furnace
|
||||||
|
if ok and dctype == 4 then
|
||||||
|
-- Start furnace's timer function, it will sort out whether furnace can burn or not.
|
||||||
|
minetest.get_node_timer(dpos):start(1.0)
|
||||||
end
|
end
|
||||||
|
|
||||||
return ok
|
return ok
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return false
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Try pulling from source inventory to hopper inventory
|
-- Returns the ID of the first non-empty slot in the given inventory list
|
||||||
---@param pos Vector
|
-- or nil, if inventory is empty.
|
||||||
---@param src_pos Vector
|
function mcl_util.get_first_occupied_inventory_slot(inventory, listname)
|
||||||
function mcl_util.hopper_pull(pos, src_pos)
|
return mcl_util.get_eligible_transfer_item_slot(inventory, listname)
|
||||||
local hop_inv = minetest.get_meta(pos):get_inventory()
|
|
||||||
local hop_list = 'main'
|
|
||||||
|
|
||||||
-- Get node pos' for item transfer
|
|
||||||
local src = minetest.get_node(src_pos)
|
|
||||||
if not minetest.registered_nodes[src.name] then return end
|
|
||||||
local src_type = minetest.get_item_group(src.name, "container")
|
|
||||||
if src_type ~= 2 then return end
|
|
||||||
local src_def = minetest.registered_nodes[src.name]
|
|
||||||
|
|
||||||
local src_list = 'main'
|
|
||||||
local src_inv, stack_id
|
|
||||||
|
|
||||||
if src_def._mcl_hoppers_on_try_pull then
|
|
||||||
src_inv, src_list, stack_id = src_def._mcl_hoppers_on_try_pull(src_pos, pos, hop_inv, hop_list)
|
|
||||||
else
|
|
||||||
local src_meta = minetest.get_meta(src_pos)
|
|
||||||
src_inv = src_meta:get_inventory()
|
|
||||||
stack_id = mcl_util.select_stack(src_inv, src_list, hop_inv, hop_list, nil, 1)
|
|
||||||
end
|
|
||||||
|
|
||||||
if stack_id ~= nil then
|
|
||||||
local ok = mcl_util.move_item(src_inv, src_list, stack_id, hop_inv, hop_list)
|
|
||||||
if src_def._mcl_hoppers_on_after_pull then
|
|
||||||
src_def._mcl_hoppers_on_after_pull(src_pos)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
local function drop_item_stack(pos, stack)
|
local function drop_item_stack(pos, stack)
|
||||||
|
@ -452,11 +439,10 @@ function mcl_util.generate_on_place_plant_function(condition)
|
||||||
if not def_under or not def_above then
|
if not def_under or not def_above then
|
||||||
return itemstack
|
return itemstack
|
||||||
end
|
end
|
||||||
if def_under.buildable_to and def_under.name ~= itemstack:get_name() then
|
if def_under.buildable_to then
|
||||||
place_pos = pointed_thing.under
|
place_pos = pointed_thing.under
|
||||||
elseif def_above.buildable_to and def_above.name ~= itemstack:get_name() then
|
elseif def_above.buildable_to then
|
||||||
place_pos = pointed_thing.above
|
place_pos = pointed_thing.above
|
||||||
pointed_thing.under = pointed_thing.above
|
|
||||||
else
|
else
|
||||||
return itemstack
|
return itemstack
|
||||||
end
|
end
|
||||||
|
@ -551,7 +537,6 @@ end
|
||||||
function mcl_util.use_item_durability(itemstack, n)
|
function mcl_util.use_item_durability(itemstack, n)
|
||||||
local uses = mcl_util.calculate_durability(itemstack)
|
local uses = mcl_util.calculate_durability(itemstack)
|
||||||
itemstack:add_wear(65535 / uses * n)
|
itemstack:add_wear(65535 / uses * n)
|
||||||
tt.reload_itemstack_description(itemstack) -- update tooltip
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function mcl_util.deal_damage(target, damage, mcl_reason)
|
function mcl_util.deal_damage(target, damage, mcl_reason)
|
||||||
|
@ -569,7 +554,7 @@ function mcl_util.deal_damage(target, damage, mcl_reason)
|
||||||
end
|
end
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
elseif not target:is_player() then return end
|
end
|
||||||
|
|
||||||
local is_immortal = target:get_armor_groups().immortal or 0
|
local is_immortal = target:get_armor_groups().immortal or 0
|
||||||
if is_immortal>0 then
|
if is_immortal>0 then
|
||||||
|
@ -1058,76 +1043,3 @@ function mcl_util.get_colorwallmounted_rotation(pos)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
---Move items from one inventory list to another, drop items that do not fit in provided pos and direction.
|
|
||||||
---@param src_inv mt.InvRef
|
|
||||||
---@param src_listname string
|
|
||||||
---@param out_inv mt.InvRef
|
|
||||||
---@param out_listname string
|
|
||||||
---@param pos mt.Vector Position to throw items at
|
|
||||||
---@param dir? mt.Vector Direction to throw items in
|
|
||||||
---@param insta_collect? boolean Enable instant collection, let players collect dropped items instantly. Default `false`
|
|
||||||
function mcl_util.move_list(src_inv, src_listname, out_inv, out_listname, pos, dir, insta_collect)
|
|
||||||
local src_list = src_inv:get_list(src_listname)
|
|
||||||
|
|
||||||
if not src_list then return end
|
|
||||||
for i, stack in ipairs(src_list) do
|
|
||||||
if out_inv:room_for_item(out_listname, stack) then
|
|
||||||
out_inv:add_item(out_listname, stack)
|
|
||||||
else
|
|
||||||
local p = vector.copy(pos)
|
|
||||||
p.x = p.x + (math.random(1, 3) * 0.2)
|
|
||||||
p.z = p.z + (math.random(1, 3) * 0.2)
|
|
||||||
|
|
||||||
local obj = minetest.add_item(p, stack)
|
|
||||||
if obj then
|
|
||||||
if dir then
|
|
||||||
local v = vector.copy(dir)
|
|
||||||
v.x = v.x * 4
|
|
||||||
v.y = v.y * 4 + 2
|
|
||||||
v.z = v.z * 4
|
|
||||||
obj:set_velocity(v)
|
|
||||||
mcl_util.mcl_log("item velocity calculated "..vector.to_string(v), "[mcl_util]")
|
|
||||||
end
|
|
||||||
if not insta_collect then
|
|
||||||
obj:get_luaentity()._insta_collect = false
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
stack:clear()
|
|
||||||
src_inv:set_stack(src_listname, i, stack)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
---Move items from a player's inventory list to its main inventory list, drop items that do not fit in front of him.
|
|
||||||
---@param player mt.PlayerObjectRef
|
|
||||||
---@param src_listname string
|
|
||||||
function mcl_util.move_player_list(player, src_listname)
|
|
||||||
mcl_util.move_list(player:get_inventory(), src_listname, player:get_inventory(), "main",
|
|
||||||
vector.offset(player:get_pos(), 0, 1.2, 0),
|
|
||||||
player:get_look_dir(), false)
|
|
||||||
end
|
|
||||||
|
|
||||||
function mcl_util.is_it_christmas()
|
|
||||||
local date = os.date("*t")
|
|
||||||
if date.month == 12 and date.day >= 24 or date.month == 1 and date.day <= 7 then
|
|
||||||
return true
|
|
||||||
else
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function mcl_util.to_bool(val)
|
|
||||||
if not val then return false end
|
|
||||||
return true
|
|
||||||
end
|
|
||||||
|
|
||||||
if not vector.in_area then
|
|
||||||
-- backport from minetest 5.8, can be removed when the minimum version is 5.8
|
|
||||||
vector.in_area = function(pos, min, max)
|
|
||||||
return (pos.x >= min.x) and (pos.x <= max.x) and
|
|
||||||
(pos.y >= min.y) and (pos.y <= max.y) and
|
|
||||||
(pos.z >= min.z) and (pos.z <= max.z)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
name = mcl_util
|
name = mcl_util
|
||||||
author = Wuzzy
|
author = Wuzzy
|
||||||
description = Helper functions for VoxeLibre.
|
description = Helper functions for MineClone 2.
|
||||||
depends = mcl_init
|
depends = mcl_init
|
||||||
|
|
|
@ -1,30 +0,0 @@
|
||||||
local converter = {
|
|
||||||
{1000, "M"},
|
|
||||||
{900, "CM"},
|
|
||||||
{500, "D"},
|
|
||||||
{400, "CD"},
|
|
||||||
{100, "C"},
|
|
||||||
{90, "XC"},
|
|
||||||
{50, "L"},
|
|
||||||
{40, "XL"},
|
|
||||||
{10, "X"},
|
|
||||||
{9, "IX"},
|
|
||||||
{5, "V"},
|
|
||||||
{4, "IV"},
|
|
||||||
{1, "I"}
|
|
||||||
}
|
|
||||||
|
|
||||||
mcl_util.to_roman = function(number)
|
|
||||||
local r = ""
|
|
||||||
local a = number
|
|
||||||
local i = 1
|
|
||||||
while a > 0 do
|
|
||||||
if a >= converter[i][1] then
|
|
||||||
a = a - converter[i][1]
|
|
||||||
r = r.. converter[i][2]
|
|
||||||
else
|
|
||||||
i = i + 1
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return r
|
|
||||||
end
|
|
|
@ -5,21 +5,20 @@ This mod provides utility functions about positions and dimensions.
|
||||||
This function returns:
|
This function returns:
|
||||||
|
|
||||||
* true, true: if pos is in deep void (deadly)
|
* true, true: if pos is in deep void (deadly)
|
||||||
* true, false: if the pos is in void (non-deadly)
|
* true, false: if the pos is in void (non deadly)
|
||||||
* false, false: otherwise
|
* false, false: owerwise
|
||||||
|
|
||||||
Params:
|
Params:
|
||||||
|
|
||||||
* pos: position
|
* pos: position
|
||||||
|
|
||||||
## mcl_worlds.y_to_layer(y)
|
## mcl_worlds.y_to_layer(y)
|
||||||
This function is used to calculate the Minetest y layer and dimension of the given y Minecraft layer.
|
This function is used to calculate the minetest y layer and dimension of the given <y> minecraft layer.
|
||||||
Mainly used for ore generation.
|
Mainly used for ore generation.
|
||||||
Takes a Y coordinate as input and returns:
|
Takes an Y coordinate as input and returns:
|
||||||
|
|
||||||
* The corresponding Minecraft layer (can be `nil` if void)
|
|
||||||
* The corresponding Minecraft dimension ("overworld", "nether" or "end") or "void" if y is in the void
|
|
||||||
|
|
||||||
|
* The corresponding Minecraft layer (can be nil if void)
|
||||||
|
* The corresponding Minecraft dimension ("overworld", "nether" or "end") or "void" if <y> is in the void
|
||||||
If the Y coordinate is not located in any dimension, it will return: nil, "void"
|
If the Y coordinate is not located in any dimension, it will return: nil, "void"
|
||||||
|
|
||||||
Params:
|
Params:
|
||||||
|
@ -27,44 +26,43 @@ Params:
|
||||||
* y: int
|
* y: int
|
||||||
|
|
||||||
## mcl_worlds.pos_to_dimension(pos)
|
## mcl_worlds.pos_to_dimension(pos)
|
||||||
This function return the Minecraft dimension of pos ("overworld", "nether" or "end") or "void" if y is in the void.
|
This function return the Minecraft dimension of <pos> ("overworld", "nether" or "end") or "void" if <y> is in the void.
|
||||||
|
|
||||||
* pos: position
|
* pos: position
|
||||||
|
|
||||||
## mcl_worlds.layer_to_y(layer, mc_dimension)
|
## mcl_worlds.layer_to_y(layer, mc_dimension)
|
||||||
Takes a Minecraft layer and a “dimension” name and returns the corresponding Y coordinate for VoxeLibre.
|
Takes a Minecraft layer and a “dimension” name and returns the corresponding Y coordinate for MineClone 2.
|
||||||
mc_dimension can be "overworld", "nether", "end" (default: "overworld").
|
mc_dimension can be "overworld", "nether", "end" (default: "overworld").
|
||||||
|
|
||||||
* layer: int
|
* layer: int
|
||||||
* mc_dimension: string
|
* mc_dimension: string
|
||||||
|
|
||||||
## mcl_worlds.has_weather(pos)
|
## mcl_worlds.has_weather(pos)
|
||||||
Returns true if pos can have weather, false otherwise.
|
Returns true if <pos> can have weather, false owerwise.
|
||||||
Weather can be only in the overworld.
|
Weather can be only in the overworld.
|
||||||
|
|
||||||
* pos: position
|
* pos: position
|
||||||
|
|
||||||
## mcl_worlds.has_dust(pos)
|
## mcl_worlds.has_dust(pos)
|
||||||
Returns true if pos can have nether dust, false otherwise.
|
Returns true if <pos> can have nether dust, false owerwise.
|
||||||
Nether dust can be only in the nether.
|
Nether dust can be only in the nether.
|
||||||
|
|
||||||
* pos: position
|
* pos: position
|
||||||
|
|
||||||
## mcl_worlds.compass_works(pos)
|
## mcl_worlds.compass_works(pos)
|
||||||
Returns true if compasses are working at pos, false otherwise.
|
Returns true if compasses are working at <pos>, false owerwise.
|
||||||
In MC, you cant use compass in the nether and the end.
|
In mc, you cant use compass in the nether and the end.
|
||||||
|
|
||||||
* pos: position
|
* pos: position
|
||||||
|
|
||||||
## mcl_worlds.compass_works(pos)
|
## mcl_worlds.compass_works(pos)
|
||||||
Returns true if clock are working at pos, false otherwise.
|
Returns true if clock are working at <pos>, false owerwise.
|
||||||
In MC, you cant use clock in the nether and the end.
|
In mc, you cant use clock in the nether and the end.
|
||||||
|
|
||||||
* pos: position
|
* pos: position
|
||||||
|
|
||||||
## mcl_worlds.register_on_dimension_change(function(player, dimension, last_dimension))
|
## mcl_worlds.register_on_dimension_change(function(player, dimension, last_dimension))
|
||||||
Register a callback function func(player, dimension).
|
Register a callback function func(player, dimension).
|
||||||
|
|
||||||
It will be called whenever a player changes between dimensions.
|
It will be called whenever a player changes between dimensions.
|
||||||
The void counts as dimension.
|
The void counts as dimension.
|
||||||
|
|
||||||
|
@ -77,7 +75,7 @@ The void counts as dimension.
|
||||||
Table containing all function registered with mcl_worlds.register_on_dimension_change()
|
Table containing all function registered with mcl_worlds.register_on_dimension_change()
|
||||||
|
|
||||||
## mcl_worlds.dimension_change(player, dimension)
|
## mcl_worlds.dimension_change(player, dimension)
|
||||||
Notify this mod of a dimension change of player to dimension
|
Notify this mod of a dimension change of <player> to <dimension>
|
||||||
|
|
||||||
* player: player, player who changed the dimension
|
* player: player, player who changed the dimension
|
||||||
* dimension: string, new dimension ("overworld", "nether", "end", "void")
|
* dimension: string, new dimension ("overworld", "nether", "end", "void")
|
||||||
|
|
|
@ -58,7 +58,7 @@ local pos_to_dimension = mcl_worlds.pos_to_dimension
|
||||||
|
|
||||||
-- Takes a Minecraft layer and a “dimension” name
|
-- Takes a Minecraft layer and a “dimension” name
|
||||||
-- and returns the corresponding Y coordinate for
|
-- and returns the corresponding Y coordinate for
|
||||||
-- VoxeLibre
|
-- MineClone 2.
|
||||||
-- mc_dimension is one of "overworld", "nether", "end" (default: "overworld").
|
-- mc_dimension is one of "overworld", "nether", "end" (default: "overworld").
|
||||||
function mcl_worlds.layer_to_y(layer, mc_dimension)
|
function mcl_worlds.layer_to_y(layer, mc_dimension)
|
||||||
if mc_dimension == "overworld" or mc_dimension == nil then
|
if mc_dimension == "overworld" or mc_dimension == nil then
|
||||||
|
|
|
@ -1,674 +0,0 @@
|
||||||
GNU GENERAL PUBLIC LICENSE
|
|
||||||
Version 3, 29 June 2007
|
|
||||||
|
|
||||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
|
||||||
Everyone is permitted to copy and distribute verbatim copies
|
|
||||||
of this license document, but changing it is not allowed.
|
|
||||||
|
|
||||||
Preamble
|
|
||||||
|
|
||||||
The GNU General Public License is a free, copyleft license for
|
|
||||||
software and other kinds of works.
|
|
||||||
|
|
||||||
The licenses for most software and other practical works are designed
|
|
||||||
to take away your freedom to share and change the works. By contrast,
|
|
||||||
the GNU General Public License is intended to guarantee your freedom to
|
|
||||||
share and change all versions of a program--to make sure it remains free
|
|
||||||
software for all its users. We, the Free Software Foundation, use the
|
|
||||||
GNU General Public License for most of our software; it applies also to
|
|
||||||
any other work released this way by its authors. You can apply it to
|
|
||||||
your programs, too.
|
|
||||||
|
|
||||||
When we speak of free software, we are referring to freedom, not
|
|
||||||
price. Our General Public Licenses are designed to make sure that you
|
|
||||||
have the freedom to distribute copies of free software (and charge for
|
|
||||||
them if you wish), that you receive source code or can get it if you
|
|
||||||
want it, that you can change the software or use pieces of it in new
|
|
||||||
free programs, and that you know you can do these things.
|
|
||||||
|
|
||||||
To protect your rights, we need to prevent others from denying you
|
|
||||||
these rights or asking you to surrender the rights. Therefore, you have
|
|
||||||
certain responsibilities if you distribute copies of the software, or if
|
|
||||||
you modify it: responsibilities to respect the freedom of others.
|
|
||||||
|
|
||||||
For example, if you distribute copies of such a program, whether
|
|
||||||
gratis or for a fee, you must pass on to the recipients the same
|
|
||||||
freedoms that you received. You must make sure that they, too, receive
|
|
||||||
or can get the source code. And you must show them these terms so they
|
|
||||||
know their rights.
|
|
||||||
|
|
||||||
Developers that use the GNU GPL protect your rights with two steps:
|
|
||||||
(1) assert copyright on the software, and (2) offer you this License
|
|
||||||
giving you legal permission to copy, distribute and/or modify it.
|
|
||||||
|
|
||||||
For the developers' and authors' protection, the GPL clearly explains
|
|
||||||
that there is no warranty for this free software. For both users' and
|
|
||||||
authors' sake, the GPL requires that modified versions be marked as
|
|
||||||
changed, so that their problems will not be attributed erroneously to
|
|
||||||
authors of previous versions.
|
|
||||||
|
|
||||||
Some devices are designed to deny users access to install or run
|
|
||||||
modified versions of the software inside them, although the manufacturer
|
|
||||||
can do so. This is fundamentally incompatible with the aim of
|
|
||||||
protecting users' freedom to change the software. The systematic
|
|
||||||
pattern of such abuse occurs in the area of products for individuals to
|
|
||||||
use, which is precisely where it is most unacceptable. Therefore, we
|
|
||||||
have designed this version of the GPL to prohibit the practice for those
|
|
||||||
products. If such problems arise substantially in other domains, we
|
|
||||||
stand ready to extend this provision to those domains in future versions
|
|
||||||
of the GPL, as needed to protect the freedom of users.
|
|
||||||
|
|
||||||
Finally, every program is threatened constantly by software patents.
|
|
||||||
States should not allow patents to restrict development and use of
|
|
||||||
software on general-purpose computers, but in those that do, we wish to
|
|
||||||
avoid the special danger that patents applied to a free program could
|
|
||||||
make it effectively proprietary. To prevent this, the GPL assures that
|
|
||||||
patents cannot be used to render the program non-free.
|
|
||||||
|
|
||||||
The precise terms and conditions for copying, distribution and
|
|
||||||
modification follow.
|
|
||||||
|
|
||||||
TERMS AND CONDITIONS
|
|
||||||
|
|
||||||
0. Definitions.
|
|
||||||
|
|
||||||
"This License" refers to version 3 of the GNU General Public License.
|
|
||||||
|
|
||||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
|
||||||
works, such as semiconductor masks.
|
|
||||||
|
|
||||||
"The Program" refers to any copyrightable work licensed under this
|
|
||||||
License. Each licensee is addressed as "you". "Licensees" and
|
|
||||||
"recipients" may be individuals or organizations.
|
|
||||||
|
|
||||||
To "modify" a work means to copy from or adapt all or part of the work
|
|
||||||
in a fashion requiring copyright permission, other than the making of an
|
|
||||||
exact copy. The resulting work is called a "modified version" of the
|
|
||||||
earlier work or a work "based on" the earlier work.
|
|
||||||
|
|
||||||
A "covered work" means either the unmodified Program or a work based
|
|
||||||
on the Program.
|
|
||||||
|
|
||||||
To "propagate" a work means to do anything with it that, without
|
|
||||||
permission, would make you directly or secondarily liable for
|
|
||||||
infringement under applicable copyright law, except executing it on a
|
|
||||||
computer or modifying a private copy. Propagation includes copying,
|
|
||||||
distribution (with or without modification), making available to the
|
|
||||||
public, and in some countries other activities as well.
|
|
||||||
|
|
||||||
To "convey" a work means any kind of propagation that enables other
|
|
||||||
parties to make or receive copies. Mere interaction with a user through
|
|
||||||
a computer network, with no transfer of a copy, is not conveying.
|
|
||||||
|
|
||||||
An interactive user interface displays "Appropriate Legal Notices"
|
|
||||||
to the extent that it includes a convenient and prominently visible
|
|
||||||
feature that (1) displays an appropriate copyright notice, and (2)
|
|
||||||
tells the user that there is no warranty for the work (except to the
|
|
||||||
extent that warranties are provided), that licensees may convey the
|
|
||||||
work under this License, and how to view a copy of this License. If
|
|
||||||
the interface presents a list of user commands or options, such as a
|
|
||||||
menu, a prominent item in the list meets this criterion.
|
|
||||||
|
|
||||||
1. Source Code.
|
|
||||||
|
|
||||||
The "source code" for a work means the preferred form of the work
|
|
||||||
for making modifications to it. "Object code" means any non-source
|
|
||||||
form of a work.
|
|
||||||
|
|
||||||
A "Standard Interface" means an interface that either is an official
|
|
||||||
standard defined by a recognized standards body, or, in the case of
|
|
||||||
interfaces specified for a particular programming language, one that
|
|
||||||
is widely used among developers working in that language.
|
|
||||||
|
|
||||||
The "System Libraries" of an executable work include anything, other
|
|
||||||
than the work as a whole, that (a) is included in the normal form of
|
|
||||||
packaging a Major Component, but which is not part of that Major
|
|
||||||
Component, and (b) serves only to enable use of the work with that
|
|
||||||
Major Component, or to implement a Standard Interface for which an
|
|
||||||
implementation is available to the public in source code form. A
|
|
||||||
"Major Component", in this context, means a major essential component
|
|
||||||
(kernel, window system, and so on) of the specific operating system
|
|
||||||
(if any) on which the executable work runs, or a compiler used to
|
|
||||||
produce the work, or an object code interpreter used to run it.
|
|
||||||
|
|
||||||
The "Corresponding Source" for a work in object code form means all
|
|
||||||
the source code needed to generate, install, and (for an executable
|
|
||||||
work) run the object code and to modify the work, including scripts to
|
|
||||||
control those activities. However, it does not include the work's
|
|
||||||
System Libraries, or general-purpose tools or generally available free
|
|
||||||
programs which are used unmodified in performing those activities but
|
|
||||||
which are not part of the work. For example, Corresponding Source
|
|
||||||
includes interface definition files associated with source files for
|
|
||||||
the work, and the source code for shared libraries and dynamically
|
|
||||||
linked subprograms that the work is specifically designed to require,
|
|
||||||
such as by intimate data communication or control flow between those
|
|
||||||
subprograms and other parts of the work.
|
|
||||||
|
|
||||||
The Corresponding Source need not include anything that users
|
|
||||||
can regenerate automatically from other parts of the Corresponding
|
|
||||||
Source.
|
|
||||||
|
|
||||||
The Corresponding Source for a work in source code form is that
|
|
||||||
same work.
|
|
||||||
|
|
||||||
2. Basic Permissions.
|
|
||||||
|
|
||||||
All rights granted under this License are granted for the term of
|
|
||||||
copyright on the Program, and are irrevocable provided the stated
|
|
||||||
conditions are met. This License explicitly affirms your unlimited
|
|
||||||
permission to run the unmodified Program. The output from running a
|
|
||||||
covered work is covered by this License only if the output, given its
|
|
||||||
content, constitutes a covered work. This License acknowledges your
|
|
||||||
rights of fair use or other equivalent, as provided by copyright law.
|
|
||||||
|
|
||||||
You may make, run and propagate covered works that you do not
|
|
||||||
convey, without conditions so long as your license otherwise remains
|
|
||||||
in force. You may convey covered works to others for the sole purpose
|
|
||||||
of having them make modifications exclusively for you, or provide you
|
|
||||||
with facilities for running those works, provided that you comply with
|
|
||||||
the terms of this License in conveying all material for which you do
|
|
||||||
not control copyright. Those thus making or running the covered works
|
|
||||||
for you must do so exclusively on your behalf, under your direction
|
|
||||||
and control, on terms that prohibit them from making any copies of
|
|
||||||
your copyrighted material outside their relationship with you.
|
|
||||||
|
|
||||||
Conveying under any other circumstances is permitted solely under
|
|
||||||
the conditions stated below. Sublicensing is not allowed; section 10
|
|
||||||
makes it unnecessary.
|
|
||||||
|
|
||||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
|
||||||
|
|
||||||
No covered work shall be deemed part of an effective technological
|
|
||||||
measure under any applicable law fulfilling obligations under article
|
|
||||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
|
||||||
similar laws prohibiting or restricting circumvention of such
|
|
||||||
measures.
|
|
||||||
|
|
||||||
When you convey a covered work, you waive any legal power to forbid
|
|
||||||
circumvention of technological measures to the extent such circumvention
|
|
||||||
is effected by exercising rights under this License with respect to
|
|
||||||
the covered work, and you disclaim any intention to limit operation or
|
|
||||||
modification of the work as a means of enforcing, against the work's
|
|
||||||
users, your or third parties' legal rights to forbid circumvention of
|
|
||||||
technological measures.
|
|
||||||
|
|
||||||
4. Conveying Verbatim Copies.
|
|
||||||
|
|
||||||
You may convey verbatim copies of the Program's source code as you
|
|
||||||
receive it, in any medium, provided that you conspicuously and
|
|
||||||
appropriately publish on each copy an appropriate copyright notice;
|
|
||||||
keep intact all notices stating that this License and any
|
|
||||||
non-permissive terms added in accord with section 7 apply to the code;
|
|
||||||
keep intact all notices of the absence of any warranty; and give all
|
|
||||||
recipients a copy of this License along with the Program.
|
|
||||||
|
|
||||||
You may charge any price or no price for each copy that you convey,
|
|
||||||
and you may offer support or warranty protection for a fee.
|
|
||||||
|
|
||||||
5. Conveying Modified Source Versions.
|
|
||||||
|
|
||||||
You may convey a work based on the Program, or the modifications to
|
|
||||||
produce it from the Program, in the form of source code under the
|
|
||||||
terms of section 4, provided that you also meet all of these conditions:
|
|
||||||
|
|
||||||
a) The work must carry prominent notices stating that you modified
|
|
||||||
it, and giving a relevant date.
|
|
||||||
|
|
||||||
b) The work must carry prominent notices stating that it is
|
|
||||||
released under this License and any conditions added under section
|
|
||||||
7. This requirement modifies the requirement in section 4 to
|
|
||||||
"keep intact all notices".
|
|
||||||
|
|
||||||
c) You must license the entire work, as a whole, under this
|
|
||||||
License to anyone who comes into possession of a copy. This
|
|
||||||
License will therefore apply, along with any applicable section 7
|
|
||||||
additional terms, to the whole of the work, and all its parts,
|
|
||||||
regardless of how they are packaged. This License gives no
|
|
||||||
permission to license the work in any other way, but it does not
|
|
||||||
invalidate such permission if you have separately received it.
|
|
||||||
|
|
||||||
d) If the work has interactive user interfaces, each must display
|
|
||||||
Appropriate Legal Notices; however, if the Program has interactive
|
|
||||||
interfaces that do not display Appropriate Legal Notices, your
|
|
||||||
work need not make them do so.
|
|
||||||
|
|
||||||
A compilation of a covered work with other separate and independent
|
|
||||||
works, which are not by their nature extensions of the covered work,
|
|
||||||
and which are not combined with it such as to form a larger program,
|
|
||||||
in or on a volume of a storage or distribution medium, is called an
|
|
||||||
"aggregate" if the compilation and its resulting copyright are not
|
|
||||||
used to limit the access or legal rights of the compilation's users
|
|
||||||
beyond what the individual works permit. Inclusion of a covered work
|
|
||||||
in an aggregate does not cause this License to apply to the other
|
|
||||||
parts of the aggregate.
|
|
||||||
|
|
||||||
6. Conveying Non-Source Forms.
|
|
||||||
|
|
||||||
You may convey a covered work in object code form under the terms
|
|
||||||
of sections 4 and 5, provided that you also convey the
|
|
||||||
machine-readable Corresponding Source under the terms of this License,
|
|
||||||
in one of these ways:
|
|
||||||
|
|
||||||
a) Convey the object code in, or embodied in, a physical product
|
|
||||||
(including a physical distribution medium), accompanied by the
|
|
||||||
Corresponding Source fixed on a durable physical medium
|
|
||||||
customarily used for software interchange.
|
|
||||||
|
|
||||||
b) Convey the object code in, or embodied in, a physical product
|
|
||||||
(including a physical distribution medium), accompanied by a
|
|
||||||
written offer, valid for at least three years and valid for as
|
|
||||||
long as you offer spare parts or customer support for that product
|
|
||||||
model, to give anyone who possesses the object code either (1) a
|
|
||||||
copy of the Corresponding Source for all the software in the
|
|
||||||
product that is covered by this License, on a durable physical
|
|
||||||
medium customarily used for software interchange, for a price no
|
|
||||||
more than your reasonable cost of physically performing this
|
|
||||||
conveying of source, or (2) access to copy the
|
|
||||||
Corresponding Source from a network server at no charge.
|
|
||||||
|
|
||||||
c) Convey individual copies of the object code with a copy of the
|
|
||||||
written offer to provide the Corresponding Source. This
|
|
||||||
alternative is allowed only occasionally and noncommercially, and
|
|
||||||
only if you received the object code with such an offer, in accord
|
|
||||||
with subsection 6b.
|
|
||||||
|
|
||||||
d) Convey the object code by offering access from a designated
|
|
||||||
place (gratis or for a charge), and offer equivalent access to the
|
|
||||||
Corresponding Source in the same way through the same place at no
|
|
||||||
further charge. You need not require recipients to copy the
|
|
||||||
Corresponding Source along with the object code. If the place to
|
|
||||||
copy the object code is a network server, the Corresponding Source
|
|
||||||
may be on a different server (operated by you or a third party)
|
|
||||||
that supports equivalent copying facilities, provided you maintain
|
|
||||||
clear directions next to the object code saying where to find the
|
|
||||||
Corresponding Source. Regardless of what server hosts the
|
|
||||||
Corresponding Source, you remain obligated to ensure that it is
|
|
||||||
available for as long as needed to satisfy these requirements.
|
|
||||||
|
|
||||||
e) Convey the object code using peer-to-peer transmission, provided
|
|
||||||
you inform other peers where the object code and Corresponding
|
|
||||||
Source of the work are being offered to the general public at no
|
|
||||||
charge under subsection 6d.
|
|
||||||
|
|
||||||
A separable portion of the object code, whose source code is excluded
|
|
||||||
from the Corresponding Source as a System Library, need not be
|
|
||||||
included in conveying the object code work.
|
|
||||||
|
|
||||||
A "User Product" is either (1) a "consumer product", which means any
|
|
||||||
tangible personal property which is normally used for personal, family,
|
|
||||||
or household purposes, or (2) anything designed or sold for incorporation
|
|
||||||
into a dwelling. In determining whether a product is a consumer product,
|
|
||||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
|
||||||
product received by a particular user, "normally used" refers to a
|
|
||||||
typical or common use of that class of product, regardless of the status
|
|
||||||
of the particular user or of the way in which the particular user
|
|
||||||
actually uses, or expects or is expected to use, the product. A product
|
|
||||||
is a consumer product regardless of whether the product has substantial
|
|
||||||
commercial, industrial or non-consumer uses, unless such uses represent
|
|
||||||
the only significant mode of use of the product.
|
|
||||||
|
|
||||||
"Installation Information" for a User Product means any methods,
|
|
||||||
procedures, authorization keys, or other information required to install
|
|
||||||
and execute modified versions of a covered work in that User Product from
|
|
||||||
a modified version of its Corresponding Source. The information must
|
|
||||||
suffice to ensure that the continued functioning of the modified object
|
|
||||||
code is in no case prevented or interfered with solely because
|
|
||||||
modification has been made.
|
|
||||||
|
|
||||||
If you convey an object code work under this section in, or with, or
|
|
||||||
specifically for use in, a User Product, and the conveying occurs as
|
|
||||||
part of a transaction in which the right of possession and use of the
|
|
||||||
User Product is transferred to the recipient in perpetuity or for a
|
|
||||||
fixed term (regardless of how the transaction is characterized), the
|
|
||||||
Corresponding Source conveyed under this section must be accompanied
|
|
||||||
by the Installation Information. But this requirement does not apply
|
|
||||||
if neither you nor any third party retains the ability to install
|
|
||||||
modified object code on the User Product (for example, the work has
|
|
||||||
been installed in ROM).
|
|
||||||
|
|
||||||
The requirement to provide Installation Information does not include a
|
|
||||||
requirement to continue to provide support service, warranty, or updates
|
|
||||||
for a work that has been modified or installed by the recipient, or for
|
|
||||||
the User Product in which it has been modified or installed. Access to a
|
|
||||||
network may be denied when the modification itself materially and
|
|
||||||
adversely affects the operation of the network or violates the rules and
|
|
||||||
protocols for communication across the network.
|
|
||||||
|
|
||||||
Corresponding Source conveyed, and Installation Information provided,
|
|
||||||
in accord with this section must be in a format that is publicly
|
|
||||||
documented (and with an implementation available to the public in
|
|
||||||
source code form), and must require no special password or key for
|
|
||||||
unpacking, reading or copying.
|
|
||||||
|
|
||||||
7. Additional Terms.
|
|
||||||
|
|
||||||
"Additional permissions" are terms that supplement the terms of this
|
|
||||||
License by making exceptions from one or more of its conditions.
|
|
||||||
Additional permissions that are applicable to the entire Program shall
|
|
||||||
be treated as though they were included in this License, to the extent
|
|
||||||
that they are valid under applicable law. If additional permissions
|
|
||||||
apply only to part of the Program, that part may be used separately
|
|
||||||
under those permissions, but the entire Program remains governed by
|
|
||||||
this License without regard to the additional permissions.
|
|
||||||
|
|
||||||
When you convey a copy of a covered work, you may at your option
|
|
||||||
remove any additional permissions from that copy, or from any part of
|
|
||||||
it. (Additional permissions may be written to require their own
|
|
||||||
removal in certain cases when you modify the work.) You may place
|
|
||||||
additional permissions on material, added by you to a covered work,
|
|
||||||
for which you have or can give appropriate copyright permission.
|
|
||||||
|
|
||||||
Notwithstanding any other provision of this License, for material you
|
|
||||||
add to a covered work, you may (if authorized by the copyright holders of
|
|
||||||
that material) supplement the terms of this License with terms:
|
|
||||||
|
|
||||||
a) Disclaiming warranty or limiting liability differently from the
|
|
||||||
terms of sections 15 and 16 of this License; or
|
|
||||||
|
|
||||||
b) Requiring preservation of specified reasonable legal notices or
|
|
||||||
author attributions in that material or in the Appropriate Legal
|
|
||||||
Notices displayed by works containing it; or
|
|
||||||
|
|
||||||
c) Prohibiting misrepresentation of the origin of that material, or
|
|
||||||
requiring that modified versions of such material be marked in
|
|
||||||
reasonable ways as different from the original version; or
|
|
||||||
|
|
||||||
d) Limiting the use for publicity purposes of names of licensors or
|
|
||||||
authors of the material; or
|
|
||||||
|
|
||||||
e) Declining to grant rights under trademark law for use of some
|
|
||||||
trade names, trademarks, or service marks; or
|
|
||||||
|
|
||||||
f) Requiring indemnification of licensors and authors of that
|
|
||||||
material by anyone who conveys the material (or modified versions of
|
|
||||||
it) with contractual assumptions of liability to the recipient, for
|
|
||||||
any liability that these contractual assumptions directly impose on
|
|
||||||
those licensors and authors.
|
|
||||||
|
|
||||||
All other non-permissive additional terms are considered "further
|
|
||||||
restrictions" within the meaning of section 10. If the Program as you
|
|
||||||
received it, or any part of it, contains a notice stating that it is
|
|
||||||
governed by this License along with a term that is a further
|
|
||||||
restriction, you may remove that term. If a license document contains
|
|
||||||
a further restriction but permits relicensing or conveying under this
|
|
||||||
License, you may add to a covered work material governed by the terms
|
|
||||||
of that license document, provided that the further restriction does
|
|
||||||
not survive such relicensing or conveying.
|
|
||||||
|
|
||||||
If you add terms to a covered work in accord with this section, you
|
|
||||||
must place, in the relevant source files, a statement of the
|
|
||||||
additional terms that apply to those files, or a notice indicating
|
|
||||||
where to find the applicable terms.
|
|
||||||
|
|
||||||
Additional terms, permissive or non-permissive, may be stated in the
|
|
||||||
form of a separately written license, or stated as exceptions;
|
|
||||||
the above requirements apply either way.
|
|
||||||
|
|
||||||
8. Termination.
|
|
||||||
|
|
||||||
You may not propagate or modify a covered work except as expressly
|
|
||||||
provided under this License. Any attempt otherwise to propagate or
|
|
||||||
modify it is void, and will automatically terminate your rights under
|
|
||||||
this License (including any patent licenses granted under the third
|
|
||||||
paragraph of section 11).
|
|
||||||
|
|
||||||
However, if you cease all violation of this License, then your
|
|
||||||
license from a particular copyright holder is reinstated (a)
|
|
||||||
provisionally, unless and until the copyright holder explicitly and
|
|
||||||
finally terminates your license, and (b) permanently, if the copyright
|
|
||||||
holder fails to notify you of the violation by some reasonable means
|
|
||||||
prior to 60 days after the cessation.
|
|
||||||
|
|
||||||
Moreover, your license from a particular copyright holder is
|
|
||||||
reinstated permanently if the copyright holder notifies you of the
|
|
||||||
violation by some reasonable means, this is the first time you have
|
|
||||||
received notice of violation of this License (for any work) from that
|
|
||||||
copyright holder, and you cure the violation prior to 30 days after
|
|
||||||
your receipt of the notice.
|
|
||||||
|
|
||||||
Termination of your rights under this section does not terminate the
|
|
||||||
licenses of parties who have received copies or rights from you under
|
|
||||||
this License. If your rights have been terminated and not permanently
|
|
||||||
reinstated, you do not qualify to receive new licenses for the same
|
|
||||||
material under section 10.
|
|
||||||
|
|
||||||
9. Acceptance Not Required for Having Copies.
|
|
||||||
|
|
||||||
You are not required to accept this License in order to receive or
|
|
||||||
run a copy of the Program. Ancillary propagation of a covered work
|
|
||||||
occurring solely as a consequence of using peer-to-peer transmission
|
|
||||||
to receive a copy likewise does not require acceptance. However,
|
|
||||||
nothing other than this License grants you permission to propagate or
|
|
||||||
modify any covered work. These actions infringe copyright if you do
|
|
||||||
not accept this License. Therefore, by modifying or propagating a
|
|
||||||
covered work, you indicate your acceptance of this License to do so.
|
|
||||||
|
|
||||||
10. Automatic Licensing of Downstream Recipients.
|
|
||||||
|
|
||||||
Each time you convey a covered work, the recipient automatically
|
|
||||||
receives a license from the original licensors, to run, modify and
|
|
||||||
propagate that work, subject to this License. You are not responsible
|
|
||||||
for enforcing compliance by third parties with this License.
|
|
||||||
|
|
||||||
An "entity transaction" is a transaction transferring control of an
|
|
||||||
organization, or substantially all assets of one, or subdividing an
|
|
||||||
organization, or merging organizations. If propagation of a covered
|
|
||||||
work results from an entity transaction, each party to that
|
|
||||||
transaction who receives a copy of the work also receives whatever
|
|
||||||
licenses to the work the party's predecessor in interest had or could
|
|
||||||
give under the previous paragraph, plus a right to possession of the
|
|
||||||
Corresponding Source of the work from the predecessor in interest, if
|
|
||||||
the predecessor has it or can get it with reasonable efforts.
|
|
||||||
|
|
||||||
You may not impose any further restrictions on the exercise of the
|
|
||||||
rights granted or affirmed under this License. For example, you may
|
|
||||||
not impose a license fee, royalty, or other charge for exercise of
|
|
||||||
rights granted under this License, and you may not initiate litigation
|
|
||||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
|
||||||
any patent claim is infringed by making, using, selling, offering for
|
|
||||||
sale, or importing the Program or any portion of it.
|
|
||||||
|
|
||||||
11. Patents.
|
|
||||||
|
|
||||||
A "contributor" is a copyright holder who authorizes use under this
|
|
||||||
License of the Program or a work on which the Program is based. The
|
|
||||||
work thus licensed is called the contributor's "contributor version".
|
|
||||||
|
|
||||||
A contributor's "essential patent claims" are all patent claims
|
|
||||||
owned or controlled by the contributor, whether already acquired or
|
|
||||||
hereafter acquired, that would be infringed by some manner, permitted
|
|
||||||
by this License, of making, using, or selling its contributor version,
|
|
||||||
but do not include claims that would be infringed only as a
|
|
||||||
consequence of further modification of the contributor version. For
|
|
||||||
purposes of this definition, "control" includes the right to grant
|
|
||||||
patent sublicenses in a manner consistent with the requirements of
|
|
||||||
this License.
|
|
||||||
|
|
||||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
|
||||||
patent license under the contributor's essential patent claims, to
|
|
||||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
|
||||||
propagate the contents of its contributor version.
|
|
||||||
|
|
||||||
In the following three paragraphs, a "patent license" is any express
|
|
||||||
agreement or commitment, however denominated, not to enforce a patent
|
|
||||||
(such as an express permission to practice a patent or covenant not to
|
|
||||||
sue for patent infringement). To "grant" such a patent license to a
|
|
||||||
party means to make such an agreement or commitment not to enforce a
|
|
||||||
patent against the party.
|
|
||||||
|
|
||||||
If you convey a covered work, knowingly relying on a patent license,
|
|
||||||
and the Corresponding Source of the work is not available for anyone
|
|
||||||
to copy, free of charge and under the terms of this License, through a
|
|
||||||
publicly available network server or other readily accessible means,
|
|
||||||
then you must either (1) cause the Corresponding Source to be so
|
|
||||||
available, or (2) arrange to deprive yourself of the benefit of the
|
|
||||||
patent license for this particular work, or (3) arrange, in a manner
|
|
||||||
consistent with the requirements of this License, to extend the patent
|
|
||||||
license to downstream recipients. "Knowingly relying" means you have
|
|
||||||
actual knowledge that, but for the patent license, your conveying the
|
|
||||||
covered work in a country, or your recipient's use of the covered work
|
|
||||||
in a country, would infringe one or more identifiable patents in that
|
|
||||||
country that you have reason to believe are valid.
|
|
||||||
|
|
||||||
If, pursuant to or in connection with a single transaction or
|
|
||||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
|
||||||
covered work, and grant a patent license to some of the parties
|
|
||||||
receiving the covered work authorizing them to use, propagate, modify
|
|
||||||
or convey a specific copy of the covered work, then the patent license
|
|
||||||
you grant is automatically extended to all recipients of the covered
|
|
||||||
work and works based on it.
|
|
||||||
|
|
||||||
A patent license is "discriminatory" if it does not include within
|
|
||||||
the scope of its coverage, prohibits the exercise of, or is
|
|
||||||
conditioned on the non-exercise of one or more of the rights that are
|
|
||||||
specifically granted under this License. You may not convey a covered
|
|
||||||
work if you are a party to an arrangement with a third party that is
|
|
||||||
in the business of distributing software, under which you make payment
|
|
||||||
to the third party based on the extent of your activity of conveying
|
|
||||||
the work, and under which the third party grants, to any of the
|
|
||||||
parties who would receive the covered work from you, a discriminatory
|
|
||||||
patent license (a) in connection with copies of the covered work
|
|
||||||
conveyed by you (or copies made from those copies), or (b) primarily
|
|
||||||
for and in connection with specific products or compilations that
|
|
||||||
contain the covered work, unless you entered into that arrangement,
|
|
||||||
or that patent license was granted, prior to 28 March 2007.
|
|
||||||
|
|
||||||
Nothing in this License shall be construed as excluding or limiting
|
|
||||||
any implied license or other defenses to infringement that may
|
|
||||||
otherwise be available to you under applicable patent law.
|
|
||||||
|
|
||||||
12. No Surrender of Others' Freedom.
|
|
||||||
|
|
||||||
If conditions are imposed on you (whether by court order, agreement or
|
|
||||||
otherwise) that contradict the conditions of this License, they do not
|
|
||||||
excuse you from the conditions of this License. If you cannot convey a
|
|
||||||
covered work so as to satisfy simultaneously your obligations under this
|
|
||||||
License and any other pertinent obligations, then as a consequence you may
|
|
||||||
not convey it at all. For example, if you agree to terms that obligate you
|
|
||||||
to collect a royalty for further conveying from those to whom you convey
|
|
||||||
the Program, the only way you could satisfy both those terms and this
|
|
||||||
License would be to refrain entirely from conveying the Program.
|
|
||||||
|
|
||||||
13. Use with the GNU Affero General Public License.
|
|
||||||
|
|
||||||
Notwithstanding any other provision of this License, you have
|
|
||||||
permission to link or combine any covered work with a work licensed
|
|
||||||
under version 3 of the GNU Affero General Public License into a single
|
|
||||||
combined work, and to convey the resulting work. The terms of this
|
|
||||||
License will continue to apply to the part which is the covered work,
|
|
||||||
but the special requirements of the GNU Affero General Public License,
|
|
||||||
section 13, concerning interaction through a network will apply to the
|
|
||||||
combination as such.
|
|
||||||
|
|
||||||
14. Revised Versions of this License.
|
|
||||||
|
|
||||||
The Free Software Foundation may publish revised and/or new versions of
|
|
||||||
the GNU General Public License from time to time. Such new versions will
|
|
||||||
be similar in spirit to the present version, but may differ in detail to
|
|
||||||
address new problems or concerns.
|
|
||||||
|
|
||||||
Each version is given a distinguishing version number. If the
|
|
||||||
Program specifies that a certain numbered version of the GNU General
|
|
||||||
Public License "or any later version" applies to it, you have the
|
|
||||||
option of following the terms and conditions either of that numbered
|
|
||||||
version or of any later version published by the Free Software
|
|
||||||
Foundation. If the Program does not specify a version number of the
|
|
||||||
GNU General Public License, you may choose any version ever published
|
|
||||||
by the Free Software Foundation.
|
|
||||||
|
|
||||||
If the Program specifies that a proxy can decide which future
|
|
||||||
versions of the GNU General Public License can be used, that proxy's
|
|
||||||
public statement of acceptance of a version permanently authorizes you
|
|
||||||
to choose that version for the Program.
|
|
||||||
|
|
||||||
Later license versions may give you additional or different
|
|
||||||
permissions. However, no additional obligations are imposed on any
|
|
||||||
author or copyright holder as a result of your choosing to follow a
|
|
||||||
later version.
|
|
||||||
|
|
||||||
15. Disclaimer of Warranty.
|
|
||||||
|
|
||||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
|
||||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
|
||||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
|
||||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
|
||||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
||||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
|
||||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
|
||||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
|
||||||
|
|
||||||
16. Limitation of Liability.
|
|
||||||
|
|
||||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
|
||||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
|
||||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
|
||||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
|
||||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
|
||||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
|
||||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
|
||||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
|
||||||
SUCH DAMAGES.
|
|
||||||
|
|
||||||
17. Interpretation of Sections 15 and 16.
|
|
||||||
|
|
||||||
If the disclaimer of warranty and limitation of liability provided
|
|
||||||
above cannot be given local legal effect according to their terms,
|
|
||||||
reviewing courts shall apply local law that most closely approximates
|
|
||||||
an absolute waiver of all civil liability in connection with the
|
|
||||||
Program, unless a warranty or assumption of liability accompanies a
|
|
||||||
copy of the Program in return for a fee.
|
|
||||||
|
|
||||||
END OF TERMS AND CONDITIONS
|
|
||||||
|
|
||||||
How to Apply These Terms to Your New Programs
|
|
||||||
|
|
||||||
If you develop a new program, and you want it to be of the greatest
|
|
||||||
possible use to the public, the best way to achieve this is to make it
|
|
||||||
free software which everyone can redistribute and change under these terms.
|
|
||||||
|
|
||||||
To do so, attach the following notices to the program. It is safest
|
|
||||||
to attach them to the start of each source file to most effectively
|
|
||||||
state the exclusion of warranty; and each file should have at least
|
|
||||||
the "copyright" line and a pointer to where the full notice is found.
|
|
||||||
|
|
||||||
<one line to give the program's name and a brief idea of what it does.>
|
|
||||||
Copyright (C) <year> <name of author>
|
|
||||||
|
|
||||||
This program is free software: you can redistribute it and/or modify
|
|
||||||
it under the terms of the GNU General Public License as published by
|
|
||||||
the Free Software Foundation, either version 3 of the License, or
|
|
||||||
(at your option) any later version.
|
|
||||||
|
|
||||||
This program is distributed in the hope that it will be useful,
|
|
||||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
||||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
||||||
GNU General Public License for more details.
|
|
||||||
|
|
||||||
You should have received a copy of the GNU General Public License
|
|
||||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
Also add information on how to contact you by electronic and paper mail.
|
|
||||||
|
|
||||||
If the program does terminal interaction, make it output a short
|
|
||||||
notice like this when it starts in an interactive mode:
|
|
||||||
|
|
||||||
<program> Copyright (C) <year> <name of author>
|
|
||||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
|
||||||
This is free software, and you are welcome to redistribute it
|
|
||||||
under certain conditions; type `show c' for details.
|
|
||||||
|
|
||||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
|
||||||
parts of the General Public License. Of course, your program's commands
|
|
||||||
might be different; for a GUI interface, you would use an "about box".
|
|
||||||
|
|
||||||
You should also get your employer (if you work as a programmer) or school,
|
|
||||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
|
||||||
For more information on this, and how to apply and follow the GNU GPL, see
|
|
||||||
<https://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
The GNU General Public License does not permit incorporating your program
|
|
||||||
into proprietary programs. If your program is a subroutine library, you
|
|
||||||
may consider it more useful to permit linking proprietary applications with
|
|
||||||
the library. If this is what you want to do, use the GNU Lesser General
|
|
||||||
Public License instead of this License. But first, please read
|
|
||||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
|
|
@ -1,87 +1,4 @@
|
||||||
# tga_encoder
|
# tga_encoder
|
||||||
A TGA Encoder written in Lua without the use of external Libraries.
|
A TGA Encoder written in Lua without the use of external Libraries.
|
||||||
|
|
||||||
Created by fleckenstein for VoxeLibre, then improved by erlehmann.
|
|
||||||
|
|
||||||
May be used as a Minetest mod.
|
May be used as a Minetest mod.
|
||||||
|
|
||||||
See `examples.lua` for example code and usage hints.
|
|
||||||
|
|
||||||
## Use Cases for `tga_encoder`
|
|
||||||
|
|
||||||
### Encoding Textures for Editing
|
|
||||||
|
|
||||||
TGA images of types 1/2/3 consist of header data followed by a pixel array.
|
|
||||||
|
|
||||||
This makes it trivial to parse TGA files – and even edit pixels in-place.
|
|
||||||
|
|
||||||
No checksums need to be updated on any kind of in-place texture editing.
|
|
||||||
|
|
||||||
**Tip**: When storing an editable image in item meta, use zlib compression.
|
|
||||||
|
|
||||||
### Legacy Minetest Texture Encoding
|
|
||||||
|
|
||||||
Minetest 5.4 did not include `minetest.encode_png()` (or any equvivalent).
|
|
||||||
|
|
||||||
Since `tga_encoder` is written in pure Lua, it does not need engine support.
|
|
||||||
|
|
||||||
**Tip:** Look at `examples.lua` and the Minetest mod `mcl_maps` for guidance.
|
|
||||||
|
|
||||||
### Advanced Texture Format Control
|
|
||||||
|
|
||||||
The function `minetest.encode_png()` always encodes images as 32bpp RGBA.
|
|
||||||
|
|
||||||
`tga_encoder` allows saving images as grayscale, 16bpp RGBA and 24bpp RGB.
|
|
||||||
|
|
||||||
For generating maps from terrain, color-mapped formats can be more useful.
|
|
||||||
|
|
||||||
### Encoding Very Small Textures
|
|
||||||
|
|
||||||
Images of size 8×8 or below are often smaller than an equivalent PNG file.
|
|
||||||
|
|
||||||
Note that on many filesystems files use at least 4096 bytes (i.e. 64×64).
|
|
||||||
|
|
||||||
Therefore, saving bytes on files up to a few 100 bytes is often useless.
|
|
||||||
|
|
||||||
### Encoding Reference Textures
|
|
||||||
|
|
||||||
TGA is a simple format, which makes it easy to create reference textures.
|
|
||||||
|
|
||||||
Using a hex editor, one can trivially see how all the pixels are stored.
|
|
||||||
|
|
||||||
## Supported Image Types
|
|
||||||
|
|
||||||
For all types, images are encoded in a fast single pass (i.e. append-only).
|
|
||||||
|
|
||||||
### Color-Mapped Images (Type 1)
|
|
||||||
|
|
||||||
These images contain a palette, followed by pixel data.
|
|
||||||
|
|
||||||
* `A1R5G5B5` (8bpp RGB)
|
|
||||||
* `B8G8R8` (8bpp RGB)
|
|
||||||
* `B8G8R8A8` (8bpp RGBA)
|
|
||||||
|
|
||||||
### True-Color Images (Type 2)
|
|
||||||
|
|
||||||
These images contain uncompressed RGB(A) pixel data.
|
|
||||||
|
|
||||||
* `A1R5G5B5` (16bpp RGBA)
|
|
||||||
* `B8G8R8` (24bpp RGB)
|
|
||||||
* `B8G8R8A8` (32bpp RGBA)
|
|
||||||
|
|
||||||
### Grayscale Images (Type 3)
|
|
||||||
|
|
||||||
* `Y8` (8bpp grayscale)
|
|
||||||
|
|
||||||
### Run-Length Encoded (RLE), True-Color Images (Type 10)
|
|
||||||
|
|
||||||
These images contain compressed RGB(A) pixel data.
|
|
||||||
|
|
||||||
* `A1R5G5B5` (16bpp RGBA)
|
|
||||||
* `B8G8R8` (24bpp RGB)
|
|
||||||
* `B8G8R8A8` (32bpp RGBA)
|
|
||||||
|
|
||||||
## TODO
|
|
||||||
|
|
||||||
* Actually support `R8G8B8A8` input for `A1R5G5B5` output
|
|
||||||
* Add both zoomable and explorable maps to `mcl_maps`.
|
|
||||||
|
|
|
@ -1,32 +0,0 @@
|
||||||
dofile("init.lua")
|
|
||||||
|
|
||||||
-- This generates images necessary to colorize 16 Minetest nodes in 4096 colors.
|
|
||||||
-- It serves as a demonstration of what you can achieve using colormapped nodes.
|
|
||||||
-- It is be useful for grass or beam or glass nodes that need to blend smoothly.
|
|
||||||
|
|
||||||
-- Sample depth rescaling is done according to the algorithm presented in:
|
|
||||||
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
|
|
||||||
local max_sample_in = math.pow(2, 4) - 1
|
|
||||||
local max_sample_out = math.pow(2, 8) - 1
|
|
||||||
|
|
||||||
for r = 0,15 do
|
|
||||||
local pixels = {}
|
|
||||||
for g = 0,15 do
|
|
||||||
if nil == pixels[g + 1] then
|
|
||||||
pixels[g + 1] = {}
|
|
||||||
end
|
|
||||||
for b = 0,15 do
|
|
||||||
local color = {
|
|
||||||
math.floor((r * max_sample_out / max_sample_in) + 0.5),
|
|
||||||
math.floor((g * max_sample_out / max_sample_in) + 0.5),
|
|
||||||
math.floor((b * max_sample_out / max_sample_in) + 0.5),
|
|
||||||
}
|
|
||||||
pixels[g + 1][b + 1] = color
|
|
||||||
end
|
|
||||||
end
|
|
||||||
local filename = "colormap_" .. tostring(r) .. ".tga"
|
|
||||||
tga_encoder.image(pixels):save(
|
|
||||||
filename,
|
|
||||||
{ color_format="A1R5G5B5" } -- waste less bits
|
|
||||||
)
|
|
||||||
end
|
|
|
@ -1,105 +0,0 @@
|
||||||
#!/usr/bin/env lua5.1
|
|
||||||
-- -*- coding: utf-8 -*-
|
|
||||||
|
|
||||||
-- 3D “donut” shape rendering using floating-point math
|
|
||||||
-- see <https://www.a1k0n.net/2011/07/20/donut-math.html>
|
|
||||||
|
|
||||||
-- cargo-culted by erle 2023-09-18
|
|
||||||
|
|
||||||
local theta_spacing = 0.01 -- 0.07
|
|
||||||
local phi_spacing = 0.002 -- 0.02
|
|
||||||
|
|
||||||
local R1 = 1
|
|
||||||
local R2 = 2
|
|
||||||
local K2 = 5
|
|
||||||
|
|
||||||
local screen_height = 256
|
|
||||||
local screen_width = 256
|
|
||||||
|
|
||||||
local K1 = screen_width * K2 * 3 / ( 8 * ( R1 + R2 ) )
|
|
||||||
|
|
||||||
local output = {}
|
|
||||||
local zbuffer = {}
|
|
||||||
|
|
||||||
local grey = { 120, 120, 120 }
|
|
||||||
local gray = { 136, 136, 136 }
|
|
||||||
|
|
||||||
for y = 1,screen_height,1 do
|
|
||||||
output[y] = {}
|
|
||||||
zbuffer[y] = {}
|
|
||||||
for x = 1,screen_width,1 do
|
|
||||||
local hori = math.floor( ( (y - 1) / 32 ) % 2 )
|
|
||||||
local vert = math.floor( ( (x - 1) / 32 ) % 2 )
|
|
||||||
output[y][x] = hori ~= vert and grey or gray
|
|
||||||
zbuffer[y][x] = 0
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function render_frame(A, B)
|
|
||||||
-- precompute sines and cosines of A and B
|
|
||||||
local cosA = math.cos(A)
|
|
||||||
local sinA = math.sin(A)
|
|
||||||
local cosB = math.cos(B)
|
|
||||||
local sinB = math.sin(B)
|
|
||||||
|
|
||||||
-- theta goas around the cross-sectional circle of a torus
|
|
||||||
local theta = 0
|
|
||||||
while theta <= 2*math.pi do
|
|
||||||
if ( theta < 2*math.pi * 1/8 ) or ( theta > 2*math.pi * 7/8 ) then
|
|
||||||
theta = theta + (theta_spacing * 16)
|
|
||||||
else
|
|
||||||
theta = theta + theta_spacing
|
|
||||||
end
|
|
||||||
-- precompute sines and cosines of theta
|
|
||||||
local costheta = math.cos(theta)
|
|
||||||
local sintheta = math.sin(theta)
|
|
||||||
|
|
||||||
-- phi goes around the center of revolution of a torus
|
|
||||||
local phi = 0
|
|
||||||
while phi <= 2*math.pi do
|
|
||||||
if ( phi > 2*math.pi * 3/8 ) and ( phi < 2*math.pi * 5/8 ) then
|
|
||||||
phi = phi + (phi_spacing * 128)
|
|
||||||
else
|
|
||||||
phi = phi + phi_spacing
|
|
||||||
end
|
|
||||||
-- precompute sines and cosines of phi
|
|
||||||
local cosphi = math.cos(phi)
|
|
||||||
local sinphi = math.sin(phi)
|
|
||||||
|
|
||||||
-- 2D (x, y) coordinates of the circle, before revolving
|
|
||||||
local circlex = R2 + R1*costheta
|
|
||||||
local circley = R1*sintheta
|
|
||||||
|
|
||||||
-- 3D (x, y, z) coordinates after rotation
|
|
||||||
local x = circlex*(cosB*cosphi + sinA*sinB*sinphi) - circley*cosA*sinB
|
|
||||||
local y = circlex*(sinB*cosphi - sinA*cosB*sinphi) + circley*cosA*cosB
|
|
||||||
local z = K2 + cosA*circlex*sinphi + circley*sinA
|
|
||||||
|
|
||||||
local ooz = 1/z
|
|
||||||
|
|
||||||
-- x and y projection
|
|
||||||
local xp = math.floor(screen_width/2 + K1*ooz*x)
|
|
||||||
local yp = math.floor(screen_height/2 + K1*ooz*y)
|
|
||||||
|
|
||||||
-- calculate luminance
|
|
||||||
local L = cosphi*costheta*sinB - cosA*costheta*sinphi - sinA*sintheta + cosB*( cosA*sintheta - costheta*sinA*sinphi )
|
|
||||||
-- if (L > 0) then
|
|
||||||
if (true) then
|
|
||||||
if (ooz > zbuffer[yp][xp]) then
|
|
||||||
zbuffer[yp][xp] = ooz
|
|
||||||
local luminance = math.max( math.ceil( L * 180 ), 0 )
|
|
||||||
-- luminance is now in the range 0 to 255
|
|
||||||
r = math.ceil( (luminance + xp) / 2 )
|
|
||||||
g = math.ceil( (luminance + yp) / 2 )
|
|
||||||
b = math.ceil( (luminance + xp + yp) / 3 )
|
|
||||||
output[yp][xp] = { r, g, b }
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
dofile('init.lua')
|
|
||||||
|
|
||||||
render_frame(-0.7, 0.7)
|
|
||||||
tga_encoder.image(output):save("donut.tga")
|
|
|
@ -1,181 +0,0 @@
|
||||||
dofile("init.lua")
|
|
||||||
|
|
||||||
-- encode a bitmap
|
|
||||||
local _ = { 0, 0, 0 }
|
|
||||||
local R = { 255, 127, 127 }
|
|
||||||
local pixels = {
|
|
||||||
{ _, _, _, _, _, _, _ },
|
|
||||||
{ _, _, _, R, _, _, _ },
|
|
||||||
{ _, _, R, R, R, _, _ },
|
|
||||||
{ _, R, R, R, R, R, _ },
|
|
||||||
{ _, R, R, R, R, R, _ },
|
|
||||||
{ _, _, R, _, R, _, _ },
|
|
||||||
{ _, _, _, _, _, _, _ },
|
|
||||||
}
|
|
||||||
tga_encoder.image(pixels):save("bitmap_small.tga")
|
|
||||||
|
|
||||||
-- test that image can be encoded
|
|
||||||
local bitmap_small_0 = tga_encoder.image(pixels)
|
|
||||||
bitmap_small_0:encode()
|
|
||||||
assert(191 == #bitmap_small_0.data)
|
|
||||||
|
|
||||||
-- test that imbage can be encoded with parameters
|
|
||||||
local bitmap_small_1 = tga_encoder.image(pixels)
|
|
||||||
bitmap_small_1:encode(
|
|
||||||
{
|
|
||||||
colormap = {},
|
|
||||||
color_format = "B8G8R8",
|
|
||||||
compression = "RAW",
|
|
||||||
}
|
|
||||||
)
|
|
||||||
assert(191 == #bitmap_small_1.data)
|
|
||||||
|
|
||||||
-- change a single pixel, then rescale the bitmap
|
|
||||||
local pixels_orig = pixels
|
|
||||||
pixels_orig[4][4] = { 255, 255, 255 }
|
|
||||||
local pixels = {}
|
|
||||||
for x = 1,56,1 do
|
|
||||||
local x_orig = math.ceil(x/8)
|
|
||||||
for z = 1,56,1 do
|
|
||||||
local z_orig = math.ceil(z/8)
|
|
||||||
local color = pixels_orig[z_orig][x_orig]
|
|
||||||
pixels[z] = pixels[z] or {}
|
|
||||||
pixels[z][x] = color
|
|
||||||
end
|
|
||||||
end
|
|
||||||
tga_encoder.image(pixels):save("bitmap_large.tga")
|
|
||||||
|
|
||||||
-- note that the uncompressed grayscale TGA file written in this
|
|
||||||
-- example is 80 bytes – but an optimized PNG file is 81 bytes …
|
|
||||||
local pixels = {}
|
|
||||||
for x = 1,6,1 do -- left to right
|
|
||||||
for z = 1,6,1 do -- bottom to top
|
|
||||||
local color = { math.min(x * z * 4 - 1, 255) }
|
|
||||||
pixels[z] = pixels[z] or {}
|
|
||||||
pixels[z][x] = color
|
|
||||||
end
|
|
||||||
end
|
|
||||||
tga_encoder.image(pixels):save("gradient_8bpp_raw.tga", {color_format="Y8", compression="RAW"})
|
|
||||||
|
|
||||||
local pixels = {}
|
|
||||||
for x = 1,16,1 do -- left to right
|
|
||||||
for z = 1,16,1 do -- bottom to top
|
|
||||||
local r = math.min(x * 32 - 1, 255)
|
|
||||||
local g = math.min(z * 32 - 1, 255)
|
|
||||||
local b = 0
|
|
||||||
-- blue rectangle in top right corner
|
|
||||||
if x > 8 and z > 8 then
|
|
||||||
r = 0
|
|
||||||
g = 0
|
|
||||||
b = math.min(z * 16 - 1, 255)
|
|
||||||
end
|
|
||||||
local color = { r, g, b }
|
|
||||||
pixels[z] = pixels[z] or {}
|
|
||||||
pixels[z][x] = color
|
|
||||||
end
|
|
||||||
end
|
|
||||||
local gradients = tga_encoder.image(pixels)
|
|
||||||
gradients:save("gradients_8bpp_raw.tga", {color_format="Y8", compression="RAW"})
|
|
||||||
gradients:save("gradients_16bpp_raw.tga", {color_format="A1R5G5B5", compression="RAW"})
|
|
||||||
gradients:save("gradients_16bpp_rle.tga", {color_format="A1R5G5B5", compression="RLE"})
|
|
||||||
gradients:save("gradients_24bpp_raw.tga", {color_format="B8G8R8", compression="RAW"})
|
|
||||||
gradients:save("gradients_24bpp_rle.tga", {color_format="B8G8R8", compression="RLE"})
|
|
||||||
|
|
||||||
for x = 1,16,1 do -- left to right
|
|
||||||
for z = 1,16,1 do -- bottom to top
|
|
||||||
local color = pixels[z][x]
|
|
||||||
color[#color+1] = ((x * x) + (z * z)) % 256
|
|
||||||
pixels[z][x] = color
|
|
||||||
end
|
|
||||||
end
|
|
||||||
gradients:save("gradients_32bpp_raw.tga", {color_format="B8G8R8A8", compression="RAW"})
|
|
||||||
-- the RLE-compressed file is larger than just dumping pixels because
|
|
||||||
-- the gradients in this picture can not be compressed well using RLE
|
|
||||||
gradients:save("gradients_32bpp_rle.tga", {color_format="B8G8R8A8", compression="RLE"})
|
|
||||||
|
|
||||||
local pixels = {}
|
|
||||||
for x = 1,512,1 do -- left to right
|
|
||||||
for z = 1,512,1 do -- bottom to top
|
|
||||||
local oz = (z - 256) / 256 + 0.75
|
|
||||||
local ox = (x - 256) / 256
|
|
||||||
local px, pz, i = 0, 0, 0
|
|
||||||
while (px * px) + (pz * pz) <= 4 and i < 128 do
|
|
||||||
px = (px * px) - (pz * pz) + oz
|
|
||||||
pz = (2 * px * pz) + ox
|
|
||||||
i = i + 1
|
|
||||||
end
|
|
||||||
local color = {
|
|
||||||
math.max(0, math.min(255, math.floor(px * 64))),
|
|
||||||
math.max(0, math.min(255, math.floor(pz * 64))),
|
|
||||||
math.max(0, math.min(255, math.floor(i))),
|
|
||||||
}
|
|
||||||
pixels[z] = pixels[z] or {}
|
|
||||||
pixels[z][x] = color
|
|
||||||
end
|
|
||||||
end
|
|
||||||
tga_encoder.image(pixels):save("fractal_8bpp.tga", {color_format="Y8"})
|
|
||||||
tga_encoder.image(pixels):save("fractal_16bpp.tga", {color_format="A1R5G5B5"})
|
|
||||||
tga_encoder.image(pixels):save("fractal_24bpp.tga", {color_format="B8G8R8"})
|
|
||||||
|
|
||||||
-- encode a colormapped bitmap
|
|
||||||
local K = { 0 }
|
|
||||||
local B = { 1 }
|
|
||||||
local R = { 2 }
|
|
||||||
local G = { 3 }
|
|
||||||
local W = { 4 }
|
|
||||||
local colormap = {
|
|
||||||
{ 1, 2, 3 }, -- K
|
|
||||||
{ 0, 0, 255 }, -- B
|
|
||||||
{ 255, 0, 0 }, -- R
|
|
||||||
{ 0, 255, 0 }, -- G
|
|
||||||
{ 253, 254, 255 }, -- W
|
|
||||||
}
|
|
||||||
local pixels = {
|
|
||||||
{ W, K, W, K, W, K, W },
|
|
||||||
{ R, G, B, R, G, B, K },
|
|
||||||
{ K, W, K, W, K, W, K },
|
|
||||||
{ G, B, R, G, B, R, W },
|
|
||||||
{ W, W, W, K, K, K, W },
|
|
||||||
{ B, R, G, B, R, G, K },
|
|
||||||
{ B, R, G, B, R, G, W },
|
|
||||||
}
|
|
||||||
-- note that the uncompressed colormapped TGA file written in this
|
|
||||||
-- example is 108 bytes – but an optimized PNG file is 121 bytes …
|
|
||||||
tga_encoder.image(pixels):save("colormapped_B8G8R8.tga", {colormap=colormap})
|
|
||||||
-- encoding as A1R5G5B5 saves 1 byte per palette entry → 103 bytes
|
|
||||||
tga_encoder.image(pixels):save("colormapped_A1R5G5B5.tga", {colormap=colormap, color_format="A1R5G5B5"})
|
|
||||||
|
|
||||||
-- encode a colormapped bitmap with transparency
|
|
||||||
local _ = { 0 }
|
|
||||||
local K = { 1 }
|
|
||||||
local W = { 2 }
|
|
||||||
local colormap = {
|
|
||||||
{ 0, 0, 0, 0 },
|
|
||||||
{ 0, 0, 0, 255 },
|
|
||||||
{ 255, 255, 255, 255 },
|
|
||||||
}
|
|
||||||
local pixels = {
|
|
||||||
{ _, K, K, K, K, K, _ },
|
|
||||||
{ _, K, W, W, W, K, _ },
|
|
||||||
{ K, K, W, W, W, K, K },
|
|
||||||
{ K, W, W, W, W, W, K },
|
|
||||||
{ _, K, W, W, W, K, _ },
|
|
||||||
{ _, _, K, W, K, _, _ },
|
|
||||||
{ _, _, _, K, _, _, _ },
|
|
||||||
}
|
|
||||||
tga_encoder.image(pixels):save("colormapped_B8G8R8A8.tga", {colormap=colormap})
|
|
||||||
|
|
||||||
-- encoding a colormapped image with illegal colormap indexes should error out
|
|
||||||
local colormap = {
|
|
||||||
{ 0, 0, 0, 0 },
|
|
||||||
{ 0, 0, 0, 255 },
|
|
||||||
}
|
|
||||||
local status, message = pcall(
|
|
||||||
function ()
|
|
||||||
tga_encoder.image(pixels):encode({colormap=colormap})
|
|
||||||
end
|
|
||||||
)
|
|
||||||
assert(
|
|
||||||
false == status and
|
|
||||||
"init.lua:36: colormap index 2 not in colormap of size 2" == message
|
|
||||||
)
|
|
|
@ -9,566 +9,60 @@ local image = setmetatable({}, {
|
||||||
})
|
})
|
||||||
|
|
||||||
function image:constructor(pixels)
|
function image:constructor(pixels)
|
||||||
|
self.data = ""
|
||||||
self.pixels = pixels
|
self.pixels = pixels
|
||||||
self.width = #pixels[1]
|
self.width = #pixels[1]
|
||||||
self.height = #pixels
|
self.height = #pixels
|
||||||
|
|
||||||
|
self:encode()
|
||||||
end
|
end
|
||||||
|
|
||||||
local pixel_depth_by_color_format = {
|
function image:encode_colormap_spec()
|
||||||
["Y8"] = 8,
|
self.data = self.data
|
||||||
["A1R5G5B5"] = 16,
|
.. string.char(0, 0) -- first entry index
|
||||||
["B8G8R8"] = 24,
|
.. string.char(0, 0) -- number of entries
|
||||||
["B8G8R8A8"] = 32,
|
.. string.char(0) -- bits per pixel
|
||||||
}
|
|
||||||
|
|
||||||
function image:encode_colormap_spec(properties)
|
|
||||||
local colormap = properties.colormap
|
|
||||||
local colormap_pixel_depth = 0
|
|
||||||
if 0 ~= #colormap then
|
|
||||||
colormap_pixel_depth = pixel_depth_by_color_format[
|
|
||||||
properties.color_format
|
|
||||||
]
|
|
||||||
-- ensure that each pixel references a legal colormap entry
|
|
||||||
for _, row in ipairs(self.pixels) do
|
|
||||||
for _, pixel in ipairs(row) do
|
|
||||||
local colormap_index = pixel[1]
|
|
||||||
if colormap_index >= #colormap then
|
|
||||||
error(
|
|
||||||
"colormap index " .. colormap_index ..
|
|
||||||
" not in colormap of size " .. #colormap
|
|
||||||
)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
local colormap_spec =
|
|
||||||
string.char(0, 0) .. -- first entry index
|
|
||||||
string.char(#colormap % 256, math.floor(#colormap / 256)) .. -- number of entries
|
|
||||||
string.char(colormap_pixel_depth) -- bits per pixel
|
|
||||||
self.data = self.data .. colormap_spec
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function image:encode_image_spec(properties)
|
function image:encode_image_spec()
|
||||||
local color_format = properties.color_format
|
self.data = self.data
|
||||||
assert(
|
.. string.char(0, 0) -- X-origin
|
||||||
"Y8" == color_format or -- (8 bit grayscale = 1 byte = 8 bits)
|
.. string.char(0, 0) -- Y-origin
|
||||||
"A1R5G5B5" == color_format or -- (A1R5G5B5 = 2 bytes = 16 bits)
|
.. string.char(self.width % 256, math.floor(self.width / 256)) -- width
|
||||||
"B8G8R8" == color_format or -- (B8G8R8 = 3 bytes = 24 bits)
|
.. string.char(self.height % 256, math.floor(self.height / 256)) -- height
|
||||||
"B8G8R8A8" == color_format -- (B8G8R8A8 = 4 bytes = 32 bits)
|
.. string.char(24) -- pixel depth (RGB = 3 bytes = 24 bits)
|
||||||
)
|
.. string.char(0) -- image descriptor
|
||||||
local scanline_order = properties.scanline_order
|
|
||||||
assert (
|
|
||||||
"bottom-top" == scanline_order or
|
|
||||||
"top-bottom" == scanline_order
|
|
||||||
)
|
|
||||||
local pixel_depth
|
|
||||||
if 0 ~= #properties.colormap then
|
|
||||||
pixel_depth = self.pixel_depth
|
|
||||||
else
|
|
||||||
pixel_depth = pixel_depth_by_color_format[color_format]
|
|
||||||
end
|
|
||||||
assert( nil ~= pixel_depth)
|
|
||||||
-- the origin is the bottom left corner of the image (always)
|
|
||||||
local x_origin_lo = 0
|
|
||||||
local x_origin_hi = 0
|
|
||||||
local y_origin_lo = 0
|
|
||||||
local y_origin_hi = 0
|
|
||||||
local image_descriptor = 0 -- equal to bottom-top scanline order
|
|
||||||
local width_lo = self.width % 256
|
|
||||||
local width_hi = math.floor(self.width / 256)
|
|
||||||
local height_lo = self.height % 256
|
|
||||||
local height_hi = math.floor(self.height / 256)
|
|
||||||
if "top-bottom" == scanline_order then
|
|
||||||
image_descriptor = 32
|
|
||||||
y_origin_lo = height_lo
|
|
||||||
y_origin_hi = height_hi
|
|
||||||
end
|
|
||||||
self.data = self.data .. string.char (
|
|
||||||
x_origin_lo, x_origin_hi,
|
|
||||||
y_origin_lo, y_origin_hi,
|
|
||||||
width_lo, width_hi,
|
|
||||||
height_lo, height_hi,
|
|
||||||
pixel_depth,
|
|
||||||
image_descriptor
|
|
||||||
)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function image:encode_colormap(properties)
|
function image:encode_header()
|
||||||
local colormap = properties.colormap
|
|
||||||
if 0 == #colormap then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
local color_format = properties.color_format
|
|
||||||
assert (
|
|
||||||
"A1R5G5B5" == color_format or
|
|
||||||
"B8G8R8" == color_format or
|
|
||||||
"B8G8R8A8" == color_format
|
|
||||||
)
|
|
||||||
local colors = {}
|
|
||||||
if "A1R5G5B5" == color_format then
|
|
||||||
-- Sample depth rescaling is done according to the algorithm presented in:
|
|
||||||
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
|
|
||||||
local max_sample_in = math.pow(2, 8) - 1
|
|
||||||
local max_sample_out = math.pow(2, 5) - 1
|
|
||||||
for i = 1,#colormap,1 do
|
|
||||||
local color = colormap[i]
|
|
||||||
local colorword = 32768 +
|
|
||||||
((math.floor((color[1] * max_sample_out / max_sample_in) + 0.5)) * 1024) +
|
|
||||||
((math.floor((color[2] * max_sample_out / max_sample_in) + 0.5)) * 32) +
|
|
||||||
((math.floor((color[3] * max_sample_out / max_sample_in) + 0.5)) * 1)
|
|
||||||
local color_bytes = string.char(
|
|
||||||
colorword % 256,
|
|
||||||
math.floor(colorword / 256)
|
|
||||||
)
|
|
||||||
colors[#colors + 1] = color_bytes
|
|
||||||
end
|
|
||||||
elseif "B8G8R8" == color_format then
|
|
||||||
for i = 1,#colormap,1 do
|
|
||||||
local color = colormap[i]
|
|
||||||
local color_bytes = string.char(
|
|
||||||
color[3], -- B
|
|
||||||
color[2], -- G
|
|
||||||
color[1] -- R
|
|
||||||
)
|
|
||||||
colors[#colors + 1] = color_bytes
|
|
||||||
end
|
|
||||||
elseif "B8G8R8A8" == color_format then
|
|
||||||
for i = 1,#colormap,1 do
|
|
||||||
local color = colormap[i]
|
|
||||||
local color_bytes = string.char(
|
|
||||||
color[3], -- B
|
|
||||||
color[2], -- G
|
|
||||||
color[1], -- R
|
|
||||||
color[4] -- A
|
|
||||||
)
|
|
||||||
colors[#colors + 1] = color_bytes
|
|
||||||
end
|
|
||||||
end
|
|
||||||
assert( 0 ~= #colors )
|
|
||||||
self.data = self.data .. table.concat(colors)
|
|
||||||
end
|
|
||||||
|
|
||||||
function image:encode_header(properties)
|
|
||||||
local color_format = properties.color_format
|
|
||||||
local colormap = properties.colormap
|
|
||||||
local compression = properties.compression
|
|
||||||
local colormap_type
|
|
||||||
local image_type
|
|
||||||
if "Y8" == color_format and "RAW" == compression then
|
|
||||||
colormap_type = 0
|
|
||||||
image_type = 3 -- grayscale
|
|
||||||
elseif (
|
|
||||||
"A1R5G5B5" == color_format or
|
|
||||||
"B8G8R8" == color_format or
|
|
||||||
"B8G8R8A8" == color_format
|
|
||||||
) then
|
|
||||||
if "RAW" == compression then
|
|
||||||
if 0 ~= #colormap then
|
|
||||||
colormap_type = 1
|
|
||||||
image_type = 1 -- colormapped RGB(A)
|
|
||||||
else
|
|
||||||
colormap_type = 0
|
|
||||||
image_type = 2 -- RAW RGB(A)
|
|
||||||
end
|
|
||||||
elseif "RLE" == compression then
|
|
||||||
colormap_type = 0
|
|
||||||
image_type = 10 -- RLE RGB
|
|
||||||
end
|
|
||||||
end
|
|
||||||
assert( nil ~= colormap_type )
|
|
||||||
assert( nil ~= image_type )
|
|
||||||
self.data = self.data
|
self.data = self.data
|
||||||
.. string.char(0) -- image id
|
.. string.char(0) -- image id
|
||||||
.. string.char(colormap_type)
|
.. string.char(0) -- color map type
|
||||||
.. string.char(image_type)
|
.. string.char(10) -- image type (RLE RGB = 10)
|
||||||
self:encode_colormap_spec(properties) -- color map specification
|
self:encode_colormap_spec() -- color map specification
|
||||||
self:encode_image_spec(properties) -- image specification
|
self:encode_image_spec() -- image specification
|
||||||
self:encode_colormap(properties)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function image:encode_data(properties)
|
function image:encode_data()
|
||||||
local color_format = properties.color_format
|
local current_pixel = ''
|
||||||
local colormap = properties.colormap
|
local previous_pixel = ''
|
||||||
local compression = properties.compression
|
|
||||||
|
|
||||||
local data_length_before = #self.data
|
|
||||||
if "Y8" == color_format and "RAW" == compression then
|
|
||||||
if 8 == self.pixel_depth then
|
|
||||||
self:encode_data_Y8_as_Y8_raw()
|
|
||||||
elseif 24 == self.pixel_depth then
|
|
||||||
self:encode_data_R8G8B8_as_Y8_raw()
|
|
||||||
end
|
|
||||||
elseif "A1R5G5B5" == color_format then
|
|
||||||
if 0 ~= #colormap then
|
|
||||||
if "RAW" == compression then
|
|
||||||
if 8 == self.pixel_depth then
|
|
||||||
self:encode_data_Y8_as_Y8_raw()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
else
|
|
||||||
if "RAW" == compression then
|
|
||||||
self:encode_data_R8G8B8_as_A1R5G5B5_raw()
|
|
||||||
elseif "RLE" == compression then
|
|
||||||
self:encode_data_R8G8B8_as_A1R5G5B5_rle()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
elseif "B8G8R8" == color_format then
|
|
||||||
if 0 ~= #colormap then
|
|
||||||
if "RAW" == compression then
|
|
||||||
if 8 == self.pixel_depth then
|
|
||||||
self:encode_data_Y8_as_Y8_raw()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
else
|
|
||||||
if "RAW" == compression then
|
|
||||||
self:encode_data_R8G8B8_as_B8G8R8_raw()
|
|
||||||
elseif "RLE" == compression then
|
|
||||||
self:encode_data_R8G8B8_as_B8G8R8_rle()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
elseif "B8G8R8A8" == color_format then
|
|
||||||
if 0 ~= #colormap then
|
|
||||||
if "RAW" == compression then
|
|
||||||
if 8 == self.pixel_depth then
|
|
||||||
self:encode_data_Y8_as_Y8_raw()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
else
|
|
||||||
if "RAW" == compression then
|
|
||||||
self:encode_data_R8G8B8A8_as_B8G8R8A8_raw()
|
|
||||||
elseif "RLE" == compression then
|
|
||||||
self:encode_data_R8G8B8A8_as_B8G8R8A8_rle()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
local data_length_after = #self.data
|
|
||||||
assert(
|
|
||||||
data_length_after ~= data_length_before,
|
|
||||||
"No data encoded for color format: " .. color_format
|
|
||||||
)
|
|
||||||
end
|
|
||||||
|
|
||||||
function image:encode_data_Y8_as_Y8_raw()
|
|
||||||
assert(8 == self.pixel_depth)
|
|
||||||
local raw_pixels = {}
|
|
||||||
for _, row in ipairs(self.pixels) do
|
|
||||||
for _, pixel in ipairs(row) do
|
|
||||||
local raw_pixel = string.char(pixel[1])
|
|
||||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
|
||||||
end
|
|
||||||
end
|
|
||||||
self.data = self.data .. table.concat(raw_pixels)
|
|
||||||
end
|
|
||||||
|
|
||||||
function image:encode_data_R8G8B8_as_Y8_raw()
|
|
||||||
assert(24 == self.pixel_depth)
|
|
||||||
local raw_pixels = {}
|
|
||||||
for _, row in ipairs(self.pixels) do
|
|
||||||
for _, pixel in ipairs(row) do
|
|
||||||
-- the HSP RGB to brightness formula is
|
|
||||||
-- sqrt( 0.299 r² + .587 g² + .114 b² )
|
|
||||||
-- see <https://alienryderflex.com/hsp.html>
|
|
||||||
local gray = math.floor(
|
|
||||||
math.sqrt(
|
|
||||||
0.299 * pixel[1]^2 +
|
|
||||||
0.587 * pixel[2]^2 +
|
|
||||||
0.114 * pixel[3]^2
|
|
||||||
) + 0.5
|
|
||||||
)
|
|
||||||
local raw_pixel = string.char(gray)
|
|
||||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
|
||||||
end
|
|
||||||
end
|
|
||||||
self.data = self.data .. table.concat(raw_pixels)
|
|
||||||
end
|
|
||||||
|
|
||||||
function image:encode_data_R8G8B8_as_A1R5G5B5_raw()
|
|
||||||
assert(24 == self.pixel_depth)
|
|
||||||
local raw_pixels = {}
|
|
||||||
-- Sample depth rescaling is done according to the algorithm presented in:
|
|
||||||
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
|
|
||||||
local max_sample_in = math.pow(2, 8) - 1
|
|
||||||
local max_sample_out = math.pow(2, 5) - 1
|
|
||||||
for _, row in ipairs(self.pixels) do
|
|
||||||
for _, pixel in ipairs(row) do
|
|
||||||
local colorword = 32768 +
|
|
||||||
((math.floor((pixel[1] * max_sample_out / max_sample_in) + 0.5)) * 1024) +
|
|
||||||
((math.floor((pixel[2] * max_sample_out / max_sample_in) + 0.5)) * 32) +
|
|
||||||
((math.floor((pixel[3] * max_sample_out / max_sample_in) + 0.5)) * 1)
|
|
||||||
local raw_pixel = string.char(colorword % 256, math.floor(colorword / 256))
|
|
||||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
|
||||||
end
|
|
||||||
end
|
|
||||||
self.data = self.data .. table.concat(raw_pixels)
|
|
||||||
end
|
|
||||||
|
|
||||||
function image:encode_data_R8G8B8_as_A1R5G5B5_rle()
|
|
||||||
assert(24 == self.pixel_depth)
|
|
||||||
local colorword = nil
|
|
||||||
local previous_r = nil
|
|
||||||
local previous_g = nil
|
|
||||||
local previous_b = nil
|
|
||||||
local raw_pixel = ''
|
|
||||||
local raw_pixels = {}
|
|
||||||
local count = 1
|
local count = 1
|
||||||
local packets = {}
|
local packets = {}
|
||||||
local raw_packet = ''
|
|
||||||
local rle_packet = ''
|
|
||||||
-- Sample depth rescaling is done according to the algorithm presented in:
|
|
||||||
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
|
|
||||||
local max_sample_in = math.pow(2, 8) - 1
|
|
||||||
local max_sample_out = math.pow(2, 5) - 1
|
|
||||||
for _, row in ipairs(self.pixels) do
|
|
||||||
for _, pixel in ipairs(row) do
|
|
||||||
if pixel[1] ~= previous_r or pixel[2] ~= previous_g or pixel[3] ~= previous_b or count == 128 then
|
|
||||||
if nil ~= previous_r then
|
|
||||||
colorword = 32768 +
|
|
||||||
((math.floor((previous_r * max_sample_out / max_sample_in) + 0.5)) * 1024) +
|
|
||||||
((math.floor((previous_g * max_sample_out / max_sample_in) + 0.5)) * 32) +
|
|
||||||
((math.floor((previous_b * max_sample_out / max_sample_in) + 0.5)) * 1)
|
|
||||||
if 1 == count then
|
|
||||||
-- remember pixel verbatim for raw encoding
|
|
||||||
raw_pixel = string.char(colorword % 256, math.floor(colorword / 256))
|
|
||||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
|
||||||
if 128 == #raw_pixels then
|
|
||||||
raw_packet = string.char(#raw_pixels - 1)
|
|
||||||
packets[#packets + 1] = raw_packet
|
|
||||||
for i=1, #raw_pixels do
|
|
||||||
packets[#packets +1] = raw_pixels[i]
|
|
||||||
end
|
|
||||||
raw_pixels = {}
|
|
||||||
end
|
|
||||||
else
|
|
||||||
-- encode raw pixels, if any
|
|
||||||
if #raw_pixels > 0 then
|
|
||||||
raw_packet = string.char(#raw_pixels - 1)
|
|
||||||
packets[#packets + 1] = raw_packet
|
|
||||||
for i=1, #raw_pixels do
|
|
||||||
packets[#packets +1] = raw_pixels[i]
|
|
||||||
end
|
|
||||||
raw_pixels = {}
|
|
||||||
end
|
|
||||||
-- RLE encoding
|
|
||||||
rle_packet = string.char(128 + count - 1, colorword % 256, math.floor(colorword / 256))
|
|
||||||
packets[#packets +1] = rle_packet
|
|
||||||
end
|
|
||||||
end
|
|
||||||
count = 1
|
|
||||||
previous_r = pixel[1]
|
|
||||||
previous_g = pixel[2]
|
|
||||||
previous_b = pixel[3]
|
|
||||||
else
|
|
||||||
count = count + 1
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
colorword = 32768 +
|
|
||||||
((math.floor((previous_r * max_sample_out / max_sample_in) + 0.5)) * 1024) +
|
|
||||||
((math.floor((previous_g * max_sample_out / max_sample_in) + 0.5)) * 32) +
|
|
||||||
((math.floor((previous_b * max_sample_out / max_sample_in) + 0.5)) * 1)
|
|
||||||
if 1 == count then
|
|
||||||
raw_pixel = string.char(colorword % 256, math.floor(colorword / 256))
|
|
||||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
|
||||||
raw_packet = string.char(#raw_pixels - 1)
|
|
||||||
packets[#packets + 1] = raw_packet
|
|
||||||
for i=1, #raw_pixels do
|
|
||||||
packets[#packets +1] = raw_pixels[i]
|
|
||||||
end
|
|
||||||
raw_pixels = {}
|
|
||||||
else
|
|
||||||
-- encode raw pixels, if any
|
|
||||||
if #raw_pixels > 0 then
|
|
||||||
raw_packet = string.char(#raw_pixels - 1)
|
|
||||||
packets[#packets + 1] = raw_packet
|
|
||||||
for i=1, #raw_pixels do
|
|
||||||
packets[#packets +1] = raw_pixels[i]
|
|
||||||
end
|
|
||||||
raw_pixels = {}
|
|
||||||
end
|
|
||||||
-- RLE encoding
|
|
||||||
rle_packet = string.char(128 + count - 1, colorword % 256, math.floor(colorword / 256))
|
|
||||||
packets[#packets +1] = rle_packet
|
|
||||||
end
|
|
||||||
self.data = self.data .. table.concat(packets)
|
|
||||||
end
|
|
||||||
|
|
||||||
function image:encode_data_R8G8B8_as_B8G8R8_raw()
|
|
||||||
assert(24 == self.pixel_depth)
|
|
||||||
local raw_pixels = {}
|
|
||||||
for _, row in ipairs(self.pixels) do
|
|
||||||
for _, pixel in ipairs(row) do
|
|
||||||
local raw_pixel = string.char(pixel[3], pixel[2], pixel[1])
|
|
||||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
|
||||||
end
|
|
||||||
end
|
|
||||||
self.data = self.data .. table.concat(raw_pixels)
|
|
||||||
end
|
|
||||||
|
|
||||||
function image:encode_data_R8G8B8_as_B8G8R8_rle()
|
|
||||||
assert(24 == self.pixel_depth)
|
|
||||||
local previous_r = nil
|
|
||||||
local previous_g = nil
|
|
||||||
local previous_b = nil
|
|
||||||
local raw_pixel = ''
|
|
||||||
local raw_pixels = {}
|
|
||||||
local count = 1
|
|
||||||
local packets = {}
|
|
||||||
local raw_packet = ''
|
|
||||||
local rle_packet = ''
|
local rle_packet = ''
|
||||||
for _, row in ipairs(self.pixels) do
|
for _, row in ipairs(self.pixels) do
|
||||||
for _, pixel in ipairs(row) do
|
for _, pixel in ipairs(row) do
|
||||||
if pixel[1] ~= previous_r or pixel[2] ~= previous_g or pixel[3] ~= previous_b or count == 128 then
|
current_pixel = string.char(pixel[3], pixel[2], pixel[1])
|
||||||
if nil ~= previous_r then
|
if current_pixel ~= previous_pixel or count == 128 then
|
||||||
if 1 == count then
|
|
||||||
-- remember pixel verbatim for raw encoding
|
|
||||||
raw_pixel = string.char(previous_b, previous_g, previous_r)
|
|
||||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
|
||||||
if 128 == #raw_pixels then
|
|
||||||
raw_packet = string.char(#raw_pixels - 1)
|
|
||||||
packets[#packets + 1] = raw_packet
|
|
||||||
for i=1, #raw_pixels do
|
|
||||||
packets[#packets +1] = raw_pixels[i]
|
|
||||||
end
|
|
||||||
raw_pixels = {}
|
|
||||||
end
|
|
||||||
else
|
|
||||||
-- encode raw pixels, if any
|
|
||||||
if #raw_pixels > 0 then
|
|
||||||
raw_packet = string.char(#raw_pixels - 1)
|
|
||||||
packets[#packets + 1] = raw_packet
|
|
||||||
for i=1, #raw_pixels do
|
|
||||||
packets[#packets +1] = raw_pixels[i]
|
|
||||||
end
|
|
||||||
raw_pixels = {}
|
|
||||||
end
|
|
||||||
-- RLE encoding
|
|
||||||
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r)
|
|
||||||
packets[#packets +1] = rle_packet
|
packets[#packets +1] = rle_packet
|
||||||
end
|
|
||||||
end
|
|
||||||
count = 1
|
count = 1
|
||||||
previous_r = pixel[1]
|
previous_pixel = current_pixel
|
||||||
previous_g = pixel[2]
|
|
||||||
previous_b = pixel[3]
|
|
||||||
else
|
else
|
||||||
count = count + 1
|
count = count + 1
|
||||||
end
|
end
|
||||||
|
rle_packet = string.char(128 + count - 1) .. current_pixel
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if 1 == count then
|
|
||||||
raw_pixel = string.char(previous_b, previous_g, previous_r)
|
|
||||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
|
||||||
raw_packet = string.char(#raw_pixels - 1)
|
|
||||||
packets[#packets + 1] = raw_packet
|
|
||||||
for i=1, #raw_pixels do
|
|
||||||
packets[#packets +1] = raw_pixels[i]
|
|
||||||
end
|
|
||||||
raw_pixels = {}
|
|
||||||
else
|
|
||||||
-- encode raw pixels, if any
|
|
||||||
if #raw_pixels > 0 then
|
|
||||||
raw_packet = string.char(#raw_pixels - 1)
|
|
||||||
packets[#packets + 1] = raw_packet
|
|
||||||
for i=1, #raw_pixels do
|
|
||||||
packets[#packets +1] = raw_pixels[i]
|
|
||||||
end
|
|
||||||
raw_pixels = {}
|
|
||||||
end
|
|
||||||
-- RLE encoding
|
|
||||||
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r)
|
|
||||||
packets[#packets +1] = rle_packet
|
packets[#packets +1] = rle_packet
|
||||||
end
|
|
||||||
self.data = self.data .. table.concat(packets)
|
|
||||||
end
|
|
||||||
|
|
||||||
function image:encode_data_R8G8B8A8_as_B8G8R8A8_raw()
|
|
||||||
assert(32 == self.pixel_depth)
|
|
||||||
local raw_pixels = {}
|
|
||||||
for _, row in ipairs(self.pixels) do
|
|
||||||
for _, pixel in ipairs(row) do
|
|
||||||
local raw_pixel = string.char(pixel[3], pixel[2], pixel[1], pixel[4])
|
|
||||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
|
||||||
end
|
|
||||||
end
|
|
||||||
self.data = self.data .. table.concat(raw_pixels)
|
|
||||||
end
|
|
||||||
|
|
||||||
function image:encode_data_R8G8B8A8_as_B8G8R8A8_rle()
|
|
||||||
assert(32 == self.pixel_depth)
|
|
||||||
local previous_r = nil
|
|
||||||
local previous_g = nil
|
|
||||||
local previous_b = nil
|
|
||||||
local previous_a = nil
|
|
||||||
local raw_pixel = ''
|
|
||||||
local raw_pixels = {}
|
|
||||||
local count = 1
|
|
||||||
local packets = {}
|
|
||||||
local raw_packet = ''
|
|
||||||
local rle_packet = ''
|
|
||||||
for _, row in ipairs(self.pixels) do
|
|
||||||
for _, pixel in ipairs(row) do
|
|
||||||
if pixel[1] ~= previous_r or pixel[2] ~= previous_g or pixel[3] ~= previous_b or pixel[4] ~= previous_a or count == 128 then
|
|
||||||
if nil ~= previous_r then
|
|
||||||
if 1 == count then
|
|
||||||
-- remember pixel verbatim for raw encoding
|
|
||||||
raw_pixel = string.char(previous_b, previous_g, previous_r, previous_a)
|
|
||||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
|
||||||
if 128 == #raw_pixels then
|
|
||||||
raw_packet = string.char(#raw_pixels - 1)
|
|
||||||
packets[#packets + 1] = raw_packet
|
|
||||||
for i=1, #raw_pixels do
|
|
||||||
packets[#packets +1] = raw_pixels[i]
|
|
||||||
end
|
|
||||||
raw_pixels = {}
|
|
||||||
end
|
|
||||||
else
|
|
||||||
-- encode raw pixels, if any
|
|
||||||
if #raw_pixels > 0 then
|
|
||||||
raw_packet = string.char(#raw_pixels - 1)
|
|
||||||
packets[#packets + 1] = raw_packet
|
|
||||||
for i=1, #raw_pixels do
|
|
||||||
packets[#packets +1] = raw_pixels[i]
|
|
||||||
end
|
|
||||||
raw_pixels = {}
|
|
||||||
end
|
|
||||||
-- RLE encoding
|
|
||||||
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r, previous_a)
|
|
||||||
packets[#packets +1] = rle_packet
|
|
||||||
end
|
|
||||||
end
|
|
||||||
count = 1
|
|
||||||
previous_r = pixel[1]
|
|
||||||
previous_g = pixel[2]
|
|
||||||
previous_b = pixel[3]
|
|
||||||
previous_a = pixel[4]
|
|
||||||
else
|
|
||||||
count = count + 1
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
if 1 == count then
|
|
||||||
raw_pixel = string.char(previous_b, previous_g, previous_r, previous_a)
|
|
||||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
|
||||||
raw_packet = string.char(#raw_pixels - 1)
|
|
||||||
packets[#packets + 1] = raw_packet
|
|
||||||
for i=1, #raw_pixels do
|
|
||||||
packets[#packets +1] = raw_pixels[i]
|
|
||||||
end
|
|
||||||
raw_pixels = {}
|
|
||||||
else
|
|
||||||
-- encode raw pixels, if any
|
|
||||||
if #raw_pixels > 0 then
|
|
||||||
raw_packet = string.char(#raw_pixels - 1)
|
|
||||||
packets[#packets + 1] = raw_packet
|
|
||||||
for i=1, #raw_pixels do
|
|
||||||
packets[#packets +1] = raw_pixels[i]
|
|
||||||
end
|
|
||||||
raw_pixels = {}
|
|
||||||
end
|
|
||||||
-- RLE encoding
|
|
||||||
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r, previous_a)
|
|
||||||
packets[#packets +1] = rle_packet
|
|
||||||
end
|
|
||||||
self.data = self.data .. table.concat(packets)
|
self.data = self.data .. table.concat(packets)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -581,45 +75,15 @@ function image:encode_footer()
|
||||||
.. string.char(0)
|
.. string.char(0)
|
||||||
end
|
end
|
||||||
|
|
||||||
function image:encode(properties)
|
function image:encode()
|
||||||
local properties = properties or {}
|
self:encode_header() -- header
|
||||||
properties.colormap = properties.colormap or {}
|
|
||||||
properties.compression = properties.compression or "RAW"
|
|
||||||
properties.scanline_order = properties.scanline_order or "bottom-top"
|
|
||||||
|
|
||||||
self.pixel_depth = #self.pixels[1][1] * 8
|
|
||||||
|
|
||||||
local color_format_defaults_by_pixel_depth = {
|
|
||||||
[8] = "Y8",
|
|
||||||
[24] = "B8G8R8",
|
|
||||||
[32] = "B8G8R8A8",
|
|
||||||
}
|
|
||||||
if nil == properties.color_format then
|
|
||||||
if 0 ~= #properties.colormap then
|
|
||||||
properties.color_format =
|
|
||||||
color_format_defaults_by_pixel_depth[
|
|
||||||
#properties.colormap[1] * 8
|
|
||||||
]
|
|
||||||
else
|
|
||||||
properties.color_format =
|
|
||||||
color_format_defaults_by_pixel_depth[
|
|
||||||
self.pixel_depth
|
|
||||||
]
|
|
||||||
end
|
|
||||||
end
|
|
||||||
assert( nil ~= properties.color_format )
|
|
||||||
|
|
||||||
self.data = ""
|
|
||||||
self:encode_header(properties) -- header
|
|
||||||
-- no color map and image id data
|
-- no color map and image id data
|
||||||
self:encode_data(properties) -- encode data
|
self:encode_data() -- encode data
|
||||||
-- no extension or developer area
|
-- no extension or developer area
|
||||||
self:encode_footer() -- footer
|
self:encode_footer() -- footer
|
||||||
end
|
end
|
||||||
|
|
||||||
function image:save(filename, properties)
|
function image:save(filename)
|
||||||
self:encode(properties)
|
|
||||||
|
|
||||||
local f = assert(io.open(filename, "wb"))
|
local f = assert(io.open(filename, "wb"))
|
||||||
f:write(self.data)
|
f:write(self.data)
|
||||||
f:close()
|
f:close()
|
||||||
|
|
|
@ -1,51 +0,0 @@
|
||||||
dofile("init.lua")
|
|
||||||
|
|
||||||
local colormap = {
|
|
||||||
{ 0, 0, 0 }, -- black
|
|
||||||
{ 255, 255, 255 }, -- white
|
|
||||||
{ 255, 0, 0 }, -- red
|
|
||||||
{ 0, 255, 0 }, -- green
|
|
||||||
{ 0, 0, 255 }, -- blue
|
|
||||||
}
|
|
||||||
|
|
||||||
local _ = { 0 }
|
|
||||||
local W = { 1 }
|
|
||||||
local R = { 2 }
|
|
||||||
local G = { 3 }
|
|
||||||
local B = { 4 }
|
|
||||||
|
|
||||||
local pixels_tiny = {
|
|
||||||
{ W, W, W, W, W, W, W, W, W, W, W, W, },
|
|
||||||
{ W, _, _, _, _, _, _, _, _, _, _, W, },
|
|
||||||
{ W, _, _, _, _, _, _, B, _, B, _, W, },
|
|
||||||
{ W, _, _, _, _, _, _, B, B, B, _, W, },
|
|
||||||
{ W, _, _, _, G, G, G, B, _, B, _, W, },
|
|
||||||
{ W, _, _, _, G, _, G, B, B, B, _, W, },
|
|
||||||
{ W, _, _, R, G, _, _, _, _, _, _, W, },
|
|
||||||
{ W, _, _, R, G, G, G, _, _, _, _, W, },
|
|
||||||
{ W, _, _, R, _, _, _, _, _, _, _, W, },
|
|
||||||
{ W, _, R, R, R, _, _, _, _, _, _, W, },
|
|
||||||
{ W, _, _, _, _, _, _, _, _, _, _, W, },
|
|
||||||
{ W, W, W, W, W, W, W, W, W, W, W, W, },
|
|
||||||
}
|
|
||||||
|
|
||||||
local pixels_huge = {}
|
|
||||||
|
|
||||||
local size_tiny = #pixels_tiny
|
|
||||||
local size_huge = 1200
|
|
||||||
local scale = size_huge / size_tiny
|
|
||||||
|
|
||||||
for x_huge = 1,size_huge,1 do
|
|
||||||
local x_tiny = math.ceil( x_huge / scale )
|
|
||||||
for z_huge = 1,size_huge,1 do
|
|
||||||
local z_tiny = math.ceil( z_huge / scale )
|
|
||||||
if nil == pixels_huge[z_huge] then
|
|
||||||
pixels_huge[z_huge] = {}
|
|
||||||
end
|
|
||||||
pixels_huge[z_huge][x_huge] = pixels_tiny[z_tiny][x_tiny]
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
tga_encoder.image(pixels_tiny):save("logo_tiny.tga", {colormap=colormap})
|
|
||||||
tga_encoder.image(pixels_huge):save("logo_huge.tga", {colormap=colormap})
|
|
||||||
|
|
|
@ -1,2 +1,3 @@
|
||||||
name = tga_encoder
|
name = tga_encoder
|
||||||
|
author = Fleckenstein
|
||||||
description = A TGA Encoder written in Lua without the use of external Libraries.
|
description = A TGA Encoder written in Lua without the use of external Libraries.
|
||||||
|
|
|
@ -1,180 +0,0 @@
|
||||||
#!/usr/bin/env lua5.1
|
|
||||||
dofile("../init.lua")
|
|
||||||
|
|
||||||
local _ = { 0 }
|
|
||||||
local R = { 1 }
|
|
||||||
local G = { 2 }
|
|
||||||
local B = { 3 }
|
|
||||||
|
|
||||||
local pixels_colormapped_bt = {
|
|
||||||
{ _, _, _, _, _, B, _, B, },
|
|
||||||
{ _, _, _, _, _, B, B, B, },
|
|
||||||
{ _, _, G, G, G, B, _, B, },
|
|
||||||
{ _, _, G, _, G, B, B, B, },
|
|
||||||
{ _, R, G, _, _, _, _, _, },
|
|
||||||
{ _, R, G, G, G, _, _, _, },
|
|
||||||
{ _, R, _, _, _, _, _, _, },
|
|
||||||
{ R, R, R, _, _, _, _, _, },
|
|
||||||
}
|
|
||||||
|
|
||||||
local pixels_colormapped_tb = {
|
|
||||||
{ R, R, R, _, _, _, _, _, },
|
|
||||||
{ _, R, _, _, _, _, _, _, },
|
|
||||||
{ _, R, G, G, G, _, _, _, },
|
|
||||||
{ _, R, G, _, _, _, _, _, },
|
|
||||||
{ _, _, G, _, G, B, B, B, },
|
|
||||||
{ _, _, G, G, G, B, _, B, },
|
|
||||||
{ _, _, _, _, _, B, B, B, },
|
|
||||||
{ _, _, _, _, _, B, _, B, },
|
|
||||||
}
|
|
||||||
|
|
||||||
image_colormapped_bt = tga_encoder.image(pixels_colormapped_bt)
|
|
||||||
image_colormapped_tb = tga_encoder.image(pixels_colormapped_tb)
|
|
||||||
|
|
||||||
colormap_32bpp = {
|
|
||||||
{ 0, 0, 0, 128 },
|
|
||||||
{ 255, 0, 0, 255 },
|
|
||||||
{ 0, 255, 0, 255 },
|
|
||||||
{ 0, 0, 255, 255 },
|
|
||||||
}
|
|
||||||
image_colormapped_bt:save(
|
|
||||||
"type1_32bpp_bt.tga",
|
|
||||||
{ colormap = colormap_32bpp, color_format = "B8G8R8A8", scanline_order = "bottom-top" }
|
|
||||||
)
|
|
||||||
image_colormapped_tb:save(
|
|
||||||
"type1_32bpp_tb.tga",
|
|
||||||
{ colormap = colormap_32bpp, color_format = "B8G8R8A8", scanline_order = "top-bottom" }
|
|
||||||
)
|
|
||||||
image_colormapped_bt:save(
|
|
||||||
"type1_16bpp_bt.tga",
|
|
||||||
{ colormap = colormap_32bpp, color_format = "A1R5G5B5", scanline_order = "bottom-top" }
|
|
||||||
)
|
|
||||||
image_colormapped_tb:save(
|
|
||||||
"type1_16bpp_tb.tga",
|
|
||||||
{ colormap = colormap_32bpp, color_format = "A1R5G5B5", scanline_order = "top-bottom" }
|
|
||||||
)
|
|
||||||
|
|
||||||
colormap_24bpp = {
|
|
||||||
{ 0, 0, 0 },
|
|
||||||
{ 255, 0, 0 },
|
|
||||||
{ 0, 255, 0 },
|
|
||||||
{ 0, 0, 255 },
|
|
||||||
}
|
|
||||||
image_colormapped_bt:save(
|
|
||||||
"type1_24bpp_bt.tga",
|
|
||||||
{ colormap = colormap_32bpp, color_format = "B8G8R8", scanline_order = "bottom-top" }
|
|
||||||
)
|
|
||||||
image_colormapped_tb:save(
|
|
||||||
"type1_24bpp_tb.tga",
|
|
||||||
{ colormap = colormap_32bpp, color_format = "B8G8R8", scanline_order = "top-bottom" }
|
|
||||||
)
|
|
||||||
|
|
||||||
local _ = { 0, 0, 0, 128 }
|
|
||||||
local R = { 255, 0, 0, 255 }
|
|
||||||
local G = { 0, 255, 0, 255 }
|
|
||||||
local B = { 0, 0, 255, 255 }
|
|
||||||
|
|
||||||
local pixels_rgba_bt = {
|
|
||||||
{ _, _, _, _, _, B, _, B, },
|
|
||||||
{ _, _, _, _, _, B, B, B, },
|
|
||||||
{ _, _, G, G, G, B, _, B, },
|
|
||||||
{ _, _, G, _, G, B, B, B, },
|
|
||||||
{ _, R, G, _, _, _, _, _, },
|
|
||||||
{ _, R, G, G, G, _, _, _, },
|
|
||||||
{ _, R, _, _, _, _, _, _, },
|
|
||||||
{ R, R, R, _, _, _, _, _, },
|
|
||||||
}
|
|
||||||
|
|
||||||
local pixels_rgba_tb = {
|
|
||||||
{ R, R, R, _, _, _, _, _, },
|
|
||||||
{ _, R, _, _, _, _, _, _, },
|
|
||||||
{ _, R, G, G, G, _, _, _, },
|
|
||||||
{ _, R, G, _, _, _, _, _, },
|
|
||||||
{ _, _, G, _, G, B, B, B, },
|
|
||||||
{ _, _, G, G, G, B, _, B, },
|
|
||||||
{ _, _, _, _, _, B, B, B, },
|
|
||||||
{ _, _, _, _, _, B, _, B, },
|
|
||||||
}
|
|
||||||
|
|
||||||
image_rgba_bt = tga_encoder.image(pixels_rgba_bt)
|
|
||||||
image_rgba_tb = tga_encoder.image(pixels_rgba_tb)
|
|
||||||
|
|
||||||
image_rgba_bt:save(
|
|
||||||
"type2_32bpp_bt.tga",
|
|
||||||
{ color_format="B8G8R8A8", compression="RAW", scanline_order = "bottom-top" }
|
|
||||||
)
|
|
||||||
image_rgba_tb:save(
|
|
||||||
"type2_32bpp_tb.tga",
|
|
||||||
{ color_format="B8G8R8A8", compression="RAW", scanline_order = "top-bottom" }
|
|
||||||
)
|
|
||||||
image_rgba_bt:save(
|
|
||||||
"type10_32bpp_bt.tga",
|
|
||||||
{ color_format="B8G8R8A8", compression="RLE", scanline_order = "bottom-top" }
|
|
||||||
)
|
|
||||||
image_rgba_tb:save(
|
|
||||||
"type10_32bpp_tb.tga",
|
|
||||||
{ color_format="B8G8R8A8", compression="RLE", scanline_order = "top-bottom" }
|
|
||||||
)
|
|
||||||
|
|
||||||
local _ = { 0, 0, 0 }
|
|
||||||
local R = { 255, 0, 0 }
|
|
||||||
local G = { 0, 255, 0 }
|
|
||||||
local B = { 0, 0, 255 }
|
|
||||||
|
|
||||||
local pixels_rgb_bt = {
|
|
||||||
{ _, _, _, _, _, B, _, B, },
|
|
||||||
{ _, _, _, _, _, B, B, B, },
|
|
||||||
{ _, _, G, G, G, B, _, B, },
|
|
||||||
{ _, _, G, _, G, B, B, B, },
|
|
||||||
{ _, R, G, _, _, _, _, _, },
|
|
||||||
{ _, R, G, G, G, _, _, _, },
|
|
||||||
{ _, R, _, _, _, _, _, _, },
|
|
||||||
{ R, R, R, _, _, _, _, _, },
|
|
||||||
}
|
|
||||||
|
|
||||||
local pixels_rgb_tb = {
|
|
||||||
{ R, R, R, _, _, _, _, _, },
|
|
||||||
{ _, R, _, _, _, _, _, _, },
|
|
||||||
{ _, R, G, G, G, _, _, _, },
|
|
||||||
{ _, R, G, _, _, _, _, _, },
|
|
||||||
{ _, _, G, _, G, B, B, B, },
|
|
||||||
{ _, _, G, G, G, B, _, B, },
|
|
||||||
{ _, _, _, _, _, B, B, B, },
|
|
||||||
{ _, _, _, _, _, B, _, B, },
|
|
||||||
}
|
|
||||||
|
|
||||||
image_rgb_bt = tga_encoder.image(pixels_rgb_bt)
|
|
||||||
image_rgb_tb = tga_encoder.image(pixels_rgb_tb)
|
|
||||||
|
|
||||||
image_rgb_bt:save(
|
|
||||||
"type2_24bpp_bt.tga",
|
|
||||||
{ color_format="B8G8R8", compression="RAW", scanline_order = "bottom-top" }
|
|
||||||
)
|
|
||||||
image_rgb_tb:save(
|
|
||||||
"type2_24bpp_tb.tga",
|
|
||||||
{ color_format="B8G8R8", compression="RAW", scanline_order = "top-bottom" }
|
|
||||||
)
|
|
||||||
image_rgb_bt:save(
|
|
||||||
"type10_24bpp_bt.tga",
|
|
||||||
{ color_format="B8G8R8", compression="RLE", scanline_order = "bottom-top" }
|
|
||||||
)
|
|
||||||
image_rgb_tb:save(
|
|
||||||
"type10_24bpp_tb.tga",
|
|
||||||
{ color_format="B8G8R8", compression="RLE", scanline_order = "top-bottom" }
|
|
||||||
)
|
|
||||||
image_rgb_bt:save(
|
|
||||||
"type2_16bpp_bt.tga",
|
|
||||||
{ color_format="A1R5G5B5", compression="RAW", scanline_order = "bottom-top" }
|
|
||||||
)
|
|
||||||
image_rgb_tb:save(
|
|
||||||
"type2_16bpp_tb.tga",
|
|
||||||
{ color_format="A1R5G5B5", compression="RAW", scanline_order = "top-bottom" }
|
|
||||||
)
|
|
||||||
image_rgb_bt:save(
|
|
||||||
"type10_16bpp_bt.tga",
|
|
||||||
{ color_format="A1R5G5B5", compression="RLE", scanline_order = "bottom-top" }
|
|
||||||
)
|
|
||||||
image_rgb_tb:save(
|
|
||||||
"type10_16bpp_tb.tga",
|
|
||||||
{ color_format="A1R5G5B5", compression="RLE", scanline_order = "top-bottom" }
|
|
||||||
)
|
|
|
@ -10,7 +10,7 @@ License of boat model:
|
||||||
GNU GPLv3 <https://www.gnu.org/licenses/gpl-3.0.html>
|
GNU GPLv3 <https://www.gnu.org/licenses/gpl-3.0.html>
|
||||||
|
|
||||||
## Textures
|
## Textures
|
||||||
See the main VoxeLibre README.md file to learn more.
|
See the main MineClone 2 README.md file to learn more.
|
||||||
|
|
||||||
## Code
|
## Code
|
||||||
Code based on Minetest Game, licensed under the MIT License (MIT).
|
Code based on Minetest Game, licensed under the MIT License (MIT).
|
||||||
|
|
|
@ -62,13 +62,8 @@ end
|
||||||
local function set_double_attach(boat)
|
local function set_double_attach(boat)
|
||||||
boat._driver:set_attach(boat.object, "",
|
boat._driver:set_attach(boat.object, "",
|
||||||
{x = 0, y = 0.42, z = 0.8}, {x = 0, y = 0, z = 0})
|
{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, "",
|
boat._passenger:set_attach(boat.object, "",
|
||||||
{x = 0, y = 0.42, z = -6.2}, {x = 0, y = 0, z = 0})
|
{x = 0, y = 0.42, z = -2.2}, {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
|
|
||||||
end
|
end
|
||||||
local function set_choat_attach(boat)
|
local function set_choat_attach(boat)
|
||||||
boat._driver:set_attach(boat.object, "",
|
boat._driver:set_attach(boat.object, "",
|
||||||
|
@ -160,7 +155,7 @@ local boat = {
|
||||||
minetest.register_on_respawnplayer(detach_object)
|
minetest.register_on_respawnplayer(detach_object)
|
||||||
|
|
||||||
function boat.on_rightclick(self, clicker)
|
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
|
return
|
||||||
end
|
end
|
||||||
attach_object(self, clicker)
|
attach_object(self, clicker)
|
||||||
|
@ -168,7 +163,7 @@ end
|
||||||
|
|
||||||
|
|
||||||
function boat.on_activate(self, staticdata, dtime_s)
|
function boat.on_activate(self, staticdata, dtime_s)
|
||||||
self.object:set_armor_groups({fleshy = 125})
|
self.object:set_armor_groups({fleshy = 100})
|
||||||
local data = minetest.deserialize(staticdata)
|
local data = minetest.deserialize(staticdata)
|
||||||
if type(data) == "table" then
|
if type(data) == "table" then
|
||||||
self._v = data.v
|
self._v = data.v
|
||||||
|
@ -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)
|
minetest.register_entity("mcl_boats:chest_boat", cboat)
|
||||||
mcl_entity_invs.register_inv("mcl_boats:chest_boat","Boat",27)
|
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 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("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 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", "mcl_cherry_blossom:cherrywood" }
|
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
|
for b=1, #boat_ids do
|
||||||
local itemstring = "mcl_boats:"..boat_ids[b]
|
local itemstring = "mcl_boats:"..boat_ids[b]
|
||||||
|
|
|
@ -10,14 +10,3 @@ Rightclick on a water source to place the boat. Rightclick the boat to enter it.
|
||||||
Spruce Boat=Fichtenboot
|
Spruce Boat=Fichtenboot
|
||||||
Water vehicle=Wasserfahrzeug
|
Water vehicle=Wasserfahrzeug
|
||||||
Sneak to dismount=Zum Aussteigen schleichen
|
Sneak to dismount=Zum Aussteigen schleichen
|
||||||
Obsidian Boat=Obsidianboot
|
|
||||||
Mangrove Boat=
|
|
||||||
Cherry Boat=Kirschholzboot
|
|
||||||
Oak Chest Boat=Eichentruhenboot
|
|
||||||
Spruce Chest Boat=
|
|
||||||
Birch Chest Boat=Birkentruhenboot
|
|
||||||
Jungle Chest Boat=Dschungeltruhenboot
|
|
||||||
Acacia Chest Boat=
|
|
||||||
Dark Oak Chest Boat=
|
|
||||||
Mangrove Chest Boat=
|
|
||||||
Cherry Chest Boat=
|
|
||||||
|
|
|
@ -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
|
|
|
@ -8,6 +8,3 @@ Jungle Boat=Barca de la selva
|
||||||
Oak Boat=Barca de roble
|
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.
|
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
|
Spruce Boat=Barca de abeto
|
||||||
Water vehicle=Vehículo acuático
|
|
||||||
Sneak to dismount=Agáchate para bajar
|
|
||||||
Obsidian Boat=Barca de obsidiana
|
|
||||||
|
|
|
@ -11,13 +11,3 @@ Spruce Boat=Bateau en sapin
|
||||||
Water vehicle=Véhicule aquatique
|
Water vehicle=Véhicule aquatique
|
||||||
Sneak to dismount=Se baisser pour descendre
|
Sneak to dismount=Se baisser pour descendre
|
||||||
Obsidian Boat=Bateau en obsidienne
|
Obsidian Boat=Bateau en obsidienne
|
||||||
Mangrove Boat=Bateau en palétuvier
|
|
||||||
Cherry Boat=Bateau en cerisier
|
|
||||||
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
|
|
||||||
Cherry Chest Boat=Bateau en cerisier avec coffre
|
|
||||||
|
|
|
@ -1,21 +0,0 @@
|
||||||
# textdomain: mcl_boats
|
|
||||||
Acacia Boat=Barca de Cacèir
|
|
||||||
Birch Boat=Barca de Beç
|
|
||||||
Boat=Barca
|
|
||||||
Boats are used to travel on the surface of water.=Las barcas son utilizadas per voiatja per aigas.
|
|
||||||
Dark Oak Boat=Barca de Ròure Nèir
|
|
||||||
Jungle Boat=Barca d'Acajó
|
|
||||||
Oak Boat=Barca de Ròure
|
|
||||||
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.=Fasetz un clic dreit sobre una sorça d'aiga per plaça la barca. Fasetz un clic dreit sobre la barca per rintrar. Utilizatz [Gaucha] e [Dreita] per menar, [Davant] per accelerar e [Darrèir] per ralentir o racuolar. Utilizatz [Sneak] per z-o quitar, tustatz la barca per z-o faire tombar coma objècte.
|
|
||||||
Spruce Boat=Barca de Sap
|
|
||||||
Water vehicle=Veïcule per aiga
|
|
||||||
Sneak to dismount=Se baissar per descendre
|
|
||||||
Obsidian Boat=Barca d'Obsidiana
|
|
||||||
Mangrove Boat=Barca de Paletuvèir
|
|
||||||
Oak Chest Boat=Barca de Ròure embei una Mala
|
|
||||||
Spruce Chest Boat=Barca de Sap embei una Mala
|
|
||||||
Birch Chest Boat=Barca de Beç embei una Mala
|
|
||||||
Jungle Chest Boat=Barca d'Acajó embei una Mala
|
|
||||||
Acacia Chest Boat=Barca de Cacèir embei una Mala
|
|
||||||
Dark Oak Chest Boat=Barca de Ròure Nèir embei una Mala
|
|
||||||
Mangrove Chest Boat=Barca de Paletuvèir embei una Mala
|
|
|
@ -1,23 +0,0 @@
|
||||||
# textdomain: mcl_boats
|
|
||||||
Acacia Boat=Barco de Acácia
|
|
||||||
Birch Boat=Barco de Bétula
|
|
||||||
Boat=Barco
|
|
||||||
Boats are used to travel on the surface of water.=Barcos são usados para viajar na superfície da água
|
|
||||||
Dark Oak Boat=Barco de Carvalho Escuro
|
|
||||||
Jungle Boat=Barco de Selva
|
|
||||||
Oak Boat=Barco de Carvalho
|
|
||||||
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.=Clique com o botão direito em uma fonte de água para posicionar o barco. Clique com o botão direito no barco para entrar nele. Use [Esquerda] e [Direita] para fazer curva, [Frente] para acelerar e [Trás] para frear e ir para trás. Use [Agachar] para deixar o barco, soque-o para fazê-lo dropar como um item.
|
|
||||||
Spruce Boat=Barco de Pinheiro
|
|
||||||
Water vehicle=Veículo aquático
|
|
||||||
Sneak to dismount=Agache para desmontar
|
|
||||||
Obsidian Boat=Barco de Obsidiana
|
|
||||||
Mangrove Boat=Barco de Mangue
|
|
||||||
Cherry Boat=Barco de Cerejeira
|
|
||||||
Oak Chest Boat=Barco de Carvalho com Baú
|
|
||||||
Spruce Chest Boat=Barco de Pinheiro com Baú
|
|
||||||
Birch Chest Boat=Barco de Bétula com Baú
|
|
||||||
Jungle Chest Boat=Barco de Selva com Baú
|
|
||||||
Acacia Chest Boat=Barco de Acácia com Baú
|
|
||||||
Dark Oak Chest Boat=Barco de Carvalho Escuro com Baú
|
|
||||||
Mangrove Chest Boat=Barco de Mangue com Baú
|
|
||||||
Cherry Chest Boat=Barco de Cerejeira com Baú
|
|
|
@ -1,23 +1,11 @@
|
||||||
# textdomain: mcl_boats
|
# textdomain: mcl_boats
|
||||||
Acacia Boat=Акациевая лодка
|
Acacia Boat=Лодка из акации
|
||||||
Birch Boat=Берёзовая лодка
|
Birch Boat=Берёзовая лодка
|
||||||
Boat=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
|
Dark Oak Boat=Лодка из тёмного дуба
|
||||||
Jungle Boat=Лодка из тропического дерева
|
Jungle Boat=Лодка из дерева джунглей
|
||||||
Oak Boat=Дубовая лодка
|
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
|
Spruce Boat=Еловая лодка
|
||||||
Water vehicle=Водный транспорт
|
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
|
|
|
@ -11,13 +11,3 @@ Spruce Boat=
|
||||||
Water vehicle=
|
Water vehicle=
|
||||||
Sneak to dismount=
|
Sneak to dismount=
|
||||||
Obsidian Boat=
|
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=
|
|
|
@ -5,12 +5,7 @@ function mcl_burning.get_storage(obj)
|
||||||
end
|
end
|
||||||
|
|
||||||
function mcl_burning.is_burning(obj)
|
function mcl_burning.is_burning(obj)
|
||||||
local storage = mcl_burning.get_storage(obj)
|
|
||||||
if storage then
|
|
||||||
return mcl_burning.get_storage(obj).burn_time
|
return mcl_burning.get_storage(obj).burn_time
|
||||||
else
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function mcl_burning.is_affected_by_rain(obj)
|
function mcl_burning.is_affected_by_rain(obj)
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
name = mcl_burning
|
name = mcl_burning
|
||||||
description = Burning Objects for VoxeLibre
|
description = Burning Objects for MineClone2
|
||||||
author = Fleckenstein
|
author = Fleckenstein
|
||||||
depends = mcl_weather
|
depends = mcl_weather
|
|
@ -1,6 +1,6 @@
|
||||||
# mcl_dripping
|
# mcl_dripping
|
||||||
|
|
||||||
Dripping Mod by kddekadenz, modified for VoxeLibre by Wuzzy, NO11 and AFCM
|
Dripping Mod by kddekadenz, modified for MineClone 2 by Wuzzy, NO11 and AFCM
|
||||||
|
|
||||||
## Manual
|
## Manual
|
||||||
|
|
||||||
|
@ -21,7 +21,7 @@ mcl_dripping.register_drop({
|
||||||
-- The group the liquid's nodes belong to
|
-- The group the liquid's nodes belong to
|
||||||
liquid = "water",
|
liquid = "water",
|
||||||
-- The texture used (particles will take a random 2x2 area of it)
|
-- The texture used (particles will take a random 2x2 area of it)
|
||||||
texture = "mcl_core_water_source_animation.png",
|
texture = "default_water_source_animated.png",
|
||||||
-- Define particle glow, ranges from `0` to `minetest.LIGHT_MAX`
|
-- Define particle glow, ranges from `0` to `minetest.LIGHT_MAX`
|
||||||
light = 1,
|
light = 1,
|
||||||
-- The nodes (or node group) the particles will spawn under
|
-- The nodes (or node group) the particles will spawn under
|
||||||
|
|
|
@ -29,7 +29,7 @@ local function make_drop(pos, liquid, sound, interval, texture)
|
||||||
pt.expirationtime = t
|
pt.expirationtime = t
|
||||||
|
|
||||||
pt.texture = "[combine:2x2:" ..
|
pt.texture = "[combine:2x2:" ..
|
||||||
math.random(-14, 0) .. "," .. math.random(-14, 0) .. "=" .. texture
|
-math.random(1, 16) .. "," .. -math.random(1, 16) .. "=" .. texture
|
||||||
|
|
||||||
minetest.add_particle(pt)
|
minetest.add_particle(pt)
|
||||||
|
|
||||||
|
@ -82,7 +82,7 @@ end
|
||||||
|
|
||||||
mcl_dripping.register_drop({
|
mcl_dripping.register_drop({
|
||||||
liquid = "water",
|
liquid = "water",
|
||||||
texture = "mcl_core_water_source_animation.png",
|
texture = "default_water_source_animated.png",
|
||||||
light = 1,
|
light = 1,
|
||||||
nodes = { "group:opaque", "group:leaves" },
|
nodes = { "group:opaque", "group:leaves" },
|
||||||
sound = "drippingwater_drip",
|
sound = "drippingwater_drip",
|
||||||
|
@ -92,7 +92,7 @@ mcl_dripping.register_drop({
|
||||||
|
|
||||||
mcl_dripping.register_drop({
|
mcl_dripping.register_drop({
|
||||||
liquid = "lava",
|
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),
|
light = math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3),
|
||||||
nodes = { "group:opaque" },
|
nodes = { "group:opaque" },
|
||||||
sound = "drippingwater_lavadrip",
|
sound = "drippingwater_lavadrip",
|
||||||
|
|
|
@ -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.
|
|
|
@ -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.
|
|
|
@ -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
|
|
|
@ -1,3 +0,0 @@
|
||||||
# textdomain: mcl_falling_nodes
|
|
||||||
@1 was smashed by a falling anvil.=@1 a estat espotit per un enclutge
|
|
||||||
@1 was smashed by a falling block.=@1 a estat espotit per un blòc
|
|
|
@ -1,3 +0,0 @@
|
||||||
# textdomain: mcl_falling_nodes
|
|
||||||
@1 was smashed by a falling anvil.=@1 foi esmagado(a) por uma bigorna em queda.
|
|
||||||
@1 was smashed by a falling block.=@1 foi esmagado(a) por um bloco em queda.
|
|
|
@ -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.
|
|
|
@ -1,3 +0,0 @@
|
||||||
# textdomain: mcl_falling_nodes
|
|
||||||
@1 was smashed by a falling anvil.=
|
|
||||||
@1 was smashed by a falling block.=
|
|
|
@ -6,6 +6,14 @@ local pool = {}
|
||||||
|
|
||||||
local tick = false
|
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)
|
minetest.register_on_joinplayer(function(player)
|
||||||
pool[player:get_player_name()] = 0
|
pool[player:get_player_name()] = 0
|
||||||
end)
|
end)
|
||||||
|
@ -110,57 +118,6 @@ local function disable_physics(object, luaentity, ignore_check, reset_movement)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
local function try_object_pickup(player, inv, object, checkpos)
|
|
||||||
if not inv then return end
|
|
||||||
|
|
||||||
local le = object:get_luaentity()
|
|
||||||
|
|
||||||
-- Check magnet timer
|
|
||||||
if not (le._magnet_timer >= 0) then return end
|
|
||||||
if not (le._magnet_timer < item_drop_settings.magnet_time) then return end
|
|
||||||
|
|
||||||
-- Don't try to collect again
|
|
||||||
if le._removed then return end
|
|
||||||
|
|
||||||
-- Ignore if itemstring is not set yet
|
|
||||||
if le.itemstring == "" then return end
|
|
||||||
|
|
||||||
-- Add what we can to the inventory
|
|
||||||
local itemstack = ItemStack(le.itemstring)
|
|
||||||
tt.reload_itemstack_description(itemstack)
|
|
||||||
local leftovers = inv:add_item("main", itemstack )
|
|
||||||
|
|
||||||
check_pickup_achievements(object, player)
|
|
||||||
|
|
||||||
if leftovers:is_empty() then
|
|
||||||
-- Destroy entity
|
|
||||||
-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
|
|
||||||
le.target = checkpos
|
|
||||||
le.itemstring = ""
|
|
||||||
le._removed = true
|
|
||||||
|
|
||||||
-- Stop the object
|
|
||||||
object:set_velocity(vector.zero())
|
|
||||||
object:set_acceleration(vector.zero())
|
|
||||||
object:move_to(checkpos)
|
|
||||||
|
|
||||||
-- Update sound pool
|
|
||||||
local name = player:get_player_name()
|
|
||||||
pool[name] = ( pool[name] or 0 ) + 1
|
|
||||||
|
|
||||||
-- Make sure the object gets removed
|
|
||||||
minetest.after(0.25, function()
|
|
||||||
--safety check
|
|
||||||
if object and object:get_luaentity() then
|
|
||||||
object:remove()
|
|
||||||
end
|
|
||||||
end)
|
|
||||||
else
|
|
||||||
-- Update entity itemstring
|
|
||||||
le.itemstring = leftovers:to_string()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
minetest.register_globalstep(function(_)
|
minetest.register_globalstep(function(_)
|
||||||
tick = not tick
|
tick = not tick
|
||||||
|
|
||||||
|
@ -171,17 +128,17 @@ minetest.register_globalstep(function(_)
|
||||||
|
|
||||||
local pos = player:get_pos()
|
local pos = player:get_pos()
|
||||||
|
|
||||||
if tick == true and (pool[name] or 0) > 0 then
|
if tick == true and pool[name] > 0 then
|
||||||
minetest.sound_play("item_drop_pickup", {
|
minetest.sound_play("item_drop_pickup", {
|
||||||
pos = pos,
|
pos = pos,
|
||||||
gain = 0.3,
|
gain = 0.3,
|
||||||
max_hear_distance = 16,
|
max_hear_distance = 16,
|
||||||
pitch = math.random(70, 110) / 100
|
pitch = math.random(70, 110) / 100
|
||||||
})
|
})
|
||||||
if (pool[name] or 0) > 6 then
|
if pool[name] > 6 then
|
||||||
pool[name] = 6
|
pool[name] = 6
|
||||||
else
|
else
|
||||||
pool[name] = (pool[name] or 1) - 1
|
pool[name] = pool[name] - 1
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -195,7 +152,40 @@ minetest.register_globalstep(function(_)
|
||||||
object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer
|
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
|
and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
|
||||||
|
|
||||||
try_object_pickup( player, inv, object, checkpos )
|
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
|
||||||
|
-- Ignore if itemstring is not set yet
|
||||||
|
if object:get_luaentity().itemstring ~= "" then
|
||||||
|
inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
|
||||||
|
|
||||||
|
check_pickup_achievements(object, player)
|
||||||
|
|
||||||
|
-- Destroy entity
|
||||||
|
-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
|
||||||
|
object:get_luaentity().target = checkpos
|
||||||
|
object:get_luaentity()._removed = true
|
||||||
|
|
||||||
|
object:set_velocity(vector.zero())
|
||||||
|
object:set_acceleration(vector.zero())
|
||||||
|
|
||||||
|
object:move_to(checkpos)
|
||||||
|
|
||||||
|
pool[name] = pool[name] + 1
|
||||||
|
|
||||||
|
minetest.after(0.25, function()
|
||||||
|
--safety check
|
||||||
|
if object and object:get_luaentity() then
|
||||||
|
object:remove()
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
elseif not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mcl_experience:orb" then
|
elseif not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mcl_experience:orb" then
|
||||||
local entity = object:get_luaentity()
|
local entity = object:get_luaentity()
|
||||||
entity.collector = player:get_player_name()
|
entity.collector = player:get_player_name()
|
||||||
|
@ -321,7 +311,6 @@ function minetest.handle_node_drops(pos, drops, digger)
|
||||||
if tool and nodedef._mcl_fortune_drop and enchantments.fortune then
|
if tool and nodedef._mcl_fortune_drop and enchantments.fortune then
|
||||||
local fortune_level = enchantments.fortune
|
local fortune_level = enchantments.fortune
|
||||||
local fortune_drop = nodedef._mcl_fortune_drop
|
local fortune_drop = nodedef._mcl_fortune_drop
|
||||||
local simple_drop = nodedef._mcl_fortune_drop.drop_without_fortune
|
|
||||||
if fortune_drop.discrete_uniform_distribution then
|
if fortune_drop.discrete_uniform_distribution then
|
||||||
local min_count = fortune_drop.min_count
|
local min_count = fortune_drop.min_count
|
||||||
local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1)
|
local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1)
|
||||||
|
@ -337,12 +326,6 @@ function minetest.handle_node_drops(pos, drops, digger)
|
||||||
local drop = get_fortune_drops(fortune_drop, fortune_level)
|
local drop = get_fortune_drops(fortune_drop, fortune_level)
|
||||||
drops = get_drops(drop, tool:get_name(), dug_node.param2, nodedef.paramtype2)
|
drops = get_drops(drop, tool:get_name(), dug_node.param2, nodedef.paramtype2)
|
||||||
end
|
end
|
||||||
|
|
||||||
if simple_drop then
|
|
||||||
for _, item in pairs(simple_drop) do
|
|
||||||
table.insert(drops, item)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
if digger and mcl_experience.throw_xp and not silk_touch_drop then
|
if digger and mcl_experience.throw_xp and not silk_touch_drop then
|
||||||
|
@ -384,122 +367,6 @@ function minetest.handle_node_drops(pos, drops, digger)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- the following code is pulled from Minetest builtin without changes except for the call order being changed,
|
|
||||||
-- until a comment saying explicitly it's the end of such code
|
|
||||||
-- TODO if this gets a fix in the engine, remove the block of code
|
|
||||||
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
|
|
||||||
function minetest.node_dig(pos, node, digger)
|
|
||||||
local diggername = user_name(digger)
|
|
||||||
local log = make_log(diggername)
|
|
||||||
local def = minetest.registered_nodes[node.name]
|
|
||||||
-- Copy pos because the callback could modify it
|
|
||||||
if def and (not def.diggable or
|
|
||||||
(def.can_dig and not def.can_dig(vector.copy(pos), digger))) then
|
|
||||||
log("info", diggername .. " tried to dig "
|
|
||||||
.. node.name .. " which is not diggable "
|
|
||||||
.. minetest.pos_to_string(pos))
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
|
|
||||||
if minetest.is_protected(pos, diggername) then
|
|
||||||
log("action", diggername
|
|
||||||
.. " tried to dig " .. node.name
|
|
||||||
.. " at protected position "
|
|
||||||
.. minetest.pos_to_string(pos))
|
|
||||||
minetest.record_protection_violation(pos, diggername)
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
|
|
||||||
log('action', diggername .. " digs "
|
|
||||||
.. node.name .. " at " .. minetest.pos_to_string(pos))
|
|
||||||
|
|
||||||
local wielded = digger and digger:get_wielded_item()
|
|
||||||
local drops = minetest.get_node_drops(node, wielded and wielded:get_name())
|
|
||||||
|
|
||||||
-- Check to see if metadata should be preserved.
|
|
||||||
if def and def.preserve_metadata then
|
|
||||||
local oldmeta = minetest.get_meta(pos):to_table().fields
|
|
||||||
-- Copy pos and node because the callback can modify them.
|
|
||||||
local pos_copy = vector.copy(pos)
|
|
||||||
local node_copy = {name=node.name, param1=node.param1, param2=node.param2}
|
|
||||||
local drop_stacks = {}
|
|
||||||
for k, v in pairs(drops) do
|
|
||||||
drop_stacks[k] = ItemStack(v)
|
|
||||||
end
|
|
||||||
drops = drop_stacks
|
|
||||||
def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Handle drops
|
|
||||||
minetest.handle_node_drops(pos, drops, digger)
|
|
||||||
|
|
||||||
if wielded then
|
|
||||||
local wdef = wielded:get_definition()
|
|
||||||
local tp = wielded:get_tool_capabilities()
|
|
||||||
local dp = minetest.get_dig_params(def and def.groups, tp, wielded:get_wear())
|
|
||||||
if wdef and wdef.after_use then
|
|
||||||
wielded = wdef.after_use(wielded, digger, node, dp) or wielded
|
|
||||||
else
|
|
||||||
-- Wear out tool
|
|
||||||
if not minetest.is_creative_enabled(diggername) then
|
|
||||||
wielded:add_wear(dp.wear)
|
|
||||||
if wielded:get_count() == 0 and wdef.sound and wdef.sound.breaks then
|
|
||||||
minetest.sound_play(wdef.sound.breaks, {
|
|
||||||
pos = pos,
|
|
||||||
gain = 0.5
|
|
||||||
}, true)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
tt.reload_itemstack_description(wielded) -- update tooltip
|
|
||||||
digger:set_wielded_item(wielded)
|
|
||||||
end
|
|
||||||
|
|
||||||
local oldmetadata = nil
|
|
||||||
if def and def.after_dig_node then
|
|
||||||
oldmetadata = minetest.get_meta(pos):to_table()
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Remove node and update
|
|
||||||
minetest.remove_node(pos)
|
|
||||||
|
|
||||||
-- Play sound if it was done by a player
|
|
||||||
if diggername ~= "" and def and def.sounds and def.sounds.dug then
|
|
||||||
minetest.sound_play(def.sounds.dug, {
|
|
||||||
pos = pos,
|
|
||||||
exclude_player = diggername,
|
|
||||||
}, true)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Run callback
|
|
||||||
if def and def.after_dig_node then
|
|
||||||
-- Copy pos and node because callback can modify them
|
|
||||||
local pos_copy = vector.copy(pos)
|
|
||||||
local node_copy = {name=node.name, param1=node.param1, param2=node.param2}
|
|
||||||
def.after_dig_node(pos_copy, node_copy, oldmetadata, digger)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Run script hook
|
|
||||||
for _, callback in ipairs(minetest.registered_on_dignodes) do
|
|
||||||
local origin = minetest.callback_origins[callback]
|
|
||||||
minetest.set_last_run_mod(origin.mod)
|
|
||||||
|
|
||||||
-- Copy pos and node because callback can modify them
|
|
||||||
local pos_copy = vector.copy(pos)
|
|
||||||
local node_copy = {name=node.name, param1=node.param1, param2=node.param2}
|
|
||||||
callback(pos_copy, node_copy, digger)
|
|
||||||
end
|
|
||||||
|
|
||||||
return true
|
|
||||||
end
|
|
||||||
-- end of code pulled from Minetest
|
|
||||||
|
|
||||||
-- Drop single items by default
|
-- Drop single items by default
|
||||||
function minetest.item_drop(itemstack, dropper, pos)
|
function minetest.item_drop(itemstack, dropper, pos)
|
||||||
if dropper and dropper:is_player() then
|
if dropper and dropper:is_player() then
|
||||||
|
@ -541,176 +408,114 @@ local function cxcz(o, cw, one, zero)
|
||||||
return o
|
return o
|
||||||
end
|
end
|
||||||
|
|
||||||
local function nodes_destroy_items (self, moveresult, def, nn)
|
local function hopper_take_item(self, pos)
|
||||||
local lg = minetest.get_item_group(nn, "lava")
|
--mcl_log("self.itemstring: ".. self.itemstring)
|
||||||
local fg = minetest.get_item_group(nn, "fire")
|
--mcl_log("self.itemstring: ".. minetest.pos_to_string(pos))
|
||||||
local dg = minetest.get_item_group(nn, "destroys_items")
|
|
||||||
|
|
||||||
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
|
local objs = minetest.get_objects_inside_radius(pos, 2)
|
||||||
local item_string = self.itemstring
|
|
||||||
local item_name = ItemStack(item_string):get_name()
|
|
||||||
|
|
||||||
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
|
if objs and self.itemstring then
|
||||||
if self.age > 2 and minetest.get_item_group(item_name, "fire_immune") == 0 then
|
--mcl_log("there is an itemstring. Number of objs: ".. #objs)
|
||||||
if dg ~= 2 then
|
|
||||||
minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
|
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
|
end
|
||||||
self._removed = true
|
|
||||||
|
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()
|
self.object:remove()
|
||||||
return true
|
taken_items = true
|
||||||
end
|
|
||||||
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
|
|
||||||
-- TODO We need to play a sound when it gets destroyed
|
|
||||||
self._removed = true
|
|
||||||
self.object:remove()
|
|
||||||
return true
|
|
||||||
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
|
else
|
||||||
order = cxcz(order, cz, "z", "x")
|
mcl_log("no Room")
|
||||||
order = cxcz(order, cx, "x", "z")
|
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Check which one of the 4 sides is free
|
if not taken_items then
|
||||||
for o = 1, #order do
|
local items_remaining = current_itemstack:get_count()
|
||||||
local nn = minetest.get_node(vector.add(p, order[o])).name
|
|
||||||
local def = minetest.registered_nodes[nn]
|
-- This will take part of a floating item stack if no slot can hold the full amount
|
||||||
if def and def.walkable == false and nn ~= "ignore" then
|
for i = 1, ent._inv_size, 1 do
|
||||||
shootdir = order[o]
|
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
|
break
|
||||||
end
|
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
|
||||||
-- 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
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Set new item moving speed accordingly
|
--Add in, and delete
|
||||||
local newv = vector.multiply(shootdir, 3)
|
if taken_items then
|
||||||
self.object:set_acceleration(vector.zero())
|
mcl_log("Saving")
|
||||||
self.object:set_velocity(newv)
|
mcl_entity_invs.save_inv(ent)
|
||||||
disable_physics(self.object, self, false, false)
|
return taken_items
|
||||||
|
|
||||||
|
|
||||||
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
|
else
|
||||||
self._forcetimer = self._forcetimer - dtime
|
mcl_log("No need to save")
|
||||||
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
return true
|
|
||||||
elseif self._force then
|
|
||||||
self._force = nil
|
|
||||||
enable_physics(self.object, self)
|
|
||||||
return true
|
|
||||||
end
|
end
|
||||||
end
|
|
||||||
|
|
||||||
local function move_items_in_water (self, p, def, node, is_floating, is_in_water)
|
return false
|
||||||
-- 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
|
|
||||||
end
|
end
|
||||||
|
|
||||||
minetest.register_entity(":__builtin:item", {
|
minetest.register_entity(":__builtin:item", {
|
||||||
|
@ -759,17 +564,13 @@ minetest.register_entity(":__builtin:item", {
|
||||||
if speed ~= nil then self.random_velocity = speed end
|
if speed ~= nil then self.random_velocity = speed end
|
||||||
|
|
||||||
local vel = self.object:get_velocity()
|
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
|
if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then
|
||||||
local v = self.random_velocity
|
local v = self.random_velocity
|
||||||
local x = math.random(5, max_vel) / 10 * v
|
local x = math.random(5, 10) / 10 * v
|
||||||
if math.random(0, 10) < 5 then x = -x end
|
if math.random(0, 10) < 5 then x = -x end
|
||||||
local z = math.random(5, max_vel) / 10 * v
|
local z = math.random(5, 10) / 10 * v
|
||||||
if math.random(0, 10) < 5 then z = -z end
|
if math.random(0, 10) < 5 then z = -z end
|
||||||
local y = math.random(1, 2)
|
local y = math.random(2, 4)
|
||||||
self.object:set_velocity(vector.new(x, y, z))
|
self.object:set_velocity(vector.new(x, y, z))
|
||||||
end
|
end
|
||||||
self.random_velocity = 0
|
self.random_velocity = 0
|
||||||
|
@ -946,26 +747,17 @@ minetest.register_entity(":__builtin:item", {
|
||||||
if total_count > max_count then
|
if total_count > max_count then
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Merge the remote stack into this one
|
-- 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 pos = object:get_pos()
|
||||||
local x_diff = (self_pos.x - pos.x) / 2
|
-- pos.y = pos.y + ((total_count - count) / max_count) * 0.15
|
||||||
local z_diff = (self_pos.z - pos.z) / 2
|
-- self.object:move_to(pos)
|
||||||
|
|
||||||
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)
|
|
||||||
|
|
||||||
self.age = 0 -- Handle as new entity
|
self.age = 0 -- Handle as new entity
|
||||||
own_stack:set_count(total_count)
|
own_stack:set_count(total_count)
|
||||||
self.random_velocity = 0
|
self.random_velocity = 0
|
||||||
self:set_item(own_stack:to_string())
|
self:set_item(own_stack:to_string())
|
||||||
|
|
||||||
entity.itemstring = ""
|
|
||||||
entity._removed = true
|
entity._removed = true
|
||||||
object:remove()
|
object:remove()
|
||||||
return true
|
return true
|
||||||
|
@ -980,7 +772,6 @@ minetest.register_entity(":__builtin:item", {
|
||||||
self.object:set_acceleration(vector.zero())
|
self.object:set_acceleration(vector.zero())
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
self.age = self.age + dtime
|
self.age = self.age + dtime
|
||||||
if self._collector_timer then
|
if self._collector_timer then
|
||||||
self._collector_timer = self._collector_timer + dtime
|
self._collector_timer = self._collector_timer + dtime
|
||||||
|
@ -994,13 +785,19 @@ minetest.register_entity(":__builtin:item", {
|
||||||
-- otherwise there might have some data corruption.
|
-- otherwise there might have some data corruption.
|
||||||
if self.itemstring == "" then
|
if self.itemstring == "" then
|
||||||
minetest.log("warning",
|
minetest.log("warning",
|
||||||
"Item entity with empty itemstring found and being deleted at: " .. minetest.pos_to_string(self.object:get_pos()))
|
"Item entity with empty itemstring found at " .. minetest.pos_to_string(self.object:get_pos()) ..
|
||||||
|
"! Deleting it now.")
|
||||||
self._removed = true
|
self._removed = true
|
||||||
self.object:remove()
|
self.object:remove()
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
local p = self.object:get_pos()
|
local p = self.object:get_pos()
|
||||||
|
-- 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(p)
|
local node = minetest.get_node(p)
|
||||||
local in_unloaded = node.name == "ignore"
|
local in_unloaded = node.name == "ignore"
|
||||||
|
|
||||||
|
@ -1010,9 +807,6 @@ minetest.register_entity(":__builtin:item", {
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
if self.is_clock then
|
if self.is_clock then
|
||||||
self.object:set_properties({
|
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) }
|
||||||
|
@ -1048,12 +842,167 @@ minetest.register_entity(":__builtin:item", {
|
||||||
-- Destroy item in lava, fire or special nodes
|
-- Destroy item in lava, fire or special nodes
|
||||||
|
|
||||||
local def = minetest.registered_nodes[nn]
|
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 = 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
|
||||||
|
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
|
||||||
|
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(vector.new(newv.x, -0.22, 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
|
-- 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(vector.offset(p, 0, -0.5, 0)).name
|
||||||
|
@ -1062,13 +1011,14 @@ minetest.register_entity(":__builtin:item", {
|
||||||
local is_on_floor = def and (def.walkable
|
local is_on_floor = def and (def.walkable
|
||||||
and not def.groups.slippery and v.y == 0)
|
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)
|
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
|
||||||
-- Merge with close entities of the same item
|
-- Merge with close entities of the same item
|
||||||
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
|
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
|
||||||
local obj = object:get_luaentity()
|
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
|
if self:try_merge_with(own_stack, object, obj) then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
|
@ -135,33 +135,3 @@ function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
|
||||||
end
|
end
|
||||||
return {x=0, y=0, z=0}
|
return {x=0, y=0, z=0}
|
||||||
end
|
end
|
||||||
|
|
||||||
local plane_adjacents = {
|
|
||||||
vector.new(-1,0,0),
|
|
||||||
vector.new(1,0,0),
|
|
||||||
vector.new(0,0,-1),
|
|
||||||
vector.new(0,0,1),
|
|
||||||
}
|
|
||||||
|
|
||||||
function mcl_minecarts:get_start_direction(pos)
|
|
||||||
local dir
|
|
||||||
local i = 0
|
|
||||||
while (not dir and i < #plane_adjacents) do
|
|
||||||
i = i+1
|
|
||||||
local node = minetest.get_node_or_nil(vector.add(pos, plane_adjacents[i]))
|
|
||||||
if node ~= nil
|
|
||||||
and minetest.get_item_group(node.name, "rail") == 0
|
|
||||||
and minetest.get_item_group(node.name, "solid") == 1
|
|
||||||
and minetest.get_item_group(node.name, "opaque") == 1
|
|
||||||
then
|
|
||||||
dir = mcl_minecarts:check_front_up_down(pos, vector.multiply(plane_adjacents[i], -1), true)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return dir
|
|
||||||
end
|
|
||||||
|
|
||||||
function mcl_minecarts:set_velocity(obj, dir, factor)
|
|
||||||
obj._velocity = vector.multiply(dir, factor or 3)
|
|
||||||
obj._old_pos = nil
|
|
||||||
obj._punched = true
|
|
||||||
end
|
|
||||||
|
|
|
@ -11,14 +11,6 @@ mcl_minecarts.check_float_time = 15
|
||||||
dofile(mcl_minecarts.modpath.."/functions.lua")
|
dofile(mcl_minecarts.modpath.."/functions.lua")
|
||||||
dofile(mcl_minecarts.modpath.."/rails.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)
|
local function detach_driver(self)
|
||||||
if not self._driver then
|
if not self._driver then
|
||||||
return
|
return
|
||||||
|
@ -59,126 +51,6 @@ end
|
||||||
|
|
||||||
local activate_normal_minecart = detach_driver
|
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
|
-- Table for item-to-entity mapping. Keys: itemstring, Values: Corresponding entity ID
|
||||||
local entity_mapping = {}
|
local entity_mapping = {}
|
||||||
|
|
||||||
|
@ -241,7 +113,9 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
|
||||||
if vector.equals(cart_dir, {x=0, y=0, z=0}) then
|
if vector.equals(cart_dir, {x=0, y=0, z=0}) then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
mcl_minecarts:set_velocity(self, cart_dir)
|
self._velocity = vector.multiply(cart_dir, 3)
|
||||||
|
self._old_pos = nil
|
||||||
|
self._punched = true
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -298,7 +172,9 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
|
||||||
time_from_last_punch = math.min(time_from_last_punch, tool_capabilities.full_punch_interval)
|
time_from_last_punch = math.min(time_from_last_punch, tool_capabilities.full_punch_interval)
|
||||||
local f = 3 * (time_from_last_punch / tool_capabilities.full_punch_interval)
|
local f = 3 * (time_from_last_punch / tool_capabilities.full_punch_interval)
|
||||||
|
|
||||||
mcl_minecarts:set_velocity(self, cart_dir, f)
|
self._velocity = vector.multiply(cart_dir, f)
|
||||||
|
self._old_pos = nil
|
||||||
|
self._punched = true
|
||||||
end
|
end
|
||||||
|
|
||||||
cart.on_activate_by_rail = on_activate_by_rail
|
cart.on_activate_by_rail = on_activate_by_rail
|
||||||
|
@ -306,8 +182,6 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
|
||||||
local passenger_attach_position = vector.new(0, -1.75, 0)
|
local passenger_attach_position = vector.new(0, -1.75, 0)
|
||||||
|
|
||||||
function cart:on_step(dtime)
|
function cart:on_step(dtime)
|
||||||
hopper_take_item(self, dtime)
|
|
||||||
|
|
||||||
local ctrl, player = nil, nil
|
local ctrl, player = nil, nil
|
||||||
if self._driver then
|
if self._driver then
|
||||||
player = minetest.get_player_by_name(self._driver)
|
player = minetest.get_player_by_name(self._driver)
|
||||||
|
@ -358,12 +232,15 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
-- Make room in the minecart after the mob dies
|
||||||
elseif self._passenger then
|
elseif self._passenger then
|
||||||
local passenger_pos = self._passenger.object:get_pos()
|
if math.random(1,20) == 1 then
|
||||||
if not passenger_pos then
|
local dead = self._passenger:check_for_death()
|
||||||
|
if dead == true then
|
||||||
self._passenger = nil
|
self._passenger = nil
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
end
|
||||||
|
|
||||||
-- Drop minecart if it isn't on a rail anymore
|
-- Drop minecart if it isn't on a rail anymore
|
||||||
if self._last_float_check >= mcl_minecarts.check_float_time then
|
if self._last_float_check >= mcl_minecarts.check_float_time then
|
||||||
|
@ -389,8 +266,19 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Do not drop minecart. It goes off the rails too frequently, and anyone using them for farms won't
|
-- Drop items and remove cart entity
|
||||||
-- notice and lose their iron and not bother. Not cool until fixed.
|
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
|
end
|
||||||
self._last_float_check = 0
|
self._last_float_check = 0
|
||||||
end
|
end
|
||||||
|
@ -466,7 +354,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
local dir, last_switch, restart_pos = nil, nil, nil
|
local dir, last_switch = nil, nil
|
||||||
if not pos then
|
if not pos then
|
||||||
pos = self.object:get_pos()
|
pos = self.object:get_pos()
|
||||||
end
|
end
|
||||||
|
@ -493,9 +381,6 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
|
||||||
minetest.swap_node(rou_pos, newnode)
|
minetest.swap_node(rou_pos, newnode)
|
||||||
mesecon.receptor_on(rou_pos)
|
mesecon.receptor_on(rou_pos)
|
||||||
end
|
end
|
||||||
if node.name == "mcl_minecarts:golden_rail_on" then
|
|
||||||
restart_pos = rou_pos
|
|
||||||
end
|
|
||||||
if node_old.name == "mcl_minecarts:detector_rail_on" then
|
if node_old.name == "mcl_minecarts:detector_rail_on" then
|
||||||
local newnode = {name="mcl_minecarts:detector_rail", param2 = node_old.param2}
|
local newnode = {name="mcl_minecarts:detector_rail", param2 = node_old.param2}
|
||||||
minetest.swap_node(rou_old, newnode)
|
minetest.swap_node(rou_old, newnode)
|
||||||
|
@ -646,14 +531,6 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
|
||||||
if update.pos then
|
if update.pos then
|
||||||
self.object:set_pos(pos)
|
self.object:set_pos(pos)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- stopped on "mcl_minecarts:golden_rail_on"
|
|
||||||
if vector.equals(vel, {x=0, y=0, z=0}) and restart_pos then
|
|
||||||
local dir = mcl_minecarts:get_start_direction(restart_pos)
|
|
||||||
if dir then
|
|
||||||
mcl_minecarts:set_velocity(self, dir)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function cart:get_staticdata()
|
function cart:get_staticdata()
|
||||||
|
@ -694,15 +571,7 @@ function mcl_minecarts.place_minecart(itemstack, pointed_thing, placer)
|
||||||
if le then
|
if le then
|
||||||
le._railtype = railtype
|
le._railtype = railtype
|
||||||
end
|
end
|
||||||
local cart_dir
|
local cart_dir = mcl_minecarts:get_rail_direction(railpos, {x=1, y=0, z=0}, nil, nil, railtype)
|
||||||
if node.name == "mcl_minecarts:golden_rail_on" then
|
|
||||||
cart_dir = mcl_minecarts:get_start_direction(railpos)
|
|
||||||
end
|
|
||||||
if cart_dir then
|
|
||||||
mcl_minecarts:set_velocity(le, cart_dir)
|
|
||||||
else
|
|
||||||
cart_dir = mcl_minecarts:get_rail_direction(railpos, {x=1, y=0, z=0}, nil, nil, railtype)
|
|
||||||
end
|
|
||||||
cart:set_yaw(minetest.dir_to_yaw(cart_dir))
|
cart:set_yaw(minetest.dir_to_yaw(cart_dir))
|
||||||
|
|
||||||
local pname = ""
|
local pname = ""
|
||||||
|
|
|
@ -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.
|
|
|
@ -1,36 +0,0 @@
|
||||||
# textdomain: mcl_minecarts
|
|
||||||
Minecart=Vagonet
|
|
||||||
Minecarts can be used for a quick transportion on rails.=Los vagonet pòdon èsser utilizats per un transpòrt rapide per ralhs.
|
|
||||||
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.=Los vagonets ròtlon mas per ralhs e seguisson totjorn la pista. A una joncion T embei ren davant, tòrnon a gaucha.
|
|
||||||
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Podètz plaçar le vagonet per ralhs. Fasetz un clic dreit dessobre per çai rentrar. Tustatz z-o per z-o faire bojar.
|
|
||||||
To obtain the minecart, punch it while holding down the sneak key.=Per aver le vagonet, tustatz z-o embei la tocha sneak enfonçada.
|
|
||||||
A minecart with TNT is an explosive vehicle that travels on rail.=Un vagonet embei TNT z-es un vagonet explosiu que voiatja per ralhs.
|
|
||||||
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.=Plaçatz z-o per ralhs. Tustatz z-o per z-o desplaçar. La TNT z-es atubada embei un batifuòc o quand le vagonet z-es per un ralh d'activacion atubat.
|
|
||||||
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Per obtenèr le vagonet e la TNT, tustatz z-o embei la tocha sneak enfonçada. Podètz pas faire quo si la TNT z-es atubada.
|
|
||||||
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Un vagonet embei un fornil z-es un veïcule que voiatja per ralhs. Pòt se propulsar embei dau carburant.
|
|
||||||
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.=Plaçatz z-o per ralhs. Si li balhatz dau charbon, le fornil vai començar de borlar lòngtemps e porà rotlar. Tustatz z-o per z-o faire bojar.
|
|
||||||
To obtain the minecart and furnace, punch them while holding down the sneak key.=Per obtener le vagonet e le fornil, tustatz z-o embei la tocha sneak enfonçada.
|
|
||||||
Minecart with Chest=Vagonet embei una Mala
|
|
||||||
Minecart with Furnace=Vagonet embei un Fornil
|
|
||||||
Minecart with Command Block=Vagonet embei un Blòc de Comandas
|
|
||||||
Minecart with Hopper=Vagonet embei un Embure
|
|
||||||
Minecart with TNT=Vagonet embei de la 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.=Plaçatz z-o per sòu per construrre vostre chamin de fèrre, los ralhs se conectaron entre ilhs e faron de las corbas, de las junccions en T, en traversadas et en pentas au besonh.
|
|
||||||
Rail=Ralh
|
|
||||||
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Los ralhs pòdon èsser utilizats per construrre los chamins de transpòrt per los vagonets. Los ralhs normaus ralentissons gentament los vagonet per causa de friccion.
|
|
||||||
Powered Rail=Ralh Atubat
|
|
||||||
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Los ralhs pòdon èsser utilizats per construrre los chamins de transpòrt per los vagonets. Los ralhs atubats son per faire accelerar o frenar los vagonets.
|
|
||||||
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Sens energia de pèirotge, le ralh vai frenar los vagonets. Per que le ralh accelera los vagonets, alimentatz z-o embei de l'energia de pèirotge.
|
|
||||||
Activator Rail=Ralh d'Activacion
|
|
||||||
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Los ralhs pòdon èsser utilizats per construrre los chamins de transpòrt per los vagonets. Los ralhs d'activacion son utilizats per activar daus vagonets speciaus.
|
|
||||||
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Per activar le ralh, alimentatz z-o embei de l'energia de pèirotge e fasetz rotlar un vagonet per aqueste ralh.
|
|
||||||
Detector Rail=Ralh de Deteccion
|
|
||||||
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.=Los ralhs pòdon èsser utilizats per construirre los chamins de transpòrt per los vagonets. Los ralhs de deteccion pòdon detectar un vagonet per ilhs e atubar un mecanisme de pèirotge.
|
|
||||||
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Per detectar un vagonet e produrre de l'energia de pèirotge, conectatz le ralh a de la pèirotge e fasetz rotlar un vagonet per i-aul.
|
|
||||||
Track for minecarts=Pista per vagonets
|
|
||||||
Speed up when powered, slow down when not powered=Acceleratz quand z-es atubat, ralentissetz quand z-es pas atubat.
|
|
||||||
Activates minecarts when powered=Activa los vagonets quand pas atubat.
|
|
||||||
Emits redstone power when a minecart is detected=Emeta de l'energia de pèirotge quand un vagonet z-es detectat.
|
|
||||||
Vehicle for fast travel on rails=Veicule per voiatjar vistament per ralhs.
|
|
||||||
Can be ignited by tools or powered activator rail=Pòt èsser atubat embei daus otilhs o un ralh d'activacion
|
|
||||||
Sneak to dismount=Se baissar per descendre
|
|
|
@ -1,36 +0,0 @@
|
||||||
# textdomain: mcl_minecarts
|
|
||||||
Minecart=Carrinho
|
|
||||||
Minecarts can be used for a quick transportion on rails.=Carrinhos podem ser usados para transporte rápido em trilhos.
|
|
||||||
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.=Carrinhos viajam somente em trilhos e sempre seguem os traçados. Em uma junção em T sem linha reta à frente, eles viram à esquerda. A velocidade é afetada pelo tipo do trilho.
|
|
||||||
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Você pode posicionar o carrinho em trilhos. Clique com o botão direito para entrar nele. Soque-o para fazê-lo mover.
|
|
||||||
To obtain the minecart, punch it while holding down the sneak key.=Para obter o carrinho, soque-o enquanto segura pressionada a tecla de agachar.
|
|
||||||
A minecart with TNT is an explosive vehicle that travels on rail.=Um carrinho com TNT é um veículo explosivo que viaja nos trilhos.
|
|
||||||
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.=Posicione-o nos trilhos. Soque-o para movê-lo. A TNT é acesa com um isqueiro ou quando o carrinho está sobre um trilho ativador energizado.
|
|
||||||
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Para obter o carrinho e a TNT, soque-os enquanto segura pressionada a tecla de agachar. Você não consegue fazer isso se a TNT foi acesa.
|
|
||||||
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Um carrinho com fornalha é um veículo que viaja nos trilhos. Se move por conta própria com combustível.
|
|
||||||
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.=Posicione-o nos trilhos. Se você o der um pouco de carvão, a fornalha vai começar a queimar por um longo tempo e o carrinho será capaz de se mover por conta própria. Soque-o para fazê-lo mover.
|
|
||||||
To obtain the minecart and furnace, punch them while holding down the sneak key.=Para obter o carrinho e a fornalha, soque-os enquanto segura pressionada a tecla de agachar.
|
|
||||||
Minecart with Chest=Carrinho com Baú
|
|
||||||
Minecart with Furnace=Carrinho com Fornalha
|
|
||||||
Minecart with Command Block=Carrinho com Bloco de Comandos
|
|
||||||
Minecart with Hopper=Carrinho com Funil
|
|
||||||
Minecart with TNT=Carrinho com 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.=Posicione-os no chão para construir suas linhas férreas, os trilhos vão conectar-se automaticamente uns nos outros e vão se transformar em curvas, junções em T, cruzamentos e rampas quando necessário.
|
|
||||||
Rail=Trilho
|
|
||||||
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Trilhos podem ser usados para construir traçados de transporte para carrinhos. Trilhos normais freiam carrinhos gradativamente devido ao atrito.
|
|
||||||
Powered Rail=Trilho Energizador
|
|
||||||
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Trilhos podem ser usados para construir traçados de transporte para carrinhos. Trilhos energizados são capazes de acelerar e frear carrinhos.
|
|
||||||
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Sem carga de redstone, o trilho vai frear os carrinhos. Para fazer o trilho acelerar os carrinhos, energize-o com uma carga de redstone.
|
|
||||||
Activator Rail=Trilho Ativador
|
|
||||||
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Trilhos podem ser usados para construir traçados de transporte para carrinhos. Trilhos ativadores são usados para ativar carrinhos especiais.
|
|
||||||
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Para fazer esse trilho ativar os carrinhos, energize-o com uma carga de redstone e envie um carrinho sobre esse pedaço de trilho.
|
|
||||||
Detector Rail=Trilho Detector
|
|
||||||
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.=Trilhos podem ser usados para construir traçados de transporte para carrinhos. Um trilho detector é capaz de detectar um carrinho sobre ele e energizar mecanismos de redstone.
|
|
||||||
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Para detectar um carrinho e providenciar carga de redstone, conecte-o em trilhas de redstone ou mecanismos de redstone e envie qualquer carrinho sobre esse trilho.
|
|
||||||
Track for minecarts=Traçado para carrinhos
|
|
||||||
Speed up when powered, slow down when not powered=Acelera quando energizado, desacelera quando não energizado
|
|
||||||
Activates minecarts when powered=Ativa carrinhos quando energizado
|
|
||||||
Emits redstone power when a minecart is detected=Emite carga de redstone quando um carrinho é detectado
|
|
||||||
Vehicle for fast travel on rails=Veículo para viajar rápido em trilhos
|
|
||||||
Can be ignited by tools or powered activator rail=Pode ser aceso por ferramentas ou trilho ativador energizado
|
|
||||||
Sneak to dismount=Agache para desmontar
|
|
|
@ -1,36 +1,36 @@
|
||||||
# textdomain: mcl_minecarts
|
# textdomain: mcl_minecarts
|
||||||
Minecart=Вагонетка
|
Minecart=Вагонетка
|
||||||
Minecarts can be used for a quick transportion on rails.=Вагонетка может быть использована для быстрого перемещения по рельсам.
|
Minecarts can be used for a quick transportion on rails.=Вагонетки нужны, чтобы быстро перемещаться по рельсам.
|
||||||
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.=Вагонетки едут только по проложенным рельсам. На Т-образной развилке они поворачивают налево. Скорость зависит от типа рельсов.
|
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.=Вагонетки едут строго по проложенному железнодорожному пути. На Т-образной развилке они поворачивают налево. Скорость зависит от типа рельсов.
|
||||||
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Вы можете поставить вагонетку на рельсы. Правым кликом сядьте в неё. Ударьте по ней, чтобы она поехала.
|
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Вы ставите вагонетку на рельсы. Правым кликом садитесь в неё. Стукаете, чтобы начать движение.
|
||||||
To obtain the minecart, punch it while holding down the sneak key.=Чтобы забрать вагонетку, ударьте по ней, удерживая клавишу [Красться].
|
To obtain the minecart, punch it while holding down the sneak key.=Чтобы взять вагонетку, стукните её, удерживая клавишу [Красться].
|
||||||
A minecart with TNT is an explosive vehicle that travels on rail.=Вагонетка с ТНТ это взрывающийся железнодорожный транспорт.
|
A minecart with TNT is an explosive vehicle that travels on rail.=Вагон тротила это подрывной железнодорожный транспорт.
|
||||||
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.=Поместите вагонетку на рельсы. Ударьте по ней, чтобы она поехала. ТНТ активируется, если его поджечь огнивом или когда вагонетка проедет через подключенные активирующие рельсы.
|
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.=Поместите его на рельсы. Стукните, чтобы он поехал. Тротил воспламеняется, если его поджечь огнивом, либо при попадании на подключенный рельсовый активатор.
|
||||||
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Чтобы забрать вагонетку с ТНТ, ударьте по ней, удерживая клавишу [Красться]. Если ТНТ подожжён, сделать это нельзя.
|
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Чтобы взять вагон тротила, стукните его, удерживая клавишу [Красться]. Если тротил воспламенён, сделать это нельзя.
|
||||||
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Вагонетка с печью это железнодорожный транспорт. Она может ехать сама за счёт топлива.
|
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Вагон с печью - это железнодорожный транспорт. Он может двигаться за счёт топлива.
|
||||||
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.=Поставьте вагонетку на рельсы. Если добавить в неё угля, то печь будет гореть продолжительное время и вагонетка сможет поехать сама. Ударьте по ней, чтобы она поехала.
|
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.=Поставьте его на рельсы. Если добавить немного угля, то печь зажжётся на продолжительное время и вагон сможет ехать. Стукните вагон для начала движения.
|
||||||
To obtain the minecart and furnace, punch them while holding down the sneak key.=Чтобы забрать вагонетку с печью, ударьте по ней, удерживая клавишу [Красться].
|
To obtain the minecart and furnace, punch them while holding down the sneak key.=Чтобы взять вагон с печью, стукните его, удерживая клавишу [Красться].
|
||||||
Minecart with Chest=Вагонетка с сундуком
|
Minecart with Chest=Вагон с сундуком
|
||||||
Minecart with Furnace=Вагонетка с печью
|
Minecart with Furnace=Вагон с печью
|
||||||
Minecart with Command Block=Вагонетка с командным блоком
|
Minecart with Command Block=Вагон с командным блоком
|
||||||
Minecart with Hopper=Вагонетка с воронкой
|
Minecart with Hopper=Вагон с бункером
|
||||||
Minecart with TNT=Вагонетка с ТНТ
|
Minecart with TNT=Вагон тротила
|
||||||
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.=Поместите рельсы на землю, чтобы сделать железную дорогу, рельсы автоматически соединятся между собой и будут образовывать повороты, T-образные развилки, перекрёстки и склоны там, где это потребуется.
|
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.=Поместите на землю, чтобы сделать железную дорогу, рельсы автоматически соединятся между собой и будут превращаться в плавный повороты, T-образные развилки, перекрёстки и уклоны там, где это потребуется.
|
||||||
Rail=Рельсы
|
Rail=Рельсы
|
||||||
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Рельсы используются для строительства железной дороги. Обычные рельсы немного замедляют движение вагонеток из-за трения.
|
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Рельсы используются для строительства железной дороги. Обычные рельсы немного замедляют движение вагонеток из-за трения.
|
||||||
Powered Rail=Энергорельсы
|
Powered Rail=Подключаемые рельсы
|
||||||
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Энергорельсы используются для строительства железной дороги. Энергорельсы могут ускорять и тормозить вагонетки.
|
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Рельсы используются для строительства железной дороги. Подключённые рельсы могут разгонять и тормозить вагонетки.
|
||||||
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Неподключенные энергорельсы замедляют вагонетки. Чтобы энергорельсы ускоряли вагонетки, проведите к ним сигнал редстоуна.
|
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Без энергии редстоуна рельсы будут тормозить вагонетки.
|
||||||
Activator Rail=Активирующие рельсы
|
Activator Rail=Рельсовый активатор
|
||||||
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Активирующие рельсы используются для строительства железной дороги. Активирующие рельсы активируют некоторые особые вагонетки.
|
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Рельсы используются для строительства железной дороги. Рельсовый активатор активирует особые вагонетки.
|
||||||
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Чтобы эти рельсы активировали вагонетки, подключите активирующие рельсы к сигналу редстоуна и направьте вагонетку через них.
|
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Чтобы этот блок рельсов активировал вагонетку, подключите его к энергии редстоуна и направьте вагонетку через него.
|
||||||
Detector Rail=Нажимные рельсы
|
Detector Rail=Рельсовый детектор
|
||||||
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.=Нажимные рельсы используются для строительства железной дороги. Нажимные рельсы реагируют на проезжающие по ним вагонетки и выдают сигнал для механизмов из редстоуна.
|
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.=Рельсы используются для строительства железной дороги. Рельсовый детектор может обнаруживать вагонетку у себя наверху и подключать механизмы редстоуна.
|
||||||
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Подсоедините к нажимным рельсам редстоун или редстоуновые механизмы, чтобы активировать их когда по рельсам проезжает вагонетка.
|
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Чтобы обнаруживать вагонетку и подавать энергию редстоуна, подключите его к дорожке редстоуна или механизму редстоуна, после чего направьте любую вагонетку через него.
|
||||||
Track for minecarts=Железная дорога
|
Track for minecarts=Железная дорога
|
||||||
Speed up when powered, slow down when not powered=Если подключены - ускоряют, если нет - тормозят
|
Speed up when powered, slow down when not powered=Разгоняет, если подключён, тормозит, если не подключён
|
||||||
Activates minecarts when powered=Активирует особые вагонетки, если подключены
|
Activates minecarts when powered=Активирует особые вагонетки, если подключён
|
||||||
Emits redstone power when a minecart is detected=Подает сигнал редстоуна при обнаружении вагонетки
|
Emits redstone power when a minecart is detected=Испускает энергию редстоуна при обнаружении вагонетки
|
||||||
Vehicle for fast travel on rails=Железнодорожный транспорт
|
Vehicle for fast travel on rails=Быстрый железнодорожный транспорт
|
||||||
Can be ignited by tools or powered activator rail=Можно поджечь инструментом или активирующими рельсами
|
Can be ignited by tools or powered activator rail=Можно воспламенить с помощью инструмента или подключенного рельсового активатора
|
||||||
Sneak to dismount=Нажмите [Красться] для высадки
|
Sneak to dismount=Нажмите [Красться] для высадки
|
||||||
|
|
|
@ -112,22 +112,6 @@ register_rail("mcl_minecarts:golden_rail_on",
|
||||||
onstate = "mcl_minecarts:golden_rail_on",
|
onstate = "mcl_minecarts:golden_rail_on",
|
||||||
rules = rail_rules_long,
|
rules = rail_rules_long,
|
||||||
},
|
},
|
||||||
effector = {
|
|
||||||
action_on = function(pos, node)
|
|
||||||
local dir = mcl_minecarts:get_start_direction(pos)
|
|
||||||
if not dir then return end
|
|
||||||
local objs = minetest.get_objects_inside_radius(pos, 1)
|
|
||||||
for _, o in pairs(objs) do
|
|
||||||
local l = o:get_luaentity()
|
|
||||||
local v = o:get_velocity()
|
|
||||||
if l and string.sub(l.name, 1, 14) == "mcl_minecarts:"
|
|
||||||
and v and vector.equals(v, vector.zero())
|
|
||||||
then
|
|
||||||
mcl_minecarts:set_velocity(l, dir)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end,
|
|
||||||
},
|
|
||||||
},
|
},
|
||||||
drop = "mcl_minecarts:golden_rail",
|
drop = "mcl_minecarts:golden_rail",
|
||||||
},
|
},
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
local mob_class = mcl_mobs.mob_class
|
local mob_class = mcl_mobs.mob_class
|
||||||
local mob_class_meta = {__index = mcl_mobs.mob_class}
|
local mob_class_meta = {__index = mcl_mobs.mob_class}
|
||||||
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
|
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
|
||||||
-- API for Mobs Redo: VoxeLibre Edition
|
-- API for Mobs Redo: MineClone 2 Edition (MRM)
|
||||||
|
|
||||||
local PATHFINDING = "gowp"
|
local PATHFINDING = "gowp"
|
||||||
local CRASH_WARN_FREQUENCY = 60
|
local CRASH_WARN_FREQUENCY = 60
|
||||||
|
@ -18,7 +18,7 @@ mcl_mobs.invis = {}
|
||||||
local remove_far = true
|
local remove_far = true
|
||||||
|
|
||||||
local mobs_debug = minetest.settings:get_bool("mobs_debug", false) -- Shows helpful debug info above each mob
|
local mobs_debug = minetest.settings:get_bool("mobs_debug", false) -- Shows helpful debug info above each mob
|
||||||
local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn", false)
|
local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
|
||||||
|
|
||||||
local MAPGEN_LIMIT = mcl_vars.mapgen_limit
|
local MAPGEN_LIMIT = mcl_vars.mapgen_limit
|
||||||
local MAPGEN_MOB_LIMIT = MAPGEN_LIMIT - 90
|
local MAPGEN_MOB_LIMIT = MAPGEN_LIMIT - 90
|
||||||
|
@ -78,10 +78,11 @@ function mob_class:get_staticdata()
|
||||||
for _,p in pairs(minetest.get_connected_players()) do
|
for _,p in pairs(minetest.get_connected_players()) do
|
||||||
self:remove_particlespawners(p:get_player_name())
|
self:remove_particlespawners(p:get_player_name())
|
||||||
end
|
end
|
||||||
|
|
||||||
-- remove mob when out of range unless tamed
|
-- remove mob when out of range unless tamed
|
||||||
if remove_far
|
if remove_far
|
||||||
and self:despawn_allowed()
|
and self.can_despawn
|
||||||
|
and self.remove_ok
|
||||||
|
and ((not self.nametag) or (self.nametag == ""))
|
||||||
and self.lifetimer <= 20 then
|
and self.lifetimer <= 20 then
|
||||||
if spawn_logging then
|
if spawn_logging then
|
||||||
minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range")
|
minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range")
|
||||||
|
@ -90,50 +91,28 @@ function mob_class:get_staticdata()
|
||||||
return "remove"-- nil
|
return "remove"-- nil
|
||||||
end
|
end
|
||||||
|
|
||||||
|
self.remove_ok = true
|
||||||
self.attack = nil
|
self.attack = nil
|
||||||
self.following = nil
|
self.following = nil
|
||||||
self.state = "stand"
|
self.state = "stand"
|
||||||
|
|
||||||
local tmp = {}
|
local tmp = {}
|
||||||
|
|
||||||
for tag, stat in pairs(self) do
|
for _,stat in pairs(self) do
|
||||||
|
|
||||||
local t = type(stat)
|
local t = type(stat)
|
||||||
|
|
||||||
if t ~= "function"
|
if t ~= "function"
|
||||||
and t ~= "nil"
|
and t ~= "nil"
|
||||||
and t ~= "userdata"
|
and t ~= "userdata"
|
||||||
and tag ~= "_cmi_components" then
|
and _ ~= "_cmi_components" then
|
||||||
tmp[tag] = self[tag]
|
tmp[_] = self[_]
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
tmp._mcl_potions = self._mcl_potions
|
|
||||||
if tmp._mcl_potions then
|
|
||||||
for name_raw, data in pairs(tmp._mcl_potions) do
|
|
||||||
local def = mcl_potions.registered_effects[name_raw:match("^_EF_(.+)$")]
|
|
||||||
if def and def.on_save_effect then def.on_save_effect(self.object) end
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
return minetest.serialize(tmp)
|
return minetest.serialize(tmp)
|
||||||
end
|
end
|
||||||
|
|
||||||
local function valid_texture(self, def_textures)
|
|
||||||
if not self.base_texture then
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
|
|
||||||
if self.texture_selected then
|
|
||||||
if #def_textures < self.texture_selected then
|
|
||||||
self.texture_selected = nil
|
|
||||||
else
|
|
||||||
return true
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
|
|
||||||
function mob_class:mob_activate(staticdata, def, dtime)
|
function mob_class:mob_activate(staticdata, def, dtime)
|
||||||
if not self.object:get_pos() or staticdata == "remove" then
|
if not self.object:get_pos() or staticdata == "remove" then
|
||||||
mcl_burning.extinguish(self.object)
|
mcl_burning.extinguish(self.object)
|
||||||
|
@ -150,31 +129,22 @@ function mob_class:mob_activate(staticdata, def, dtime)
|
||||||
local tmp = minetest.deserialize(staticdata)
|
local tmp = minetest.deserialize(staticdata)
|
||||||
|
|
||||||
if tmp then
|
if tmp then
|
||||||
-- Patch incorrectly converted mobs
|
|
||||||
if tmp.base_mesh ~= minetest.registered_entities[self.name].mesh then
|
|
||||||
mcl_mobs.strip_staticdata(tmp)
|
|
||||||
end
|
|
||||||
|
|
||||||
for _,stat in pairs(tmp) do
|
for _,stat in pairs(tmp) do
|
||||||
self[_] = stat
|
self[_] = stat
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--If textures in definition change, reload textures
|
--If textures in definition change, reload textures
|
||||||
if not valid_texture(self, def.textures) then
|
if not self.base_texture or (def.textures and table.indexof(def.textures, self.base_texture) == -1) then
|
||||||
|
|
||||||
-- compatiblity with old simple mobs textures
|
-- compatiblity with old simple mobs textures
|
||||||
if type(def.textures[1]) == "string" then
|
if type(def.textures[1]) == "string" then
|
||||||
def.textures = {def.textures}
|
def.textures = {def.textures}
|
||||||
end
|
end
|
||||||
|
|
||||||
if not self.texture_selected then
|
|
||||||
local c = 1
|
local c = 1
|
||||||
if #def.textures > c then c = #def.textures end
|
if #def.textures > c then c = #def.textures end
|
||||||
self.texture_selected = math.random(c)
|
|
||||||
end
|
|
||||||
|
|
||||||
self.base_texture = def.textures[self.texture_selected]
|
self.base_texture = def.textures[math.random(c)]
|
||||||
self.base_mesh = def.mesh
|
self.base_mesh = def.mesh
|
||||||
self.base_size = self.visual_size
|
self.base_size = self.visual_size
|
||||||
self.base_colbox = self.collisionbox
|
self.base_colbox = self.collisionbox
|
||||||
|
@ -319,10 +289,7 @@ function mob_class:mob_activate(staticdata, def, dtime)
|
||||||
self._run_armor_init = true
|
self._run_armor_init = true
|
||||||
end
|
end
|
||||||
|
|
||||||
if not self._mcl_potions then
|
|
||||||
self._mcl_potions = {}
|
|
||||||
end
|
|
||||||
mcl_potions._load_entity_effects(self)
|
|
||||||
|
|
||||||
|
|
||||||
if def.after_activate then
|
if def.after_activate then
|
||||||
|
@ -332,33 +299,46 @@ end
|
||||||
|
|
||||||
-- execute current state (stand, walk, run, attacks)
|
-- execute current state (stand, walk, run, attacks)
|
||||||
-- returns true if mob has died
|
-- returns true if mob has died
|
||||||
function mob_class:do_states(dtime, player_in_active_range)
|
function mob_class:do_states(dtime)
|
||||||
--if self.can_open_doors then check_doors(self) end
|
--if self.can_open_doors then check_doors(self) end
|
||||||
|
|
||||||
-- knockback timer. set in on_punch
|
|
||||||
if self.pause_timer > 0 then
|
|
||||||
self.pause_timer = self.pause_timer - dtime
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
self:env_danger_movement_checks(player_in_active_range)
|
|
||||||
|
|
||||||
if self.state == PATHFINDING then
|
|
||||||
self:check_gowp(dtime)
|
|
||||||
elseif self.state == "attack" then
|
|
||||||
if self:do_states_attack(dtime) then
|
|
||||||
return true
|
|
||||||
end
|
|
||||||
else
|
|
||||||
if mcl_util.check_dtime_timer(self, dtime, "onstep_dostates", 1) then
|
|
||||||
if self.state == "stand" then
|
if self.state == "stand" then
|
||||||
self:do_states_stand(player_in_active_range)
|
self:do_states_stand()
|
||||||
|
elseif self.state == PATHFINDING then
|
||||||
|
self:check_gowp(dtime)
|
||||||
elseif self.state == "walk" then
|
elseif self.state == "walk" then
|
||||||
self:do_states_walk()
|
self:do_states_walk()
|
||||||
elseif self.state == "runaway" then
|
elseif self.state == "runaway" then
|
||||||
|
-- runaway when punched
|
||||||
self:do_states_runaway()
|
self:do_states_runaway()
|
||||||
|
elseif self.state == "attack" then
|
||||||
|
-- attack routines (explode, dogfight, shoot, dogshoot)
|
||||||
|
if self:do_states_attack(dtime) then
|
||||||
|
return true
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
local function update_timers (self, dtime)
|
||||||
|
-- knockback timer. set in on_punch
|
||||||
|
if self.pause_timer > 0 then
|
||||||
|
self.pause_timer = self.pause_timer - dtime
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
|
||||||
|
-- attack timer. Not anymore, it seems. Used for also occassionally processing mob step too!
|
||||||
|
self.timer = self.timer + dtime
|
||||||
|
|
||||||
|
if self.state ~= "attack" and self.state ~= PATHFINDING then
|
||||||
|
if self.timer < 1 then
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
self.timer = 0
|
||||||
|
end
|
||||||
|
|
||||||
|
-- never go over 100
|
||||||
|
if self.timer > 100 then
|
||||||
|
self.timer = 1
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -386,9 +366,7 @@ function mob_class:outside_limits()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
local function on_step_work (self, dtime)
|
||||||
|
|
||||||
local function on_step_work(self, dtime, moveresult)
|
|
||||||
local pos = self.object:get_pos()
|
local pos = self.object:get_pos()
|
||||||
if not pos then return end
|
if not pos then return end
|
||||||
|
|
||||||
|
@ -402,23 +380,31 @@ local function on_step_work(self, dtime, moveresult)
|
||||||
-- Do we abandon out of here now?
|
-- Do we abandon out of here now?
|
||||||
end
|
end
|
||||||
|
|
||||||
if self:falling(pos, moveresult) then return end
|
if self:falling(pos) then return end
|
||||||
if self:step_damage (dtime, pos) then return end
|
|
||||||
|
local player_in_active_range = self:player_in_active_range()
|
||||||
|
|
||||||
|
self:check_suspend(player_in_active_range)
|
||||||
|
|
||||||
|
if not self.fire_resistant then
|
||||||
|
mcl_burning.tick(self.object, dtime, self)
|
||||||
|
if not self.object:get_pos() then return end -- mcl_burning.tick may remove object immediately
|
||||||
|
|
||||||
|
if self:check_for_death("fire", {type = "fire"}) then
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if self:env_damage (dtime, pos) then return end
|
||||||
|
|
||||||
if self.state == "die" then return end
|
if self.state == "die" then return end
|
||||||
-- End: Death/damage processing
|
-- End: Death/damage processing
|
||||||
|
|
||||||
local player_in_active_range = self:player_in_active_range()
|
|
||||||
self:check_suspend(player_in_active_range)
|
|
||||||
|
|
||||||
self:check_water_flow()
|
self:check_water_flow()
|
||||||
|
self:env_danger_movement_checks (dtime)
|
||||||
|
|
||||||
if not self._jumping_cliff then
|
-- Follow code is heavy and probably shouldn't run when not in range, but we need to extract the cancel follow stuff
|
||||||
self._can_jump_cliff = self:can_jump_cliff()
|
self:check_follow()
|
||||||
else
|
|
||||||
self._can_jump_cliff = false
|
|
||||||
end
|
|
||||||
|
|
||||||
self:flop()
|
self:flop()
|
||||||
|
|
||||||
self:check_smooth_rotation(dtime)
|
self:check_smooth_rotation(dtime)
|
||||||
|
@ -428,37 +414,46 @@ local function on_step_work(self, dtime, moveresult)
|
||||||
|
|
||||||
self:check_head_swivel(dtime)
|
self:check_head_swivel(dtime)
|
||||||
|
|
||||||
if mcl_util.check_dtime_timer(self, dtime, "onstep_engage", 0.2) then
|
if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
|
||||||
self:check_follow()
|
self:do_jump()
|
||||||
|
|
||||||
self:check_runaway_from()
|
self:check_runaway_from()
|
||||||
self:monster_attack()
|
self:monster_attack()
|
||||||
self:npc_attack()
|
self:npc_attack()
|
||||||
end
|
|
||||||
|
|
||||||
self:check_herd(dtime)
|
self:check_herd(dtime)
|
||||||
|
|
||||||
if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
|
|
||||||
self:do_jump()
|
|
||||||
end
|
|
||||||
|
|
||||||
if mcl_util.check_dtime_timer(self, dtime, "onstep_occassional", 1) then
|
|
||||||
|
|
||||||
if player_in_active_range then
|
|
||||||
self:check_item_pickup()
|
|
||||||
self:set_armor_texture()
|
|
||||||
self:step_opinion_sound(dtime)
|
|
||||||
end
|
|
||||||
|
|
||||||
self:check_breeding()
|
|
||||||
end
|
end
|
||||||
|
|
||||||
self:check_aggro(dtime)
|
self:check_aggro(dtime)
|
||||||
|
|
||||||
self:check_particlespawners(dtime)
|
|
||||||
|
|
||||||
if self.do_custom and self.do_custom(self, dtime) == false then return end
|
if self.do_custom and self.do_custom(self, dtime) == false then return end
|
||||||
|
|
||||||
if self:do_states(dtime, player_in_active_range) then return end
|
-- In certain circumstances, we abandon processing of certain functionality
|
||||||
|
local skip_processing = false
|
||||||
|
if update_timers(self, dtime) then
|
||||||
|
skip_processing = true
|
||||||
|
end
|
||||||
|
|
||||||
|
if not skip_processing then
|
||||||
|
self:check_breeding()
|
||||||
|
|
||||||
|
if player_in_active_range then
|
||||||
|
self:check_item_pickup()
|
||||||
|
self:set_armor_texture()
|
||||||
|
|
||||||
|
if self.opinion_sound_cooloff > 0 then
|
||||||
|
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
|
||||||
|
end
|
||||||
|
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
|
||||||
|
if math.random(1, 70) == 1 then
|
||||||
|
self:mob_sound("random", true)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
self:check_particlespawners(dtime)
|
||||||
|
|
||||||
|
if self:do_states(dtime) then return end
|
||||||
|
end
|
||||||
|
|
||||||
if mobs_debug then self:update_tag() end
|
if mobs_debug then self:update_tag() end
|
||||||
|
|
||||||
|
@ -489,7 +484,7 @@ local function warn_user_error ()
|
||||||
|
|
||||||
if time_since_warning > CRASH_WARN_FREQUENCY then
|
if time_since_warning > CRASH_WARN_FREQUENCY then
|
||||||
last_crash_warn_time = current_time
|
last_crash_warn_time = current_time
|
||||||
minetest.log("A game crashing bug was prevented. Please provide debug.log information to VoxeLibre dev team for investigation. (Search for: --- Bug report start)")
|
minetest.log("A game crashing bug was prevented. Please provide debug.log information to MineClone2 dev team for investigation. (Search for: --- Bug report start)")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -502,11 +497,11 @@ end
|
||||||
|
|
||||||
|
|
||||||
-- main mob function
|
-- main mob function
|
||||||
function mob_class:on_step(dtime, moveresult)
|
function mob_class:on_step(dtime)
|
||||||
if not DEVELOPMENT then
|
if not DEVELOPMENT then
|
||||||
-- Removed as bundled Lua (5.1 doesn't support xpcall)
|
-- Removed as bundled Lua (5.1 doesn't support xpcall)
|
||||||
--local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime)
|
--local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime)
|
||||||
local status, retVal = pcall(on_step_work, self, dtime, moveresult)
|
local status, retVal = pcall(on_step_work, self, dtime)
|
||||||
if status then
|
if status then
|
||||||
return retVal
|
return retVal
|
||||||
else
|
else
|
||||||
|
@ -521,7 +516,7 @@ function mob_class:on_step(dtime, moveresult)
|
||||||
log_error (dump(retVal), dump(pos), dump(self))
|
log_error (dump(retVal), dump(pos), dump(self))
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
return on_step_work (self, dtime, moveresult)
|
return on_step_work (self, dtime)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
|
|
||||||
Mobs Redo: VoxeLibre Edition
|
Mobs Redo: MineClone 2 Edition
|
||||||
API documentation
|
API documentation
|
||||||
==============================
|
==============================
|
||||||
|
|
||||||
|
@ -231,7 +231,7 @@ functions needed for the mob to work properly which contains the following:
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
VoxeLibre extensions:
|
MineClone 2 extensions:
|
||||||
|
|
||||||
'spawn_class' Classification of mod for the spawning algorithm:
|
'spawn_class' Classification of mod for the spawning algorithm:
|
||||||
"hostile", "passive", "ambient" or "water"
|
"hostile", "passive", "ambient" or "water"
|
||||||
|
@ -262,7 +262,6 @@ functions needed for the mob to work properly which contains the following:
|
||||||
'custom_visual_size' will not reset visual_size from the base class on reload
|
'custom_visual_size' will not reset visual_size from the base class on reload
|
||||||
'noyaw' If true this mob will not automatically change yaw
|
'noyaw' If true this mob will not automatically change yaw
|
||||||
'particlespawners' Table of particlespawners attached to the mob. This is implemented in a coord safe manner i.e. spawners are only sent to players within the player_transfer_distance (and automatically removed). This enables infinitely lived particlespawners.
|
'particlespawners' Table of particlespawners attached to the mob. This is implemented in a coord safe manner i.e. spawners are only sent to players within the player_transfer_distance (and automatically removed). This enables infinitely lived particlespawners.
|
||||||
'attack_frequency' Attack frequency in seconds. If unset, this defaults to 1. Implemented for melee only atm.
|
|
||||||
|
|
||||||
mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival
|
mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival
|
||||||
|
|
||||||
|
@ -434,7 +433,7 @@ true the mob will not spawn.
|
||||||
'name' is the name of the animal/monster
|
'name' is the name of the animal/monster
|
||||||
|
|
||||||
|
|
||||||
VoxeLibre extensions
|
MineClone 2 extensions
|
||||||
----------------------
|
----------------------
|
||||||
|
|
||||||
mcl_mobs:spawn_child(pos, mob_type)
|
mcl_mobs:spawn_child(pos, mob_type)
|
||||||
|
@ -524,7 +523,7 @@ Does nothing and returns false.
|
||||||
|
|
||||||
This function is provided for compability with Mobs Redo for an attempt to
|
This function is provided for compability with Mobs Redo for an attempt to
|
||||||
capture a mob.
|
capture a mob.
|
||||||
Mobs cannot be captured in VoxeLibre.
|
Mobs cannot be captured in MineClone 2.
|
||||||
|
|
||||||
In Mobs Redo, this is generally called inside the on_rightclick section of the mob
|
In Mobs Redo, this is generally called inside the on_rightclick section of the mob
|
||||||
api code, it provides a chance of capturing the mob. See Mobs Redo documentation
|
api code, it provides a chance of capturing the mob. See Mobs Redo documentation
|
||||||
|
@ -671,13 +670,6 @@ mob will spawn e.g.
|
||||||
mobs_animal:sheep_chance 11000
|
mobs_animal:sheep_chance 11000
|
||||||
mobs_monster:sand_monster_chance 100
|
mobs_monster:sand_monster_chance 100
|
||||||
|
|
||||||
Registering Mob Conversion
|
|
||||||
----------------
|
|
||||||
|
|
||||||
Sometimes you need to completely replace one mob with a different version. To do this, use:
|
|
||||||
|
|
||||||
mcl_mobs.register_conversion(old_name, new_name)
|
|
||||||
|
|
||||||
|
|
||||||
Rideable Horse Example Mob
|
Rideable Horse Example Mob
|
||||||
--------------------------
|
--------------------------
|
||||||
|
|
|
@ -32,9 +32,6 @@ function mob_class:feed_tame(clicker, feed_count, breed, tame, notake)
|
||||||
if not self.follow then
|
if not self.follow then
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
if clicker:get_wielded_item():get_definition()._mcl_not_consumable then
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
-- can eat/tame with item in hand
|
-- can eat/tame with item in hand
|
||||||
if self.nofollow or self:follow_holding(clicker) then
|
if self.nofollow or self:follow_holding(clicker) then
|
||||||
local consume_food = false
|
local consume_food = false
|
||||||
|
@ -77,8 +74,6 @@ function mob_class:feed_tame(clicker, feed_count, breed, tame, notake)
|
||||||
if self.food >= feed_count then
|
if self.food >= feed_count then
|
||||||
self.food = 0
|
self.food = 0
|
||||||
self.horny = true
|
self.horny = true
|
||||||
self.persistent = true
|
|
||||||
self._luck = mcl_luck.get_luck(clicker:get_player_name())
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -274,7 +269,7 @@ function mob_class:check_breeding()
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
mcl_experience.throw_xp(pos, math.random(1, 7) + (parent1._luck or 0) + (parent2._luck or 0))
|
mcl_experience.throw_xp(pos, math.random(1, 7))
|
||||||
|
|
||||||
-- custom breed function
|
-- custom breed function
|
||||||
if parent1.on_breed then
|
if parent1.on_breed then
|
||||||
|
@ -285,7 +280,6 @@ function mob_class:check_breeding()
|
||||||
end
|
end
|
||||||
|
|
||||||
local child = mcl_mobs.spawn_child(pos, parent1.name)
|
local child = mcl_mobs.spawn_child(pos, parent1.name)
|
||||||
if not child then return end
|
|
||||||
|
|
||||||
local ent_c = child:get_luaentity()
|
local ent_c = child:get_luaentity()
|
||||||
|
|
||||||
|
@ -324,7 +318,7 @@ function mob_class:toggle_sit(clicker,p)
|
||||||
particle = "mobs_mc_wolf_icon_roam.png"
|
particle = "mobs_mc_wolf_icon_roam.png"
|
||||||
self.order = "roam"
|
self.order = "roam"
|
||||||
self.state = "stand"
|
self.state = "stand"
|
||||||
self.walk_chance = 50
|
self.walk_chance = default_walk_chance
|
||||||
self.jump = true
|
self.jump = true
|
||||||
self:set_animation("stand")
|
self:set_animation("stand")
|
||||||
-- TODO: Add sitting model
|
-- TODO: Add sitting model
|
||||||
|
|