Merge branch 'master' of https://git.minetest.land/Wuzzy/MineClone2
commit
84708c3870
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@ -2,7 +2,7 @@
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An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
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An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
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Developed by Wuzzy and contributors. Not developed or endorsed by Mojang AB.
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Developed by Wuzzy and contributors. Not developed or endorsed by Mojang AB.
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Version: 0.68.0
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Version: 0.69.1
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### Gameplay
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### Gameplay
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You start in a randomly-generated world made entirely of cubes. You can explore
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You start in a randomly-generated world made entirely of cubes. You can explore
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@ -644,13 +644,16 @@ minetest.register_entity(":__builtin:item", {
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local fg = minetest.get_item_group(nn, "fire")
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local fg = minetest.get_item_group(nn, "fire")
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local dg = minetest.get_item_group(nn, "destroys_items")
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local dg = minetest.get_item_group(nn, "destroys_items")
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if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
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if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
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--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
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if self.age > 2 then
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if dg ~= 2 then
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if dg ~= 2 then
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minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5}, true)
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minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5})
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end
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end
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self._removed = true
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self._removed = true
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self.object:remove()
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self.object:remove()
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return
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return
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end
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end
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end
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-- Push item out when stuck inside solid opaque node
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-- Push item out when stuck inside solid opaque node
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if def and def.walkable and def.groups and def.groups.opaque == 1 then
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if def and def.walkable and def.groups and def.groups.opaque == 1 then
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@ -2095,6 +2095,7 @@ local follow_flop = function(self)
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or self.order == "follow")
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or self.order == "follow")
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and not self.following
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and not self.following
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and self.state ~= "attack"
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and self.state ~= "attack"
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and self.order ~= "sit"
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and self.state ~= "runaway" then
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and self.state ~= "runaway" then
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local s = self.object:get_pos()
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local s = self.object:get_pos()
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@ -2115,6 +2116,7 @@ local follow_flop = function(self)
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if self.type == "npc"
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if self.type == "npc"
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and self.order == "follow"
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and self.order == "follow"
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and self.state ~= "attack"
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and self.state ~= "attack"
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and self.order ~= "sit"
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and self.owner ~= "" then
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and self.owner ~= "" then
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-- npc stop following player if not owner
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-- npc stop following player if not owner
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@ -2400,6 +2402,8 @@ local do_states = function(self, dtime)
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set_velocity(self, 0)
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set_velocity(self, 0)
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self.state = "stand"
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self.state = "stand"
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set_animation(self, "stand")
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set_animation(self, "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = set_yaw(self, yaw + 0.78, 8)
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else
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else
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set_velocity(self, self.walk_velocity)
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set_velocity(self, self.walk_velocity)
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@ -2426,6 +2430,8 @@ local do_states = function(self, dtime)
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set_velocity(self, 0)
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set_velocity(self, 0)
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self.state = "stand"
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self.state = "stand"
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set_animation(self, "stand")
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set_animation(self, "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = set_yaw(self, yaw + 0.78, 8)
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else
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else
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set_velocity(self, self.run_velocity)
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set_velocity(self, self.run_velocity)
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set_animation(self, "run")
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set_animation(self, "run")
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@ -2659,6 +2665,8 @@ local do_states = function(self, dtime)
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set_velocity(self, 0)
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set_velocity(self, 0)
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set_animation(self, "stand")
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set_animation(self, "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = set_yaw(self, yaw + 0.78, 8)
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else
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else
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if self.path.stuck then
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if self.path.stuck then
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@ -3565,6 +3573,8 @@ local mob_step = function(self, dtime)
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set_velocity(self, 0)
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set_velocity(self, 0)
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self.state = "stand"
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self.state = "stand"
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set_animation(self, "stand")
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set_animation(self, "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = set_yaw(self, yaw + 0.78, 8)
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end
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end
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-- Despawning: when lifetimer expires, remove mob
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-- Despawning: when lifetimer expires, remove mob
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@ -150,7 +150,7 @@ function mcl_experience.set_player_xp_level(player,level)
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return
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return
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end
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end
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pool[name].level = level
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pool[name].level = level
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pool[name].xp, pool[name].bar_step, pool[name].next_level = mcl_experience.bar_to_xp(pool[name].bar, level)
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pool[name].xp, pool[name].bar_step, pool[name].xp_next_level = mcl_experience.bar_to_xp(pool[name].bar, level)
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hud_manager.change_hud({player = player, hud_name = "xp_level", element = "text", data = tostring(level)})
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hud_manager.change_hud({player = player, hud_name = "xp_level", element = "text", data = tostring(level)})
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-- we may don't update the bar
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-- we may don't update the bar
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end
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end
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@ -145,7 +145,7 @@ function mesecon.mvps_get_stack(pos, dir, maximum, piston_pos)
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if not node_replaceable(nn.name) then
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if not node_replaceable(nn.name) then
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if #nodes >= maximum then return nil, false end
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if #nodes >= maximum then return nil, false end
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table.insert(nodes, {node = nn, pos = np})
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table.insert(nodes, {node = nn, pos = {x=np.x, y=np.y, z=np.z}})
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-- add connected nodes to frontiers, connected is a vector list
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-- add connected nodes to frontiers, connected is a vector list
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-- the vectors must be absolute positions
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-- the vectors must be absolute positions
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@ -195,10 +195,9 @@ function mesecon.mvps_set_owner(pos, placer)
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end
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end
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end
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end
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local function are_protected(positions, player_name)
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local function are_protected(nodes, player_name)
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local name = player_name
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for _, node in pairs(nodes) do
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for _, pos in pairs(positions) do
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if minetest.is_protected(node.pos, player_name) then
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if is_protected(pos, name) then
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return true
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return true
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end
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end
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end
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end
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@ -97,7 +97,7 @@ local piston_on = function (pos, node)
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local meta = minetest.get_meta(pos)
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local meta = minetest.get_meta(pos)
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local success, stack, oldstack = mesecon.mvps_push(np, dir, PISTON_MAXIMUM_PUSH, meta:get_string("owner"), pos)
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local success, stack, oldstack = mesecon.mvps_push(np, dir, PISTON_MAXIMUM_PUSH, meta:get_string("owner"), pos)
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if success then
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if success then
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minetest.set_node(pos, {param2 = node.param2, name = pistonspec.onname})
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minetest.swap_node(pos, {param2 = node.param2, name = pistonspec.onname})
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minetest.set_node(np, {param2 = node.param2, name = pistonspec.pusher})
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minetest.set_node(np, {param2 = node.param2, name = pistonspec.pusher})
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local below = minetest.get_node({x=np.x,y=np.y-1,z=np.z})
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local below = minetest.get_node({x=np.x,y=np.y-1,z=np.z})
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if below.name == "mcl_farming:soil" or below.name == "mcl_farming:soil_wet" then
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if below.name == "mcl_farming:soil" or below.name == "mcl_farming:soil_wet" then
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@ -115,7 +115,7 @@ end
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local piston_off = function (pos, node)
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local piston_off = function (pos, node)
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local pistonspec = minetest.registered_nodes[node.name].mesecons_piston
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local pistonspec = minetest.registered_nodes[node.name].mesecons_piston
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minetest.add_node(pos, {param2 = node.param2, name = pistonspec.offname})
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minetest.swap_node(pos, {param2 = node.param2, name = pistonspec.offname})
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piston_remove_pusher (pos, node)
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piston_remove_pusher (pos, node)
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if not pistonspec.sticky then
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if not pistonspec.sticky then
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return
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return
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@ -97,7 +97,7 @@ for _, row in ipairs(block.dyes) do
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_doc_items_create_entry = create_entry,
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_doc_items_create_entry = create_entry,
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_doc_items_entry_name = ename_cp,
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_doc_items_entry_name = ename_cp,
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tiles = {"mcl_colorblocks_concrete_powder_"..name..".png"},
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tiles = {"mcl_colorblocks_concrete_powder_"..name..".png"},
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groups = {handy=1,shovely=1, concrete_powder=1,building_block=1,falling_node=1, material_sand=1},
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groups = {handy=1,shovely=1, concrete_powder=1,building_block=1,falling_node=1, material_sand=1, float=1},
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stack_max = 64,
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stack_max = 64,
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is_ground_content = false,
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is_ground_content = false,
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sounds = mcl_sounds.node_sound_sand_defaults(),
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sounds = mcl_sounds.node_sound_sand_defaults(),
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@ -212,7 +212,16 @@ minetest.register_abm({
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-- the ABM on the new concrete node, which isn't part of this ABM!
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-- the ABM on the new concrete node, which isn't part of this ABM!
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if harden_to then
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if harden_to then
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node.name = harden_to
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node.name = harden_to
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--Fix "float" group not lowering concrete into the water by 1.
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local water_pos = { x = pos.x, y = pos.y-1, z = pos.z }
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local water_node = minetest.get_node(water_pos)
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if minetest.get_item_group(water_node.name, "water") == 0 then
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minetest.set_node(pos, node)
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minetest.set_node(pos, node)
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else
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minetest.set_node(water_pos,node)
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minetest.set_node(pos, {name = "air"})
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minetest.check_for_falling(pos) -- Update C. Powder that stacked above so they fall down after setting air.
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end
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end
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end
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end,
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end,
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})
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})
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Reference in New Issue