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Author SHA1 Message Date
epCode d491046409 Attempt to fix sliding by disabling self-asassinating feature 2023-05-30 14:22:48 -07:00
1925 changed files with 8723 additions and 28432 deletions

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@ -4,7 +4,7 @@ root = true
end_of_line = lf end_of_line = lf
[*.lua] [*.lua]
charset = utf-8 charset = utf8
indent_style = tab indent_style = tab
insert_final_newline = true insert_final_newline = true
trim_trailing_whitespace = true trim_trailing_whitespace = true

3
.gitignore vendored
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@ -5,6 +5,3 @@
*.blend3 *.blend3
/.idea/ /.idea/
*.xcf *.xcf
.Rproj.user
prompt.txt
__pycache__

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

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

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@ -9,9 +9,10 @@ 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.
## MineClone2's development target is to... ## MineClone2's development target is to...
- Create a stable, peformant, moddable, free/libre game based on 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
@ -119,11 +120,11 @@ It's also a good idea to join the Discord server
(or alternatively IRC or Matrix). (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.
@ -134,10 +135,7 @@ resource pack or minetest_game. Unfortunately, MineClone2 does not play
a sound in every situation you would get one in Minecraft. Any help with 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
Most of the 3D Models in MineClone2 come from Most of the 3D Models in MineClone2 come from
@ -147,9 +145,9 @@ Blender on demand. Many of the models have to be patched, some new
animations have to be added etc. 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
@ -184,12 +182,7 @@ information about the game's performance and let us know places to
investigate optimization issues. This way we can make the game faster. 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
@ -220,14 +213,10 @@ they have made their donation Incognito).
* 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
@ -273,7 +262,9 @@ excessive git bureaucracy commits in 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 mcl2 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 mcl2 is submodule free so far) needed (this has never been the case before, hence mcl2 is submodule free so far)
* Commit messages should be descriptive * Commit messages should be descriptive and never contain mcl2 specific
issueids - there are other projects who might use commits from mcl2 and
it will confuse their issue trackers.
* Try to group your submissions best as you can: * Try to 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.
@ -357,24 +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
MineClone2 repository as a contributor. Those that have demonstrated the right MineClone2 repository.
technical skills and behaviours may be granted developer access. These are the
most trusted contributors who will contribute to ensure coding standards and
processes are followed.
#### Developer responsibilities #### 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 mcl2 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 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.

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@ -6,44 +6,40 @@
## Creator of MineClone2 ## 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
* ryvnf
* iliekprogrammar
* MysticTempest
* Rootyjr
* aligator
* Code-Sploit
* NO11
* kabou
* rudzik8
* chmodsayshello * chmodsayshello
* PrairieWind
* RandomLegoBrick
* SumianVoice
* MrRar * MrRar
* talamh
* Faerraven / Michieal
* FossFanatic * FossFanatic
* SmokeyDope * SmokeyDope
* Faerraven / Michieal
* Codiac
## Past Developers
* jordan4ibanez
* iliekprogrammar
* kabou
* kay27
* MysticTempest
* NO11
* SumianVoice
* PrairieWind
## Contributors ## Contributors
* RandomLegoBrick
* rudzik8
* Code-Sploit
* aligator
* Rootyjr
* ryvnf
* bzoss
* talamh
* Laurent Rocher * Laurent Rocher
* HimbeerserverDE * HimbeerserverDE
* TechDudie * TechDudie
@ -72,10 +68,6 @@
* Marcin Serwin * Marcin Serwin
* erlehmann * erlehmann
* E * E
* n_to
* debiankaios
* Gustavo6046 / wallabra
* CableGuy67
* Benjamin Schötz * Benjamin Schötz
* Doloment * Doloment
* Sydney Gems * Sydney Gems
@ -109,33 +101,25 @@
* gldrk * gldrk
* atomdmac * atomdmac
* emptyshore * emptyshore
* FlamingRCCars
* uqers
* Niterux
* appgurueu
* seventeenthShulker
* DinoNuggies4665
* basxto
* Morik666
* Eliy21
* mdk
* Alessandra Lozoya
* VanicGame
* ThePython10110
* Araca
* Montandalar
* mim
* Dark
* Bakawun
* JoseDouglas26
* Zasco
## 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 MineClone2 (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 MineClone2 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
@ -167,20 +151,14 @@
* 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
@ -197,11 +175,6 @@
* Faerraven / Michieal * Faerraven / Michieal
* Nicu * Nicu
* Exhale * Exhale
* Aeonix_Aeon
* Wbjitscool
* SmokeyDope
* thunder1035
* Herowl
## Translations ## Translations
* Wuzzy * Wuzzy
@ -218,13 +191,6 @@
* SakuraRiu * SakuraRiu
* anarquimico * anarquimico
* syl * syl
* Temak
* megustanlosfrijoles
* kbundg
* Isaac Dennis
* ADLON
* Sab Pyrope
* JoseDouglas26
## Funders ## Funders
* 40W * 40W
@ -232,6 +198,12 @@
* 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)

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@ -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)

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@ -5,7 +5,7 @@ Copying is an act of love. Please copy and share! <3
Here's the detailed legalese for those who need it: Here's the detailed legalese for those who need it:
## License of source code ## License of source code
MineClone 2 (by Lizzy Fleckenstein, Wuzzy, davedevils and countless others) MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft. is an imitation of Minecraft.
MineClone 2 is free software: you can redistribute it and/or modify MineClone 2 is free software: you can redistribute it and/or modify
@ -38,15 +38,11 @@ No non-free licenses are used anywhere.
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11, 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/)
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)

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@ -1,14 +1,13 @@
# Models in Minetest/Mineclone2 #Models in Minetest/Mineclone2
Models are an important part of all entities & unique nodes in Mineclone2. They provide a 3 dimensional map of an object for which textures are then applied to. This document is for modders, it quickly highlights some important information for the software needed to open models in Mineclone2. 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/Mineclone2, 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

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@ -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
@ -79,32 +79,34 @@ The MineClone2 repository is hosted at Mesehub. To contribute or report issues,
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2> * 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/>
* 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>
* Mastodon: <https://fosstodon.org/@MineClone2>
* Lemmy: <https://lemmy.world/c/mineclone2>
* Matrix space: <https://app.element.io/#/room/#mcl2:matrix.org>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* IRC (barely used): <https://web.libera.chat/#mineclone2>
## Target ## Target
- Create a stable, moddable, free/libre game based on Minecraft - Crucially, create a stable, moddable, free/libre clone of Minecraft
on the Minetest engine with polished features, usable in both based on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, a lot of **Minecraft Java singleplayer and multiplayer. Currently, a lot of **Minecraft Java
Edition** features are already implemented and polishing existing Edition** features are already implemented and polishing existing
features are prioritized over new feature requests. features are prioritized over new feature requests.
- Implement features targetting - With lessened priority yet strictly, implement features targetting
**Current Minecraft versions + OptiFine** (OptiFine only as far as supported **Current Minecraft versions + OptiFine** (OptiFine only as far as supported
by the Minetest Engine). by the Minetest Engine). This means features in parity with the listed
- Create a performant experience that will run relatively Minecraft experiences are prioritized over those that don't fulfill this
well on really low spec computers. 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 MineClone2 in production, the master branch is usually relatively stable. If you want to use the development version of MineClone2 in production, the master branch is usually relatively stable. The testing branch often features some experimental PRs and should be considered less stable.
The following main features are available: The following main features are available:
@ -162,7 +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

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@ -137,7 +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

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

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@ -1,11 +1,10 @@
### Standard Release ### Standard Release
# File to document release steps with a view to evolving into a script #File to document release steps with a view to evolving into a script
# Update CREDITS.md #Update CREDITS.md
# Update version in game.conf #Update version in game.conf
```
lua tools/generate_ingame_credits.lua lua tools/generate_ingame_credits.lua
git add CREDITS.md git add CREDITS.md
@ -19,11 +18,10 @@ git commit -m "Pre-release update credits and set version 0.83.0"
git tag 0.83.0 git tag 0.83.0
git push origin 0.83.0 git push origin 0.83.0
```
# Update version in game.conf to the next version with -SNAPSHOT suffix #Update version in game.conf to the next version with -SNAPSHOT suffix
`git commit -m "Post-release set version 0.84.0-SNAPSHOT"` git commit -m "Post-release set version 0.84.0-SNAPSHOT"
### Hotfix Release ### Hotfix Release
@ -34,17 +32,15 @@ To mitigate this, you just release the last release, and the relevant bug fix. F
* Create release branch from the last release tag, push it: * 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
```
##### Prepare feature branch and fix ##### Prepare feature branch and fix
* Create feature branch from that release branch (can review it to check only fix is there, nothing else, and use to also merge into master separately) * Create feature branch from that release branch (can review it to check only fix is there, nothing else, and use to also merge into master separately)
`git checkout -b hotfix_bug_1_branch` git checkout -b hotfix_bug_1_branch
* Fix crash/serious bug and commit * 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) * 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)
@ -57,13 +53,11 @@ git push origin release/0.82.1
* Tag it, push tag and branch: * Tag it, push tag and branch:
```
git tag 0.82.1 git tag 0.82.1
git push origin 0.82.1 git push origin 0.82.1
git push origin release/0.82.1 git push origin release/0.82.1
```
Note: If you have to do more than 1 hotfix release, can do it on the same release branch. Note: If you have to do more than 1 hotfix release, can do it on the same release branch.
@ -77,13 +71,5 @@ Note: If you have to do more than 1 hotfix release, can do it on the same releas
##### Inform people ##### Inform people
* Upload video to YouTube * Add a comment to the forum post with the release number and what is involved, and maintainer will update main post.
* Add a comment to the forum post with the release number and change log. Maintainer will update main post with code link. * Add a comment in Discord announcement
* Add a Discord announcement post and @everyone with link to video, forum post and release notes.
* Share the news on reddit + Lemmy. Good subs to share with:
* r/linux_gaming
* r/opensourcegames
* r/opensource
* r/freesoftware
* r/linuxmasterrace
* r/MineClone2

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@ -12,13 +12,13 @@ GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would
### GIMP ### 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. 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/) Download GIMP [here](http://gimp.org/)
# Getting Started # Getting Started
## Creating a new file ## 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". 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. 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.
@ -50,7 +50,7 @@ For those running a GNU/linux distribution, you most likely have the 'optipng' c
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 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 optipng -o7 -zm1-9 -nc -clobber *.png
``` ```
This will further optimize all the textures in the directory. This will further optimize all the textures in the directory.

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

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@ -1,4 +1,4 @@
title = MineClone 2 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=0.87.0-SNAPSHOT version=0.84.0-SNAPSHOT

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@ -215,10 +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

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@ -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)

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@ -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

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 z-es mòrt dins una explosion

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 foi pego(a) em uma explosão.

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

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@ -36,8 +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/MineClone2/MineClone2/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

View File

@ -1,14 +0,0 @@
# Oxidization API for MineClone 2
This mods adds the oxidization api, so that modders can easily use the same features that copper uses.
## API
To take advantage of the actual oxidization, put `oxidizable = 1` into the list of groups for the oxidizable node.
You would also need to put `_mcl_oxidized_variant = itemstring of node this node will oxidize into` into the node definition.
For example, a copper block oxidizes into exposed copper, so the defintion would be `_mcl_oxidized_variant = "mcl_copper:block_exposed"`.
To utilize the ability to wax the block for protection from oxidization, put `mcl_waxed_variant = item string of waxed variant of node` into the node definition table.
For example, Copper Blocks have the definition arguement of `_mcl_waxed_variant = "mcl_copper:waxed_block"`.
For waxed nodes, scraping is easy. Start by putting `waxed = 1` into the list of groups of the waxed node.
Next put `_mcl_stripped_variant = item string of the unwaxed variant of the node` into the defintion table.
Waxed Copper Blocks can be scrapped into normal Copper Blocks because of the definition `_mcl_stripped_variant = "mcl_copper:block"`.

View File

@ -1,12 +0,0 @@
minetest.register_abm({
label = "Oxidatize Nodes",
nodenames = { "group:oxidizable" },
interval = 500,
chance = 3,
action = function(pos, node)
local def = minetest.registered_nodes[node.name]
if def and def._mcl_oxidized_variant then
minetest.set_node(pos, { name = def._mcl_oxidized_variant, param2 = node.param2 })
end
end,
})

View File

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

View File

@ -22,30 +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
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)
@ -98,18 +74,6 @@ function mcl_util.check_dtime_timer(self, dtime, timer_name, threshold)
return false return false
end 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 -- 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 -- This function has been known to fail in multiple places so the error handling is added increase safety and improve
-- debugging. See: -- debugging. See:
@ -160,7 +124,7 @@ 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
@ -198,11 +162,25 @@ 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
if fdir == 3 or fdir == 1 then
p2 = 12
else
p2 = 6
end
end
elseif is_x then elseif is_x then
p2 = 12 if invert_wall then
p2 = 0
else
p2 = 12
end
elseif is_z then elseif is_z then
p2 = 6 if invert_wall then
p2 = 0
else
p2 = 6
end
end end
minetest.set_node(pos, {name = wield_name, param2 = p2}) minetest.set_node(pos, {name = wield_name, param2 = p2})
@ -251,34 +229,34 @@ 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
@ -289,91 +267,174 @@ 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
-- Can't move from an empty stack return false
local stack = source_inventory:get_stack(source_list, source_stack_id)
if stack:is_empty() then return false end
local new_stack = ItemStack(stack)
new_stack:set_count(1)
if not destination_inventory:room_for_item(destination_list, new_stack) then
return false
end
stack:take_item()
source_inventory:set_stack(source_list, source_stack_id, stack)
destination_inventory:add_item(destination_list, new_stack)
return true
end
--- Try pushing item from hopper inventory to destination inventory
---@param pos Vector
---@param dst_pos Vector
function mcl_util.hopper_push(pos, dst_pos)
local hop_inv = minetest.get_meta(pos):get_inventory()
local hop_list = 'main'
-- Get node pos' for item transfer
local dst = minetest.get_node(dst_pos)
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'
local dst_inv, stack_id
-- 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
if not stack_id then return false end
-- Move the item
local ok = mcl_util.move_item(hop_inv, hop_list, stack_id, dst_inv, dst_list)
if dst_def._mcl_hoppers_on_after_push then
dst_def._mcl_hoppers_on_after_push(dst_pos)
end
return ok
end
-- Try pulling from source inventory to hopper inventory
---@param pos Vector
---@param src_pos Vector
function mcl_util.hopper_pull(pos, src_pos)
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
if not source_inventory:is_empty(source_list) then
local stack = source_inventory:get_stack(source_list, source_stack_id)
if not stack:is_empty() then
local new_stack = ItemStack(stack)
new_stack:set_count(1)
if not destination_inventory:room_for_item(destination_list, new_stack) then
return false
end
stack:take_item()
source_inventory:set_stack(source_list, source_stack_id, stack)
destination_inventory:add_item(destination_list, new_stack)
return true
end
end
return false
end
-- Moves a single item from one container node into another. Performs a variety of high-level
-- checks to prevent invalid transfers such as shulker boxes into shulker boxes
--- source_pos: Position ({x,y,z}) of the node to take the item from
--- destination_pos: Position ({x,y,z}) of the node to put the item into
--- source_list (optional): List name of the source inventory from which to take the item. Default is normally "main"; "dst" for furnace
--- 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)
local dctype = minetest.get_item_group(dnode.name, "container")
local sctype = minetest.get_item_group(snode.name, "container")
-- Container type 7 does not allow any movement
if sctype == 7 then
return false
end
-- Normalize double container by forcing to always use the left segment first
local function normalize_double_container(pos, node, ctype)
if ctype == 6 then
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
return ok
end
end
return false
end
-- Returns the ID of the first non-empty slot in the given inventory list
-- or nil, if inventory is empty.
function mcl_util.get_first_occupied_inventory_slot(inventory, listname)
return mcl_util.get_eligible_transfer_item_slot(inventory, listname)
end end
local function drop_item_stack(pos, stack) local function drop_item_stack(pos, stack)
@ -551,7 +612,7 @@ 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
@ -1040,62 +1101,3 @@ 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

View File

@ -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
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pattern of such abuse occurs in the area of products for individuals to
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have designed this version of the GPL to prohibit the practice for those
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stand ready to extend this provision to those domains in future versions
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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
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"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
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To "modify" a work means to copy from or adapt all or part of the work
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A "covered work" means either the unmodified Program or a work based
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To "propagate" a work means to do anything with it that, without
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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.
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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
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(at your option) any later version.
This program is distributed in the hope that it will be useful,
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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You should have received a copy of the GNU General Public License
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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>.

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@ -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 MineClone2, 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`.

View File

@ -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

View File

@ -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")

View File

@ -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
)

View File

@ -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 packets[#packets +1] = rle_packet
-- 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
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 packets[#packets +1] = rle_packet
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
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()

View File

@ -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})

View File

@ -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.

View File

@ -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" }
)

View File

@ -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 = -2.2}, {x = 0, y = 0, z = 0})
{x = 0, y = 0.42, z = -6.2}, {x = 0, y = 0, z = 0})
else
boat._passenger:set_attach(boat.object, "",
{x = 0, y = 0.42, z = -4.5}, {x = 0, y = 270, z = 0})
end
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]

View File

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

View File

@ -12,7 +12,6 @@ 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 Mangrove Boat=Bateau en palétuvier
Cherry Boat=Bateau en cerisier
Oak Chest Boat=Bateau en chêne avec coffre Oak Chest Boat=Bateau en chêne avec coffre
Spruce Chest Boat=Bateau en sapin avec coffre Spruce Chest Boat=Bateau en sapin avec coffre
Birch Chest Boat=Bateau en bouleau avec coffre Birch Chest Boat=Bateau en bouleau avec coffre
@ -20,4 +19,3 @@ Jungle Chest Boat=Bateau en acajou avec coffre
Acacia Chest Boat=Bateau en acacia avec coffre Acacia Chest Boat=Bateau en acacia avec coffre
Dark Oak Chest Boat=Bateau en chêne noir avec coffre Dark Oak Chest Boat=Bateau en chêne noir avec coffre
Mangrove Chest Boat=Bateau en palétuvier avec coffre Mangrove Chest Boat=Bateau en palétuvier avec coffre
Cherry Chest Boat=Bateau en cerisier avec coffre

View File

@ -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

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@ -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

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@ -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

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@ -12,7 +12,6 @@ Water vehicle=
Sneak to dismount= Sneak to dismount=
Obsidian Boat= Obsidian Boat=
Mangrove Boat= Mangrove Boat=
Cherry Boat=
Oak Chest Boat= Oak Chest Boat=
Spruce Chest Boat= Spruce Chest Boat=
Birch Chest Boat= Birch Chest Boat=
@ -20,4 +19,3 @@ Jungle Chest Boat=
Acacia Chest Boat= Acacia Chest Boat=
Dark Oak Chest Boat= Dark Oak Chest Boat=
Mangrove Chest Boat= Mangrove Chest Boat=
Cherry Chest Boat=

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@ -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

View File

@ -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",

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

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

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@ -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

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@ -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.

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@ -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.

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@ -113,55 +113,6 @@ 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)
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._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
@ -196,7 +147,40 @@ 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()
@ -378,121 +362,6 @@ 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
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

View File

@ -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

View File

@ -85,93 +85,101 @@ local function hopper_take_item(self, dtime)
for k, v in pairs(objs) do for k, v in pairs(objs) do
local ent = v:get_luaentity() local ent = v:get_luaentity()
if ent and not ent._removed and ent.itemstring and ent.itemstring ~= "" then if ent._removed or not ent.itemstring or ent.itemstring == "" then
local taken_items = false --minetest.log("Ignore this item")
break
end
mcl_log("ent.name: " .. tostring(ent.name)) -- Don't forget actual hoppers
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
local inv = mcl_entity_invs.load_inv(self, 5) local taken_items = false
if not inv then return false end
local current_itemstack = ItemStack(ent.itemstring) mcl_log("ent.name: " .. tostring(ent.name))
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
mcl_log("inv. size: " .. self._inv_size) local inv = mcl_entity_invs.load_inv(self, 5)
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 if not inv then
local items_remaining = current_itemstack:get_count() mcl_log("No inv")
return false
end
-- This will take part of a floating item stack if no slot can hold the full amount local current_itemstack = ItemStack(ent.itemstring)
for i = 1, self._inv_size, 1 do
local stack = inv:get_stack("main", i)
mcl_log("i: " .. tostring(i)) mcl_log("inv. size: " .. self._inv_size)
mcl_log("Items remaining: " .. items_remaining) if inv:room_for_item("main", current_itemstack) then
mcl_log("Name: " .. tostring(stack:get_name())) 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 current_itemstack:get_name() == stack:get_name() then if not taken_items then
mcl_log("We have a match. Name: " .. tostring(stack:get_name())) local items_remaining = current_itemstack:get_count()
local room_for = stack:get_stack_max() - stack:get_count() -- This will take part of a floating item stack if no slot can hold the full amount
mcl_log("Room for: " .. tostring(room_for)) for i = 1, self._inv_size, 1 do
local stack = inv:get_stack("main", i)
if room_for == 0 then mcl_log("i: " .. tostring(i))
-- Do nothing mcl_log("Items remaining: " .. items_remaining)
mcl_log("No room") mcl_log("Name: " .. tostring(stack:get_name()))
elseif room_for < items_remaining then
mcl_log("We have more items remaining than space")
items_remaining = items_remaining - room_for if current_itemstack:get_name() == stack:get_name() then
stack:set_count(stack:get_stack_max()) mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
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) local room_for = stack:get_stack_max() - stack:get_count()
items_remaining = 0 mcl_log("Room for: " .. tostring(room_for))
ent.object:get_luaentity().itemstring = "" if room_for == 0 then
ent.object:remove() -- Do nothing
mcl_log("No room")
elseif room_for < items_remaining then
mcl_log("We have more items remaining than space")
taken_items = true items_remaining = items_remaining - room_for
break stack:set_count(stack:get_stack_max())
end 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)
mcl_log("Count: " .. tostring(stack:get_count())) inv:set_stack("main", i, stack)
mcl_log("stack max: " .. tostring(stack:get_stack_max())) items_remaining = 0
--mcl_log("Is it empty: " .. stack:to_string())
ent.object:get_luaentity().itemstring = ""
ent.object:remove()
taken_items = true
break
end end
if i == self._inv_size and taken_items then mcl_log("Count: " .. tostring(stack:get_count()))
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining) mcl_log("stack max: " .. tostring(stack:get_stack_max()))
current_itemstack:set_count(items_remaining) --mcl_log("Is it empty: " .. stack:to_string())
--mcl_log("Itemstack2: " .. current_itemstack:to_string()) end
ent.itemstring = current_itemstack: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 end
end
--Add in, and delete --Add in, and delete
if taken_items then if taken_items then
mcl_log("Saving") mcl_log("Saving")
mcl_entity_invs.save_inv(ent) mcl_entity_invs.save_inv(ent)
return taken_items return taken_items
else else
mcl_log("No need to save") mcl_log("No need to save")
end
end end
end end
end end
@ -241,7 +249,9 @@ 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 +308,9 @@ 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
@ -466,7 +478,7 @@ 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 +505,6 @@ 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 +655,6 @@ 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 +695,7 @@ 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 = ""

View File

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

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@ -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

View File

@ -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

View File

@ -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

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@ -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",
}, },

View File

@ -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
@ -322,7 +319,7 @@ 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

View File

@ -21,8 +21,6 @@ local function atan(x)
end end
end end
mcl_mobs.effect_functions = {}
-- check if daytime and also if mob is docile during daylight hours -- check if daytime and also if mob is docile during daylight hours
function mob_class:day_docile() function mob_class:day_docile()
@ -35,19 +33,14 @@ function mob_class:day_docile()
end end
end end
-- get this mob to attack the object -- attack player/mob
function mob_class:do_attack(object) function mob_class:do_attack(player)
if self.state == "attack" or self.state == "die" then if self.state == "attack" or self.state == "die" then
return return
end end
self.attack = player
if object:is_player() and not minetest.settings:get_bool("enable_damage") then
return
end
self.attack = object
self.state = "attack" self.state = "attack"
-- TODO: Implement war_cry sound without being annoying -- TODO: Implement war_cry sound without being annoying
@ -389,8 +382,7 @@ function mob_class:monster_attack()
-- find specific mob to attack, failing that attack player/npc/animal -- find specific mob to attack, failing that attack player/npc/animal
if specific_attack(self.specific_attack, name) if specific_attack(self.specific_attack, name)
and (type == "player" or ( type == "npc" and self.attack_npcs ) and (type == "player" or ( type == "npc" and self.attack_npcs )
or (type == "animal" and self.attack_animals == true) or (type == "animal" and self.attack_animals == true)) then
or (self.extra_hostile and not self.attack_exception(player))) then
p = player:get_pos() p = player:get_pos()
sp = s sp = s
@ -521,28 +513,6 @@ end
-- deal damage and effects when mob punched -- deal damage and effects when mob punched
function mob_class:on_punch(hitter, tflp, tool_capabilities, dir) function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
local is_player = hitter:is_player()
local mob_pos = self.object:get_pos()
local player_pos = hitter:get_pos()
if is_player then
-- is mob out of reach?
if vector.distance(mob_pos, player_pos) > 3 then
return
end
-- is mob protected?
if self.protected and minetest.is_protected(mob_pos, hitter:get_player_name()) then
return
end
end
local time_now = minetest.get_us_time()
local time_diff = time_now - self.invul_timestamp
-- check for invulnerability time in microseconds (0.5 second)
if time_diff <= 500000 and time_diff >= 0 then
return
end
-- custom punch function -- custom punch function
if self.do_punch then if self.do_punch then
@ -559,15 +529,20 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
return return
end end
local time_now = minetest.get_us_time() local is_player = hitter:is_player()
if is_player then if is_player then
-- is mob protected?
if self.protected and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then
return
end
if minetest.is_creative_enabled(hitter:get_player_name()) then if minetest.is_creative_enabled(hitter:get_player_name()) then
self.health = 0 self.health = 0
end end
-- set/update 'drop xp' timestamp if hitted by player -- set/update 'drop xp' timestamp if hitted by player
self.xp_timestamp = time_now self.xp_timestamp = minetest.get_us_time()
end end
@ -679,9 +654,6 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
-- do damage -- do damage
self.health = self.health - damage self.health = self.health - damage
-- give invulnerability
self.invul_timestamp = time_now
-- skip future functions if dead, except alerting others -- skip future functions if dead, except alerting others
if self:check_for_death( "hit", {type = "punch", puncher = hitter}) then if self:check_for_death( "hit", {type = "punch", puncher = hitter}) then
die = true die = true
@ -697,10 +669,10 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
if not v then return end if not v then return end
local r = 1.4 - math.min(punch_interval, 1.4) local r = 1.4 - math.min(punch_interval, 1.4)
local kb = r * (math.abs(v.x)+math.abs(v.z)) local kb = r * (math.abs(v.x)+math.abs(v.z))
local up = 2.625 local up = 2
if die==true then if die==true then
kb=kb*1.25 kb=kb*2
end end
-- if already in air then dont go up anymore when hit -- if already in air then dont go up anymore when hit
@ -714,7 +686,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
if tool_capabilities.damage_groups["knockback"] then if tool_capabilities.damage_groups["knockback"] then
kb = tool_capabilities.damage_groups["knockback"] kb = tool_capabilities.damage_groups["knockback"]
else else
kb = kb * 1.25 kb = kb * 1.5
end end
@ -724,19 +696,9 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
end end
if hitter and is_player then if hitter and is_player then
local wielditem = hitter:get_wielded_item() local wielditem = hitter:get_wielded_item()
kb = kb + 9 * mcl_enchanting.get_enchantment(wielditem, "knockback") kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
-- add player velocity to mob knockback elseif luaentity and luaentity._knockback then
local hv = hitter:get_velocity()
local dir_dot = (hv.x * dir.x) + (hv.z * dir.z)
local player_mag = math.sqrt((hv.x * hv.x) + (hv.z * hv.z))
local mob_mag = math.sqrt((v.x * v.x) + (v.z * v.z))
if dir_dot > 0 and mob_mag <= player_mag * 0.625 then
kb = kb + ((math.abs(hv.x) + math.abs(hv.z)) * r)
end
elseif luaentity and luaentity._knockback and die == false then
kb = kb + luaentity._knockback kb = kb + luaentity._knockback
elseif luaentity and luaentity._knockback and die == true then
kb = kb + luaentity._knockback * 0.25
end end
self._kb_turn = true self._kb_turn = true
self._turn_to=self.object:get_yaw()-1.57 self._turn_to=self.object:get_yaw()-1.57
@ -891,8 +853,7 @@ function mob_class:do_states_attack (dtime)
return return
end end
local target_line_of_sight = self:target_visible(s) local target_line_of_sight = self:line_of_sight(s, p, 2)
if not target_line_of_sight then if not target_line_of_sight then
if self.target_time_lost then if self.target_time_lost then
local time_since_seen = os.time() - self.target_time_lost local time_since_seen = os.time() - self.target_time_lost
@ -912,13 +873,10 @@ function mob_class:do_states_attack (dtime)
local dist = vector.distance(p, s) local dist = vector.distance(p, s)
if self.attack_type == "explode" then if self.attack_type == "explode" then
local vec = { x = p.x - s.x, z = p.z - s.z }
if target_line_of_sight then yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
local vec = { x = p.x - s.x, z = p.z - s.z } if p.x > s.x then yaw = yaw +math.pi end
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate yaw = self:set_yaw( yaw, 0, dtime)
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
end
local node_break_radius = self.explosion_radius or 1 local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius local entity_damage_radius = self.explosion_damage_radius
@ -942,10 +900,10 @@ function mob_class:do_states_attack (dtime)
end end
-- walk right up to player unless the timer is active -- walk right up to player unless the timer is active
if self.v_start and (self.stop_to_explode or dist < self.reach) or not target_line_of_sight then if self.v_start and (self.stop_to_explode or dist < self.reach) then
self:set_velocity(0) self:set_velocity( 0)
else else
self:set_velocity(self.run_velocity) self:set_velocity( self.run_velocity)
end end
if self.animation and self.animation.run_start then if self.animation and self.animation.run_start then
@ -1141,11 +1099,6 @@ function mob_class:do_states_attack (dtime)
full_punch_interval = 1.0, full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage} damage_groups = {fleshy = self.damage}
}, nil) }, nil)
if self.dealt_effect then
mcl_mobs.effect_functions[self.dealt_effect.name](
self.attack, self.dealt_effect.factor, self.dealt_effect.dur
)
end
end end
else else
self.custom_attack(self, p) self.custom_attack(self, p)
@ -1236,9 +1189,6 @@ function mob_class:do_states_attack (dtime)
-- important for mcl_shields -- important for mcl_shields
ent._shooter = self.object ent._shooter = self.object
ent._saved_shooter_pos = self.object:get_pos() ent._saved_shooter_pos = self.object:get_pos()
if ent.homing then
ent._target = self.attack
end
end end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
@ -1255,13 +1205,7 @@ function mob_class:do_states_attack (dtime)
end end
end end
end end
else
elseif self.attack_type == "custom" and self.attack_state then
self.attack_state(self, dtime)
end end
if self.on_attack then
self.on_attack(self, dtime)
end
end end

View File

@ -1,7 +1,5 @@
local math, tonumber, vector, minetest, mcl_mobs = math, tonumber, vector, minetest, mcl_mobs local math, tonumber, vector, minetest, mcl_mobs = math, tonumber, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class local mob_class = mcl_mobs.mob_class
local validate_vector = mcl_util.validate_vector
local active_particlespawners = {} local active_particlespawners = {}
local disable_blood = minetest.settings:get_bool("mobs_disable_blood") local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
local DEFAULT_FALL_SPEED = -9.81*1.5 local DEFAULT_FALL_SPEED = -9.81*1.5
@ -11,6 +9,16 @@ local PATHFINDING = "gowp"
local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128 local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128
if player_transfer_distance == 0 then player_transfer_distance = math.huge end if player_transfer_distance == 0 then player_transfer_distance = math.huge end
local function 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
-- custom particle effects -- custom particle effects
function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down) function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)
@ -308,14 +316,8 @@ local function who_are_you_looking_at (self, dtime)
local stop_look_at_player = stop_look_at_player_chance == 1 local stop_look_at_player = stop_look_at_player_chance == 1
if self.attack then if self.attack or self.following then
if not self.target_time_lost then self._locked_object = self.attack or self.following
self._locked_object = self.attack
else
self._locked_object = nil
end
elseif self.following then
self._locked_object = self.following
elseif self._locked_object then elseif self._locked_object then
if stop_look_at_player then if stop_look_at_player then
--minetest.log("Stop look: ".. self.name) --minetest.log("Stop look: ".. self.name)
@ -410,7 +412,7 @@ function mob_class:check_head_swivel(dtime)
--final_rotation = vector.new(0,0,0) --final_rotation = vector.new(0,0,0)
end end
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horizontal_head_height), final_rotation) mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)
end end

View File

@ -147,7 +147,7 @@ function mcl_mobs.register_mob(name, def)
head_eye_height = def.head_eye_height or def.bone_eye_height or 0, -- how hight aproximatly the mobs head is fromm the ground to tell the mob how high to look up at the player head_eye_height = def.head_eye_height or def.bone_eye_height or 0, -- how hight aproximatly the mobs head is fromm the ground to tell the mob how high to look up at the player
curiosity = def.curiosity or 1, -- how often mob will look at player on idle curiosity = def.curiosity or 1, -- how often mob will look at player on idle
head_yaw = def.head_yaw or "y", -- axis to rotate head on head_yaw = def.head_yaw or "y", -- axis to rotate head on
horizontal_head_height = def.horizontal_head_height or 0, horrizonatal_head_height = def.horrizonatal_head_height or 0,
wears_armor = def.wears_armor, -- a number value used to index texture slot for armor wears_armor = def.wears_armor, -- a number value used to index texture slot for armor
stepheight = def.stepheight or 0.6, stepheight = def.stepheight or 0.6,
name = name, name = name,
@ -171,7 +171,6 @@ function mcl_mobs.register_mob(name, def)
xp_min = def.xp_min or 0, xp_min = def.xp_min or 0,
xp_max = def.xp_max or 0, xp_max = def.xp_max or 0,
xp_timestamp = 0, xp_timestamp = 0,
invul_timestamp = 0,
breath_max = def.breath_max or 15, breath_max = def.breath_max or 15,
breathes_in_water = def.breathes_in_water or false, breathes_in_water = def.breathes_in_water or false,
physical = true, physical = true,
@ -218,7 +217,6 @@ function mcl_mobs.register_mob(name, def)
replace_with = def.replace_with, replace_with = def.replace_with,
replace_offset = def.replace_offset or 0, replace_offset = def.replace_offset or 0,
on_replace = def.on_replace, on_replace = def.on_replace,
replace_delay = def.replace_delay or 0,
timer = 0, timer = 0,
env_damage_timer = 0, env_damage_timer = 0,
tamed = false, tamed = false,
@ -288,7 +286,6 @@ function mcl_mobs.register_mob(name, def)
spawn_in_group_min = def.spawn_in_group_min, spawn_in_group_min = def.spawn_in_group_min,
noyaw = def.noyaw or false, noyaw = def.noyaw or false,
particlespawners = def.particlespawners, particlespawners = def.particlespawners,
spawn_check = def.spawn_check,
-- End of MCL2 extensions -- End of MCL2 extensions
on_spawn = def.on_spawn, on_spawn = def.on_spawn,
on_blast = def.on_blast or function(self,damage) on_blast = def.on_blast or function(self,damage)
@ -299,7 +296,6 @@ function mcl_mobs.register_mob(name, def)
return false, true, {} return false, true, {}
end, end,
do_punch = def.do_punch, do_punch = def.do_punch,
deal_damage = def.deal_damage,
on_breed = def.on_breed, on_breed = def.on_breed,
on_grown = def.on_grown, on_grown = def.on_grown,
on_pick_up = def.on_pick_up, on_pick_up = def.on_pick_up,
@ -314,40 +310,18 @@ function mcl_mobs.register_mob(name, def)
return self:mob_activate(staticdata, def, dtime) return self:mob_activate(staticdata, def, dtime)
end, end,
attack_state = def.attack_state, -- custom attack state
on_attack = def.on_attack, -- called after attack, useful with otherwise predefined attack states (not custom)
harmed_by_heal = def.harmed_by_heal, harmed_by_heal = def.harmed_by_heal,
is_boss = def.is_boss, on_lightning_strike = def.on_lightning_strike
dealt_effect = def.dealt_effect,
on_lightning_strike = def.on_lightning_strike,
extra_hostile = def.extra_hostile,
attack_exception = def.attack_exception or function(p) return false end,
_spawner = def._spawner,
} }
minetest.register_entity(name, setmetatable(final_def,mcl_mobs.mob_class_meta))
if minetest.get_modpath("doc_identifier") ~= nil then if minetest.get_modpath("doc_identifier") ~= nil then
doc.sub.identifier.register_object(name, "basics", "mobs") doc.sub.identifier.register_object(name, "basics", "mobs")
if def.unused ~= true then
doc.add_entry("mobs", name, {
name = def.description or name,
data = final_def,
})
end
end end
minetest.register_entity(name, setmetatable(final_def,mcl_mobs.mob_class_meta))
end -- END mcl_mobs.register_mob function end -- END mcl_mobs.register_mob function
function mcl_mobs.get_arrow_damage_func(damage, typ)
local typ = mcl_damage.types[typ] and typ or "arrow"
return function(projectile, object)
return mcl_util.deal_damage(object, damage, {type = typ})
end
end
-- register arrow for shoot attack -- register arrow for shoot attack
function mcl_mobs.register_arrow(name, def) function mcl_mobs.register_arrow(name, def)
@ -364,18 +338,15 @@ function mcl_mobs.register_arrow(name, def)
hit_node = def.hit_node, hit_node = def.hit_node,
hit_mob = def.hit_mob, hit_mob = def.hit_mob,
hit_object = def.hit_object, hit_object = def.hit_object,
homing = def.homing,
drop = def.drop or false, -- drops arrow as registered item when true drop = def.drop or false, -- drops arrow as registered item when true
collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
timer = 0, timer = 0,
switch = 0, switch = 0,
_lifetime = def._lifetime or 7,
owner_id = def.owner_id, owner_id = def.owner_id,
rotate = def.rotate, rotate = def.rotate,
on_punch = def.on_punch or function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage) on_punch = function(self)
local vel = self.object:get_velocity():length() local vel = self.object:get_velocity()
self.object:set_velocity({x=dir.x * vel, y=dir.y * vel, z=dir.z * vel}) self.object:set_velocity({x=vel.x * -1, y=vel.y * -1, z=vel.z * -1})
self._puncher = puncher
end, end,
collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0}, collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0},
automatic_face_movement_dir = def.rotate automatic_face_movement_dir = def.rotate
@ -385,12 +356,12 @@ function mcl_mobs.register_arrow(name, def)
on_step = def.on_step or function(self, dtime) on_step = def.on_step or function(self, dtime)
self.timer = self.timer + dtime self.timer = self.timer + 1
local pos = self.object:get_pos() local pos = self.object:get_pos()
if self.switch == 0 if self.switch == 0
or self.timer > self._lifetime or self.timer > 150
or not within_limits(pos, 0) then or not within_limits(pos, 0) then
mcl_burning.extinguish(self.object) mcl_burning.extinguish(self.object)
self.object:remove(); self.object:remove();
@ -438,37 +409,26 @@ function mcl_mobs.register_arrow(name, def)
end end
end end
if self.homing and self._target then
local p = self._target:get_pos()
if p then
if minetest.line_of_sight(self.object:get_pos(), p) then
self.object:set_velocity(vector.direction(self.object:get_pos(), p) * self.velocity)
end
else
self._target = nil
end
end
if self.hit_player or self.hit_mob or self.hit_object then if self.hit_player or self.hit_mob or self.hit_object then
for _,object in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do
if self.hit_player if self.hit_player
and object:is_player() then and player:is_player() then
self.hit_player(self, object) self.hit_player(self, player)
self.object:remove(); self.object:remove();
return return
end end
local entity = object:get_luaentity() local entity = player:get_luaentity()
if entity if entity
and self.hit_mob and self.hit_mob
and entity.is_mob == true and entity.is_mob == true
and (tostring(object) ~= self.owner_id or self.timer > 2) and tostring(player) ~= self.owner_id
and entity.name ~= self.object:get_luaentity().name then and entity.name ~= self.object:get_luaentity().name then
self.hit_mob(self, object) self.hit_mob(self, player)
self.object:remove(); self.object:remove();
return return
end end
@ -476,9 +436,9 @@ function mcl_mobs.register_arrow(name, def)
if entity if entity
and self.hit_object and self.hit_object
and (not entity.is_mob) and (not entity.is_mob)
and (tostring(object) ~= self.owner_id or self.timer > 2) and tostring(player) ~= self.owner_id
and entity.name ~= self.object:get_luaentity().name then and entity.name ~= self.object:get_luaentity().name then
self.hit_object(self, object) self.hit_object(self, player)
self.object:remove(); self.object:remove();
return return
end end

View File

@ -1,11 +0,0 @@
# textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Fredelig tilstand aktiveret! Ingen monstre vil spawne.
This allows you to place a single mob.=Dette gør dig i stand til at placere et enkelt monster.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Placér det blot der hvor du ønsker, at monsteret skal komme. Dyr vil spawne tamme, medmindre du holder snige-knappen nede mens du placerer dem. Hvis du placerer denne på et monsterspawn, ændrer du hvilket monster det spawner.
You need the “maphack” privilege to change the mob spawner.=Du skal have "maphack" privilegier for at ændre monsterspawneren.
Name Tag=Navneskilt
A name tag is an item to name a mob.=Et navneskilt bruges til at navngive et monster.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Før du bruger navneskiltet, skal du vælge navnet ved en ambolt. Derefter kan du bruge navneskiltet til at navngive et monster. Dette opbruger navneskiltet.
Only peaceful mobs allowed!=Kun fredelige monstre er tilladt!
Give names to mobs=Giv navne til monstre
Set name at anvil=Vælg navn ved en ambolt.

View File

@ -1,13 +0,0 @@
# textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Mòde tranquile actiu! Gis de mostre vai aparèisser.
This allows you to place a single mob.=Quo permet de plaça una creatura.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Plaçatz z-o a l'endreit que volètz veire la creatura aparèisser. Las bèstias seron dejà domesticadas, defòra si laissatz la tocha se baissar enfonçada. Si z-o plaçatz sobre un generator de creaturas, chamjatz la creatura generada.
You need the “maphack” privilege to change the mob spawner.=Avètz besonh dau privilègi "maphack" per chamjar le generator de creaturas.
Name Tag=Étiquette de nom
A name tag is an item to name a mob.=Una etiqueta z-es un otilh per chamjar le nom de la creatura.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Davant d'utilizar l'etiqueta, vos fau li botar un nom embei una enclutge. Après, podètz utilizar l'etiqueta per nomar una creatura. L'etiqueta pòt èsser utilizada un còp.
Only peaceful mobs allowed!=Mas las creaturas pacificas son autorizadas!
Give names to mobs=Balha daus noms a las creaturas
Set name at anvil=Botar le nom embei l'enclutge
Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player.=Lèva las creaturas specifiadas defòra de las que son nomadas o domesticadas. Per le paramètre segònd, utilizar nomat/domesticat per mas seleccionar las creaturas nomadas/domesticadas, o una distança per specifiar la distança maximum embei li joairi.
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=Usage par défaut. Lèva las creaturas ostilas. Per mai d'opcions, escriure : /help clearmobs

View File

@ -1,13 +0,0 @@
# textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Modo pacífico ativado! Nenhum monstro será gerado.
This allows you to place a single mob.=Isso permite você posicionar um único mob.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Posicione-o onde você deseja que o mob apareça. Animais serão gerados domesticados, a menos que você segure pressionada a tecla de agachar enquanto posiciona. Se você posicionar em um gerador de mobs, você muda o mob que será gerado.
You need the “maphack” privilege to change the mob spawner.=Você precisa do privilégio "maphack" para mudar o gerador de mobs.
Name Tag=Etiqueta
A name tag is an item to name a mob.=Uma etiqueta é um item para nomear um mob.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Antes de você usar a etiqueta, você precisa determinar um nome em uma bigorna. Assim você pode usar a etiqueta para nomear um mob. Isso consumirá a etiqueta.
Only peaceful mobs allowed!=Apenas mobs pacíficos permitidos!
Give names to mobs=Dá nome aos mobs
Set name at anvil=Determine um nome em uma bigorna
Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player.=Remove mobs especifícos exceto os mobs nomeados ou domesticados. Como segundo parâmetro, use nametagged/tamed para selecionar apenas mobs nomeados/domesticados, ou um alcançe para especificar uma distância máxima em relação ao jogador.
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=Uso padrão. Eliminando mobs hostis. Para mais opções por favor digite: /help clearmobs

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@ -1,13 +1,11 @@
# textdomain: mcl_mobs # textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Мирный режим включён! Монстры не будут спауниться. Peaceful mode active! No monsters will spawn.=Мирный режим включён! Монстры не будут появляться.
This allows you to place a single mob.=Позволяет вам заспаунить одного моба. This allows you to place a single mob.=Позволяет вам разместить одного моба.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Используйте предмет там, где вы хотите, чтобы заспаунился моб. Животные будут спауниться уже прирученные, если только вы не удерживаете клавишу [Красться] при размещении. Если использовать на спаунере мобов, изменится создаваемый им моб. Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Просто поместите это туда, где хотите, чтобы появился моб. Животные будут появляться уже прирученные, если это не нужно, удерживайте клавишу [Красться] при размещении. Если поместить это на спаунер, появляющийся из него моб будет изменён.
You need the “maphack” privilege to change the mob spawner.=Вам нужна привилегия “maphack”, чтобы изменить спаунер мобов. You need the “maphack” privilege to change the mob spawner.=Вам нужно обладать привилегией “maphack”, чтобы изменить спаунер моба.
Name Tag=Бирка Name Tag=Именная бирка
A name tag is an item to name a mob.=Бирка это предмет, дающий мобу имя. A name tag is an item to name a mob.=Именная бирка это предмет, чтобы дать мобу имя.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Прежде чем использовать бирку, нужно задать ей имя на наковальне. Тогда вы сможете использовать бирку, чтобы дать имя мобу. Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Прежде чем использовать именную бирку, нужно задать имя на наковальне. Тогда вы сможете использовать бирку, чтобы дать имя мобу.
Only peaceful mobs allowed!=Разрешены только мирные мобы! Only peaceful mobs allowed!=Разрешены только мирные мобы!
Give names to mobs=Даёт имена мобам Give names to mobs=Даёт имена мобам
Set name at anvil=Задайте имя на наковальне Set name at anvil=Задайте имя при помощи наковальни
Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player.=Удаляет указанных мобов кроме именованных и прирученных. Для второго параметра используйте nametagged/tamed, чтобы выбрать именованных/прирученных мобов или радиус указывающий максимальную дистанцию от игрока.
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=Параметры по умолчанию. Удаляем враждебных мобов. Для дополнительных опций введите: /help clearmobs

View File

@ -76,67 +76,6 @@ function mob_class:is_node_waterhazard(nodename)
return false return false
end end
local function raycast_line_of_sight (origin, target)
local raycast = minetest.raycast(origin, target, false, true)
local los_blocked = false
for hitpoint in raycast do
if hitpoint.type == "node" then
--TODO type object could block vision, for example chests
local node = minetest.get_node(minetest.get_pointed_thing_position(hitpoint))
if node.name ~= "air" then
local nodef = minetest.registered_nodes[node.name]
if nodef and nodef.walkable then
los_blocked = true
break
end
end
end
end
return not los_blocked
end
function mob_class:target_visible(origin)
if not origin then return end
if not self.attack then return end
local target_pos = self.attack:get_pos()
if not target_pos then return end
local origin_eye_pos = vector.offset(origin, 0, self.head_eye_height, 0)
--minetest.log("origin: " .. dump(origin))
--minetest.log("origin_eye_pos: " .. dump(origin_eye_pos))
local targ_head_height, targ_feet_height
if self.attack:is_player() then
local cbox = self.object:get_properties().collisionbox
targ_head_height = vector.offset(target_pos, 0, cbox[5], 0)
targ_feet_height = target_pos -- Cbox would put feet under ground which interferes with ray
else
targ_head_height = vector.offset(target_pos, 0, self.collisionbox[5], 0)
targ_feet_height = vector.offset(target_pos, 0, self.collisionbox[2], 0)
end
--minetest.log("start targ_head_height: " .. dump(targ_head_height))
if raycast_line_of_sight (origin_eye_pos, targ_head_height) then
return true
end
--minetest.log("Start targ_feet_height: " .. dump(targ_feet_height))
if raycast_line_of_sight (origin_eye_pos, targ_feet_height) then
return true
end
-- TODO mid way between feet and head
return false
end
-- check line of sight (BrunoMine) -- check line of sight (BrunoMine)
function mob_class:line_of_sight(pos1, pos2, stepsize) function mob_class:line_of_sight(pos1, pos2, stepsize)
@ -416,11 +355,9 @@ function mob_class:do_jump()
jump_c_multiplier = v2/self.walk_velocity/2 jump_c_multiplier = v2/self.walk_velocity/2
end end
local yaw_dir = minetest.yaw_to_dir(self.object:get_yaw())
-- where is front -- where is front
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.x local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.z local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
-- what is in front of mob? -- what is in front of mob?
nod = node_ok({ nod = node_ok({
@ -543,7 +480,6 @@ end
-- find and replace what mob is looking for (grass, wheat etc.) -- find and replace what mob is looking for (grass, wheat etc.)
function mob_class:replace_node(pos) function mob_class:replace_node(pos)
if not self.replace_rate if not self.replace_rate
or not self.replace_what or not self.replace_what
or self.child == true or self.child == true
@ -574,21 +510,18 @@ function mob_class:replace_node(pos)
local oldnode = {name = what, param2 = node.param2} local oldnode = {name = what, param2 = node.param2}
local newnode = {name = with, param2 = node.param2} local newnode = {name = with, param2 = node.param2}
local on_replace_return = false local on_replace_return
if self.on_replace then if self.on_replace then
on_replace_return = self.on_replace(self, pos, oldnode, newnode) on_replace_return = self.on_replace(self, pos, oldnode, newnode)
end end
if on_replace_return ~= false then if on_replace_return ~= false then
if mobs_griefing then if mobs_griefing then
minetest.after(self.replace_delay, function() minetest.set_node(pos, newnode)
if self and self.object and self.object:get_velocity() and self.health > 0 then
minetest.set_node(pos, newnode)
end
end)
end end
end end
end end
end end

View File

@ -1,6 +1,5 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class local mob_class = mcl_mobs.mob_class
local validate_vector = mcl_util.validate_vector
local ENTITY_CRAMMING_MAX = 24 local ENTITY_CRAMMING_MAX = 24
local CRAMMING_DAMAGE = 3 local CRAMMING_DAMAGE = 3
@ -185,7 +184,7 @@ function mob_class:collision()
end end
function mob_class:check_death_and_slow_mob() function mob_class:check_death_and_slow_mob()
local d = 0.7 local d = 0.85
local dying = self:check_dying() local dying = self:check_dying()
if dying then d = 0.92 end if dying then d = 0.92 end
@ -218,7 +217,7 @@ function mob_class:set_velocity(v)
local vv = self.object:get_velocity() local vv = self.object:get_velocity()
if vv and yaw then if vv and yaw then
self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .4, 0, ((math.cos(yaw) * v) + c_y) * .4) self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .27, 0, ((math.cos(yaw) * v) + c_y) * .27)
end end
end end
@ -328,9 +327,9 @@ function mob_class:set_yaw(yaw, delay, dtime)
end end
if math.deg(yaw) > 360 then if math.deg(yaw) > 360 then
yaw=math.rad(math.deg(yaw)%360) yaw=yaw%360
elseif math.deg(yaw) < 0 then elseif math.deg(yaw) < 0 then
yaw=math.rad(((360*5)-math.deg(yaw))%360) yaw=((360*5)-yaw)%360
end end
--calculate the shortest way to turn to find our target --calculate the shortest way to turn to find our target
@ -354,11 +353,12 @@ function mob_class:set_yaw(yaw, delay, dtime)
ddtime = dtime ddtime = dtime
end end
if math.abs(target_shortest_path_nums) > 10 then if math.abs(target_shortest_path_nums) > 5 then
self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime))) self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
if validate_vector(self.acc) then --[[
if self.acc then
self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime)) self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
end end]]
end end
delay = delay or 0 delay = delay or 0
@ -676,20 +676,13 @@ function mob_class:do_env_damage()
self.standing_in = node_ok(pos, "air").name self.standing_in = node_ok(pos, "air").name
self.standing_on = node_ok(pos2, "air").name self.standing_on = node_ok(pos2, "air").name
local pos3 = vector.offset(pos, 0, 1, 0)
self.standing_under = node_ok(pos3, "air").name
-- don't fall when on ignore, just stand still -- don't fall when on ignore, just stand still
if self.standing_in == "ignore" then if self.standing_in == "ignore" then
self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:set_velocity({x = 0, y = 0, z = 0})
-- wither rose effect
elseif self.standing_in == "mcl_flowers:wither_rose" then
mcl_potions.withering_func(self.object, 1, 2)
end end
local nodef = minetest.registered_nodes[self.standing_in] local nodef = minetest.registered_nodes[self.standing_in]
local nodef2 = minetest.registered_nodes[self.standing_on] local nodef2 = minetest.registered_nodes[self.standing_on]
local nodef3 = minetest.registered_nodes[self.standing_under]
-- rain -- rain
if self.rain_damage > 0 then if self.rain_damage > 0 then
@ -761,61 +754,6 @@ function mob_class:do_env_damage()
end end
end end
-- Cactus damage
local near = minetest.find_node_near(pos, 1, "mcl_core:cactus", true)
if not near and near ~= nil then
near = find_node_near({x=pos.x, y=pos.y-1, z=pos.z}, 1, "mcl_core:cactus", true)
end
if near then
-- is mob touching the cactus?
local dist = vector.distance(pos, near)
local dist_feet = vector.distance({x=pos.x, y=pos.y-1, z=pos.z}, near)
local large_mob = false
local medium_mob = false
if self.name == "mobs_mc:ender_dragon" or
self.name == "mobs_mc:ghast" or
self.name == "mobs_mc:guardian_elder" or
self.name == "mobs_mc:slime_big" or
self.name == "mobs_mc:magma_cube_big" or
self.name == "mobs_mc:wither" then
large_mob = true
elseif self.name == "mobs_mc:hoglin" or
self.name == "mobs_mc:zoglin" or
self.name == "mobs_mc:horse" or
self.name == "mobs_mc:skeleton_horse" or
self.name == "mobs_mc:zombie_horse" or
self.name == "mobs_mc:donkey" or
self.name == "mobs_mc:mule" or
self.name == "mobs_mc:iron_golem" or
self.name == "mobs_mc:polar_bear" or
self.name == "mobs_mc:spider" or
self.name == "mobs_mc:cave_spider" or
self.name == "mobs_mc:strider" then
medium_mob = true
end
if (not large_mob and not medium_mob and (dist < 1.03 or dist_feet < 1.6)) or (medium_mob and (dist < 1.165 or dist_feet < 1.73)) or (large_mob and (dist < 1.25 or dist_feet < 1.9)) then
if self.health ~= 0 then
self:damage_mob("cactus", 2)
if self:check_for_death("cactus", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
end
end
-- is mob standing on the cactus?
if self.standing_on == "mcl_core:cactus" or self.standing_in == "mcl_core:cactus" or self.standing_under == "mcl_core:cactus" then
self:damage_mob("cactus", 2)
if self:check_for_death("cactus", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
-- Drowning damage -- Drowning damage
if self.breath_max ~= -1 then if self.breath_max ~= -1 then
local drowning = false local drowning = false
@ -824,7 +762,7 @@ function mob_class:do_env_damage()
if minetest.get_item_group(self.standing_in, "water") == 0 then if minetest.get_item_group(self.standing_in, "water") == 0 then
drowning = true drowning = true
end end
elseif nodef.drowning > 0 and nodef3.drowning > 0 then elseif nodef.drowning > 0 then
drowning = true drowning = true
end end
@ -1002,7 +940,7 @@ function mob_class:falling(pos)
-- in water then float up -- in water then float up
if registered_node.groups.water then if registered_node.groups.water then
if acc and self.floats == 1 and minetest.registered_nodes[node_ok(vector.offset(pos,0,self.collisionbox[5] -0.25,0)).name].groups.water then if acc and self.floats == 1 then
self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0)) self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
end end
else else

254
mods/ENTITIES/mcl_mobs/spawning.lua Executable file → Normal file
View File

@ -2,20 +2,14 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class local mob_class = mcl_mobs.mob_class
local modern_lighting = minetest.settings:get_bool("mcl_mobs_modern_lighting", true)
local nether_threshold = tonumber(minetest.settings:get("mcl_mobs_nether_threshold")) or 11
local end_threshold = tonumber(minetest.settings:get("mcl_mobs_end_threshold")) or 0
local overworld_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_threshold")) or 0
local overworld_sky_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_sky_threshold")) or 7
local overworld_passive_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_passive_threshold")) or 7
local get_node = minetest.get_node local get_node = minetest.get_node
local get_item_group = minetest.get_item_group local get_item_group = minetest.get_item_group
local get_node_light = minetest.get_node_light local get_node_light = minetest.get_node_light
local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local mt_get_biome_name = minetest.get_biome_name local get_biome_name = minetest.get_biome_name
local get_objects_inside_radius = minetest.get_objects_inside_radius local get_objects_inside_radius = minetest.get_objects_inside_radius
local get_connected_players = minetest.get_connected_players local get_connected_players = minetest.get_connected_players
local minetest_get_perlin = minetest.get_perlin
local math_random = math.random local math_random = math.random
local math_floor = math.floor local math_floor = math.floor
@ -33,11 +27,8 @@ local table_remove = table.remove
local pairs = pairs local pairs = pairs
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false) local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false)
local function mcl_log (message, property) local function mcl_log (message)
if LOGGING_ON then if LOGGING_ON then
if property then
message = message .. ": " .. dump(property)
end
mcl_util.mcl_log (message, "[Mobs spawn]", true) mcl_util.mcl_log (message, "[Mobs spawn]", true)
end end
end end
@ -61,25 +52,21 @@ local MOB_CAP_INNER_RADIUS = 32
local aoc_range = 136 local aoc_range = 136
local MISSING_CAP_DEFAULT = 15 local MISSING_CAP_DEFAULT = 15
local MOBS_CAP_CLOSE = 10 local MOBS_CAP_CLOSE = 5
local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150 local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150
local mob_cap = { local mob_cap = {
hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70, hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70,
passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 10, passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 13,
ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15, ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15,
water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 8, water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 8,
water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20, water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20, --currently unused
water_underground = tonumber(minetest.settings:get("mcl_mob_cap_water_underground")) or 5,
axolotl = tonumber(minetest.settings:get("mcl_mob_cap_axolotl")) or 2, -- TODO should be 5 when lush caves added
player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75, player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75,
global_hostile = tonumber(minetest.settings:get("mcl_mob_cap_hostile")) or 300,
global_non_hostile = tonumber(minetest.settings:get("mcl_mob_cap_non_hostile")) or 300,
total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500, total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500,
} }
local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 30 local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 35
local peaceful_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_group_percentage_spawned")) or 15 local peaceful_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_group_percentage_spawned")) or 15
local hostile_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_hostile_group_percentage_spawned")) or 20 local hostile_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_hostile_group_percentage_spawned")) or 20
@ -96,6 +83,19 @@ local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
local logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true) local logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
local noise_params = {
offset = 0,
scale = 3,
spread = {
x = 301,
y = 50,
z = 304,
},
seed = 100,
octaves = 3,
persistence = 0.5,
}
-- THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs -- THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
-- Also used for missing parameter -- Also used for missing parameter
-- Please update the list when adding new biomes! -- Please update the list when adding new biomes!
@ -340,32 +340,15 @@ local function count_mobs_all(categorise_by, pos)
end end
local function count_mobs_total_cap(mob_type) local function count_mobs_total_cap(mob_type)
local total = 0
local num = 0 local num = 0
local hostile = 0
local non_hostile = 0
for _,l in pairs(minetest.luaentities) do for _,l in pairs(minetest.luaentities) do
if l.is_mob then if l.is_mob then
total = total + 1 if ( mob_type == nil or l.type == mob_type ) and l.can_despawn and not l.nametag then
local nametagged = l.nametag and l.nametag ~= ""
if ( mob_type == nil or l.type == mob_type ) and not nametagged then
if l.spawn_class == "hostile" then
hostile = hostile + 1
else
non_hostile = non_hostile + 1
end
num = num + 1 num = num + 1
else
mcl_log("l.name", l.name)
mcl_log("l.nametag", l.nametag)
end end
end end
end end
mcl_log("Total mobs", total) return num
mcl_log("hostile", hostile)
mcl_log("non_hostile", non_hostile)
return num, non_hostile, hostile
end end
local function output_mob_stats(mob_counts, total_mobs, chat_display) local function output_mob_stats(mob_counts, total_mobs, chat_display)
@ -432,6 +415,7 @@ WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua??
local spawn_dictionary = {} local spawn_dictionary = {}
--this is where all of the spawning information is kept for mobs that don't naturally spawn --this is where all of the spawning information is kept for mobs that don't naturally spawn
local non_spawn_dictionary = {} local non_spawn_dictionary = {}
local summary_chance = 0
function mcl_mobs:spawn_setup(def) function mcl_mobs:spawn_setup(def)
if not mobs_spawn then return end if not mobs_spawn then return end
@ -493,6 +477,7 @@ function mcl_mobs:spawn_setup(def)
check_position = check_position, check_position = check_position,
on_spawn = on_spawn, on_spawn = on_spawn,
} }
summary_chance = summary_chance + chance
end end
function mcl_mobs:mob_light_lvl(mob_name, dimension) function mcl_mobs:mob_light_lvl(mob_name, dimension)
@ -596,8 +581,10 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
spawn_dictionary[key]["day_toggle"] = day_toggle spawn_dictionary[key]["day_toggle"] = day_toggle
spawn_dictionary[key]["check_position"] = check_position spawn_dictionary[key]["check_position"] = check_position
summary_chance = summary_chance + chance
end end
local two_pi = 2 * math.pi local two_pi = 2 * math.pi
local function get_next_mob_spawn_pos(pos) local function get_next_mob_spawn_pos(pos)
-- TODO We should consider spawning something a little further away sporadically. -- TODO We should consider spawning something a little further away sporadically.
@ -664,29 +651,7 @@ local function has_room(self,pos)
return true return true
end end
mcl_mobs.custom_biomecheck = nil
function mcl_mobs.register_custom_biomecheck(custom_biomecheck)
mcl_mobs.custom_biomecheck = custom_biomecheck
end
local function get_biome_name(pos)
if mcl_mobs.custom_biomecheck then
return mcl_mobs.custom_biomecheck (pos)
else
local gotten_biome = minetest.get_biome_data(pos)
if not gotten_biome then
return
end
gotten_biome = mt_get_biome_name(gotten_biome.biome)
--minetest.log ("biome: " .. dump(gotten_biome))
return gotten_biome
end
end
local function spawn_check(pos, spawn_def) local function spawn_check(pos, spawn_def)
if not spawn_def or not pos then return end if not spawn_def or not pos then return end
@ -696,10 +661,11 @@ local function spawn_check(pos, spawn_def)
local mob_def = minetest.registered_entities[spawn_def.name] local mob_def = minetest.registered_entities[spawn_def.name]
local mob_type = mob_def.type local mob_type = mob_def.type
local gotten_node = get_node(pos).name local gotten_node = get_node(pos).name
if not gotten_node then return end local gotten_biome = minetest.get_biome_data(pos)
local biome_name = get_biome_name(pos) if not gotten_node or not gotten_biome then return end
if not biome_name then return end
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
local is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0 local is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
if not is_ground then if not is_ground then
@ -717,9 +683,11 @@ local function spawn_check(pos, spawn_def)
if pos.y >= spawn_def.min_height if pos.y >= spawn_def.min_height
and pos.y <= spawn_def.max_height and pos.y <= spawn_def.max_height
and spawn_def.dimension == dimension and spawn_def.dimension == dimension
and biome_check(spawn_def.biomes, biome_name) then and biome_check(spawn_def.biomes, gotten_biome) then
--mcl_log("Level 1 spawn check passed")
--minetest.log("Mob: " .. mob_def.name)
mcl_log("Spawn level 1 check - Passed")
if (is_ground or spawn_def.type_of_spawning ~= "ground") if (is_ground or spawn_def.type_of_spawning ~= "ground")
and (spawn_def.type_of_spawning ~= "ground" or not is_leaf) and (spawn_def.type_of_spawning ~= "ground" or not is_leaf)
and (not is_farm_animal(spawn_def.name) or is_grass) and (not is_farm_animal(spawn_def.name) or is_grass)
@ -729,42 +697,20 @@ local function spawn_check(pos, spawn_def)
and (spawn_def.check_position and spawn_def.check_position(pos) or spawn_def.check_position == nil) and (spawn_def.check_position and spawn_def.check_position(pos) or spawn_def.check_position == nil)
and ( not spawn_protected or not minetest.is_protected(pos, "") ) then and ( not spawn_protected or not minetest.is_protected(pos, "") ) then
mcl_log("Spawn level 2 check - Passed") --mcl_log("Level 2 spawn check passed")
local gotten_light = get_node_light(pos) local gotten_light = get_node_light(pos)
if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then
if modern_lighting then --mcl_log("Level 3 spawn check passed")
local my_node = get_node(pos) return true
local sky_light = minetest.get_natural_light(pos)
local art_light = minetest.get_artificial_light(my_node.param1)
if mob_def.spawn_check then
return mob_def.spawn_check(pos, gotten_light, art_light, sky_light)
elseif mob_type == "monster" then
if dimension == "nether" then
if art_light <= nether_threshold then
return true
end
elseif dimension == "end" then
if art_light <= end_threshold then
return true
end
elseif dimension == "overworld" then
if art_light <= overworld_threshold and sky_light <= overworld_sky_threshold then
return true
end
end
else
-- passive threshold is apparently the same in all dimensions ...
if gotten_light > overworld_passive_threshold then
return true
end
end
else else
if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then mcl_log("Spawn check level 3 failed")
return true
end
end end
else
mcl_log("Spawn check level 2 failed")
end end
else
mcl_log("Spawn check level 1 failed")
end end
return false return false
end end
@ -880,10 +826,12 @@ minetest.register_chatcommand("spawn_mob",{
if mobs_spawn then if mobs_spawn then
local perlin_noise
-- Get pos to spawn, x and z are randomised, y is range -- Get pos to spawn, x and z are randomised, y is range
local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile) local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide)
-- Some mob examples -- Some mob examples
--type = "monster", spawn_class = "hostile", --type = "monster", spawn_class = "hostile",
@ -899,18 +847,9 @@ if mobs_spawn then
mob_total_wide = 0 mob_total_wide = 0
end end
local cap_space_wide = math.max(type_cap - mob_total_wide, 0) local cap_space_wide = type_cap - mob_total_wide
if cap_space_wide < 1 then
mcl_log("mob_type", mob_type) cap_space_wide = 0
mcl_log("cap_space_wide", cap_space_wide)
local cap_space_available = 0
if mob_type == "hostile" then
mcl_log("cap_space_global", cap_space_hostile)
cap_space_available = math.min(cap_space_hostile, cap_space_wide)
else
mcl_log("cap_space_global", cap_space_non_hostile)
cap_space_available = math.min(cap_space_non_hostile, cap_space_wide)
end end
local mob_total_close = mob_counts_close[mob_type] local mob_total_close = mob_counts_close[mob_type]
@ -919,11 +858,12 @@ if mobs_spawn then
mob_total_close = 0 mob_total_close = 0
end end
local cap_space_close = math.max(close_zone_cap - mob_total_close, 0) local cap_space_close = close_zone_cap - mob_total_close
cap_space_available = math.min(cap_space_available, cap_space_close) if cap_space_close < 1 then
cap_space_close = 0
end
mcl_log("cap_space_close", cap_space_close) --mcl_log("spawn_class: " .. spawn_class)
mcl_log("cap_space_available", cap_space_available)
if false and mob_type == "water" then if false and mob_type == "water" then
mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos)) mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos))
@ -933,7 +873,7 @@ if mobs_spawn then
mcl_log("cap_space_close: " .. cap_space_close) mcl_log("cap_space_close: " .. cap_space_close)
end end
return cap_space_available return cap_space_wide, cap_space_close
end end
local function find_spawning_position(pos, max_times) local function find_spawning_position(pos, max_times)
@ -944,7 +884,7 @@ if mobs_spawn then
local y_min, y_max = decypher_limits(pos.y) local y_min, y_max = decypher_limits(pos.y)
--mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT) mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
local i = 0 local i = 0
repeat repeat
local goal_pos = get_next_mob_spawn_pos(pos) local goal_pos = get_next_mob_spawn_pos(pos)
@ -976,21 +916,9 @@ if mobs_spawn then
return spawning_position return spawning_position
end end
local cumulative_chance = nil local function spawn_a_mob(pos)
local mob_library_worker_table = nil --create a disconnected clone of the spawn dictionary, prevents memory leak
local function initialize_spawn_data() local mob_library_worker_table = table_copy(spawn_dictionary)
if not mob_library_worker_table then
mob_library_worker_table = table_copy(spawn_dictionary)
end
if not cumulative_chance then
cumulative_chance = 0
for k, v in pairs(mob_library_worker_table) do
cumulative_chance = cumulative_chance + v.chance
end
end
end
local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
local spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES) local spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES)
if not spawning_position then if not spawning_position then
@ -1003,25 +931,22 @@ if mobs_spawn then
--output_mob_stats(mob_counts_wide) --output_mob_stats(mob_counts_wide)
--grab mob that fits into the spawning location --grab mob that fits into the spawning location
--use random weighted choice with replacement to grab a mob, don't exclude any possibilities --randomly grab a mob, don't exclude any possibilities
--shuffle table once every loop to provide equal inclusion probability to all mobs perlin_noise = perlin_noise or minetest_get_perlin(noise_params)
--repeat grabbing a mob to maintain existing spawn rates local noise = perlin_noise:get_3d(spawning_position)
local spawn_loop_counter = #mob_library_worker_table local current_summary_chance = summary_chance
while spawn_loop_counter > 0 do table.shuffle(mob_library_worker_table)
table.shuffle(mob_library_worker_table)
local mob_chance_offset = math_random(1, cumulative_chance) while #mob_library_worker_table > 0 do
local mob_chance_offset = (math_round(noise * current_summary_chance + 12345) % current_summary_chance) + 1
local mob_index = 1 local mob_index = 1
local mob_chance = mob_library_worker_table[mob_index].chance local mob_chance = mob_library_worker_table[mob_index].chance
local step_chance = mob_chance local step_chance = mob_chance
while step_chance < mob_chance_offset do while step_chance < mob_chance_offset do
mob_index = mob_index + 1 mob_index = mob_index + 1
if mob_index <= #mob_library_worker_table then mob_chance = mob_library_worker_table[mob_index].chance
mob_chance = mob_library_worker_table[mob_index].chance step_chance = step_chance + mob_chance
step_chance = step_chance + mob_chance
else
break
end
end end
--minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance) --minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance)
@ -1029,18 +954,22 @@ if mobs_spawn then
if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then
local mob_def_ent = minetest.registered_entities[mob_def.name] local mob_def_ent = minetest.registered_entities[mob_def.name]
--local mob_type = mob_def_ent.type
local mob_spawn_class = mob_def_ent.spawn_class local mob_spawn_class = mob_def_ent.spawn_class
local cap_space_available = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile) --mcl_log("mob_spawn_class: " .. mob_spawn_class)
if cap_space_available > 0 then local cap_space_wide, cap_space_close = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide)
if cap_space_close > 0 and cap_space_wide > 0 then
--mcl_log("Cap space available") --mcl_log("Cap space available")
-- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat -- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat
-- for performance and for early game challenge. We don't want to reduce hostiles though. -- for performance and for early game challenge. We don't want to reduce hostiles though.
local spawn_hostile = (mob_spawn_class == "hostile") local spawn_hostile = (mob_spawn_class == "hostile")
local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned
-- or not hostile
--mcl_log("Spawn_passive: " .. tostring(spawn_passive)) --mcl_log("Spawn_passive: " .. tostring(spawn_passive))
--mcl_log("Spawn_hostile: " .. tostring(spawn_hostile)) --mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
@ -1071,10 +1000,13 @@ if mobs_spawn then
local group_min = mob_def_ent.spawn_in_group_min or 1 local group_min = mob_def_ent.spawn_in_group_min or 1
if not group_min then group_min = 1 end if not group_min then group_min = 1 end
local amount_to_spawn = math.random(group_min, spawn_in_group) local amount_to_spawn = math.random(group_min,spawn_in_group)
mcl_log("Spawning quantity: " .. amount_to_spawn)
amount_to_spawn = math.min(amount_to_spawn, cap_space_available) if amount_to_spawn > cap_space_wide then
mcl_log("throttled spawning quantity: " .. amount_to_spawn) mcl_log("Spawning quantity: " .. amount_to_spawn)
mcl_log("Throttle amount to cap space: " .. cap_space_wide)
amount_to_spawn = cap_space_wide
end
if logging then if logging then
minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name .. " mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1)) minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name .. " mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1))
@ -1089,7 +1021,7 @@ if mobs_spawn then
if spawned then if spawned then
--mcl_log("We have spawned") --mcl_log("We have spawned")
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", pos) mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos)
local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN) local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN)
if new_spawning_position then if new_spawning_position then
mcl_log("Setting new spawning position") mcl_log("Setting new spawning position")
@ -1102,11 +1034,12 @@ if mobs_spawn then
--mcl_log("Spawn check failed") --mcl_log("Spawn check failed")
end end
else else
--mcl_log("Cap space full") mcl_log("Cap space full")
end end
end end
spawn_loop_counter = spawn_loop_counter - 1 current_summary_chance = current_summary_chance - mob_chance
table_remove(mob_library_worker_table, mob_index)
end end
end end
@ -1118,17 +1051,10 @@ if mobs_spawn then
timer = timer + dtime timer = timer + dtime
if timer < WAIT_FOR_SPAWN_ATTEMPT then return end if timer < WAIT_FOR_SPAWN_ATTEMPT then return end
initialize_spawn_data()
timer = 0 timer = 0
local players = get_connected_players() local players = get_connected_players()
local total_mobs, total_non_hostile, total_hostile = count_mobs_total_cap() local total_mobs = count_mobs_total_cap()
local cap_space_hostile = math.max(mob_cap.global_hostile - total_hostile, 0)
local cap_space_non_hostile = math.max(mob_cap.global_non_hostile - total_non_hostile, 0)
mcl_log("global cap_space_hostile", cap_space_hostile)
mcl_log("global cap_space_non_hostile", cap_space_non_hostile)
if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then
minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.") minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.")
return return
@ -1139,7 +1065,7 @@ if mobs_spawn then
local dimension = mcl_worlds.pos_to_dimension(pos) local dimension = mcl_worlds.pos_to_dimension(pos)
-- ignore void and unloaded area -- ignore void and unloaded area
if dimension ~= "void" and dimension ~= "default" then if dimension ~= "void" and dimension ~= "default" then
spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile) spawn_a_mob(pos)
end end
end end
end) end)

View File

@ -1,2 +0,0 @@
# textdomain:mcl_paintings
Painting=Maleri

View File

@ -1,2 +0,0 @@
# textdomain:mcl_paintings
Painting=Quadre

View File

@ -1,2 +0,0 @@
# textdomain:mcl_paintings
Painting=Pintura

View File

@ -1,2 +1,2 @@
# textdomain:mcl_paintings # textdomain:mcl_paintings
Painting=Картина Painting=Рисование

View File

@ -2,9 +2,6 @@ local dim = {"x", "z"}
local modpath = minetest.get_modpath(minetest.get_current_modname()) local modpath = minetest.get_modpath(minetest.get_current_modname())
local anti_troll = minetest.settings:get_bool("wither_anti_troll_measures", false)
local peaceful = minetest.settings:get_bool("only_peaceful_mobs", false)
local function load_schem(filename) local function load_schem(filename)
local file = io.open(modpath .. "/schems/" .. filename, "r") local file = io.open(modpath .. "/schems/" .. filename, "r")
local data = minetest.deserialize(file:read()) local data = minetest.deserialize(file:read())
@ -12,14 +9,6 @@ local function load_schem(filename)
return data return data
end end
local wboss_overworld = 0
local wboss_nether = 0
local wboss_end = 0
local LIM_OVERWORLD = tonumber(minetest.settings:get("wither_cap_overworld")) or 3
local LIM_NETHER = tonumber(minetest.settings:get("wither_cap_nether")) or 10
local LIM_END = tonumber(minetest.settings:get("wither_cap_end")) or 5
local wither_spawn_schems = {} local wither_spawn_schems = {}
for _, d in pairs(dim) do for _, d in pairs(dim) do
@ -27,13 +16,8 @@ for _, d in pairs(dim) do
end end
local function check_schem(pos, schem) local function check_schem(pos, schem)
local cn_name
for _, n in pairs(schem) do for _, n in pairs(schem) do
cn_name = minetest.get_node(vector.add(pos, n)).name if minetest.get_node(vector.add(pos, n)).name ~= n.name then
if string.find(cn_name, "mcl_heads:wither_skeleton") then
cn_name = "mcl_heads:wither_skeleton"
end
if cn_name ~= n.name then
return false return false
end end
end end
@ -46,32 +30,14 @@ local function remove_schem(pos, schem)
end end
end end
local function check_limit(pos) local function wither_spawn(pos)
local dim = mcl_worlds.pos_to_dimension(pos)
if dim == "overworld" and wboss_overworld >= LIM_OVERWORLD then return false
elseif dim == "end" and wboss_end >= LIM_END then return false
elseif wboss_nether >= LIM_NETHER then return false
else return true end
end
local function wither_spawn(pos, player)
if peaceful then return end
for _, d in pairs(dim) do for _, d in pairs(dim) do
for i = 0, 2 do for i = 0, 2 do
local p = vector.add(pos, {x = 0, y = -2, z = 0, [d] = -i}) local p = vector.add(pos, {x = 0, y = -2, z = 0, [d] = -i})
local schem = wither_spawn_schems[d] local schem = wither_spawn_schems[d]
if check_schem(p, schem) and (not anti_troll or check_limit(pos)) then if check_schem(p, schem) then
remove_schem(p, schem) remove_schem(p, schem)
local wither = minetest.add_entity(vector.add(p, {x = 0, y = 1, z = 0, [d] = 1}), "mobs_mc:wither") minetest.add_entity(vector.add(p, {x = 0, y = 1, z = 0, [d] = 1}), "mobs_mc:wither")
if not wither then return end
local wither_ent = wither:get_luaentity()
wither_ent._spawner = player:get_player_name()
local dim = mcl_worlds.pos_to_dimension(pos)
if dim == "overworld" then
wboss_overworld = wboss_overworld + 1
elseif dim == "end" then
wboss_end = wboss_end + 1
else wboss_nether = wboss_nether + 1 end
local objects = minetest.get_objects_inside_radius(pos, 20) local objects = minetest.get_objects_inside_radius(pos, 20)
for _, players in ipairs(objects) do for _, players in ipairs(objects) do
if players:is_player() then if players:is_player() then
@ -88,19 +54,7 @@ local old_on_place = wither_head.on_place
function wither_head.on_place(itemstack, placer, pointed) function wither_head.on_place(itemstack, placer, pointed)
local n = minetest.get_node(vector.offset(pointed.above,0,-1,0)) local n = minetest.get_node(vector.offset(pointed.above,0,-1,0))
if n and n.name == "mcl_nether:soul_sand" then if n and n.name == "mcl_nether:soul_sand" then
minetest.after(0, wither_spawn, pointed.above, placer) minetest.after(0, wither_spawn, pointed.above)
end end
return old_on_place(itemstack, placer, pointed) return old_on_place(itemstack, placer, pointed)
end end
if anti_troll then
-- pull wither counts per dimension
minetest.register_globalstep(function(dtime)
wboss_overworld = mobs_mc.wither_count_overworld
wboss_nether = mobs_mc.wither_count_nether
wboss_end = mobs_mc.wither_count_end
mobs_mc.wither_count_overworld = 0
mobs_mc.wither_count_nether = 0
mobs_mc.wither_count_end = 0
end)
end

View File

@ -191,10 +191,9 @@ Origin of those models:
* [Spennnyyy](https://freesound.org/people/Spennnyyy/) (CC0) * [Spennnyyy](https://freesound.org/people/Spennnyyy/) (CC0)
* `mcl_totems_totem.ogg` * `mcl_totems_totem.ogg`
* Source: <https://freesound.org/people/Spennnyyy/sounds/323502/> * Source: <https://freesound.org/people/Spennnyyy/sounds/323502/>
* [Baŝto](https://opengameart.org/users/ba%C5%9Dto) (remixer) and [kantouth](https://freesound.org/people/kantouth/) (original author) * [Baŝto](https://opengameart.org/users/ba%C5%9Dto)
* `mobs_mc_skeleton_random.*.ogg` (CC BY 3.0) * `mobs_mc_skeleton_random.*.ogg` (CC BY 3.0)
* Source: <https://opengameart.org/content/walking-skeleton> * Source: <https://opengameart.org/content/walking-skeleton>
* Based on: <https://freesound.org/people/kantouth/sounds/115113/>
* [spookymodem](https://freesound.org/people/spookymodem/) * [spookymodem](https://freesound.org/people/spookymodem/)
* `mobs_mc_skeleton_death.ogg` (CC0) * `mobs_mc_skeleton_death.ogg` (CC0)
* <https://freesound.org/people/spookymodem/sounds/202091/> * <https://freesound.org/people/spookymodem/sounds/202091/>
@ -305,10 +304,7 @@ Origin of those models:
* `mobs_mc_rabbit_random.*.ogg` (CC0) * `mobs_mc_rabbit_random.*.ogg` (CC0)
* Changes were made. * Changes were made.
* Source: <https://freesound.org/people/Alshred/> * Source: <https://freesound.org/people/Alshred/>
* [epCode]
* `extra_mobs_hoglin*.ogg` (LGPL 3.0)
* Source: <https://git.minetest.land/epCode/extra_mobs/src/branch/master/sounds>
Note: Many of these sounds have been more or less modified to fit the game. Note: Many of these sounds have been more or less modified to fit the game.
Sounds not mentioned here are licensed under CC0. Sounds not mentioned hre are licensed under CC0.

View File

@ -1,9 +1,8 @@
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator(minetest.get_current_modname())
local axolotl = { local axolotl = {
description = S("Axolotl"),
type = "animal", type = "animal",
spawn_class = "axolotl", spawn_class = "water",
can_despawn = true, can_despawn = true,
passive = false, passive = false,
hp_min = 14, hp_min = 14,
@ -14,7 +13,7 @@ local axolotl = {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = -1, bone_eye_height = -1,
head_eye_height = -0.5, head_eye_height = -0.5,
horizontal_head_height = 0, horrizonatal_head_height = 0,
curiosity = 10, curiosity = 10,
head_yaw="z", head_yaw="z",
@ -79,6 +78,7 @@ local axolotl = {
attack_animals = true, attack_animals = true,
specific_attack = { specific_attack = {
"extra_mobs_cod", "extra_mobs_cod",
"mobs_mc:sheep",
"extra_mobs_glow_squid", "extra_mobs_glow_squid",
"extra_mobs_salmon", "extra_mobs_salmon",
"extra_mobs_tropical_fish", "extra_mobs_tropical_fish",
@ -172,7 +172,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
100, 4000,
3, 3,
water-16, water-16,
water+1) water+1)

View File

@ -2,18 +2,6 @@
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
local function spawn_check(pos, environmental_light, artificial_light, sky_light)
local date = os.date("*t")
local maxlight
if (date.month == 10 and date.day >= 20) or (date.month == 11 and date.day <= 3) then
maxlight = 6
else
maxlight = 3
end
return artificial_light <= maxlight
end
mcl_mobs.register_mob("mobs_mc:bat", { mcl_mobs.register_mob("mobs_mc:bat", {
description = S("Bat"), description = S("Bat"),
type = "animal", type = "animal",
@ -62,7 +50,6 @@ mcl_mobs.register_mob("mobs_mc:bat", {
jump = false, jump = false,
fly = true, fly = true,
makes_footstep_sound = false, makes_footstep_sound = false,
spawn_check = spawn_check,
}) })
@ -150,7 +137,7 @@ mcl_mobs:spawn_specific(
0, 0,
maxlight, maxlight,
20, 20,
100, 5000,
2, 2,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mobs_mc.water_level-1) mobs_mc.water_level-1)

View File

@ -11,9 +11,6 @@ local mod_target = minetest.get_modpath("mcl_target")
--################### BLAZE --################### BLAZE
--################### --###################
local function spawn_check(pos, environmental_light, artificial_light, sky_light)
return artificial_light <= 11
end
mcl_mobs.register_mob("mobs_mc:blaze", { mcl_mobs.register_mob("mobs_mc:blaze", {
description = S("Blaze"), description = S("Blaze"),
@ -140,7 +137,6 @@ mcl_mobs.register_mob("mobs_mc:blaze", {
}, },
}) })
end, end,
spawn_check = spawn_check,
}) })
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
@ -151,7 +147,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
1000, 5000,
3, 3,
mcl_vars.mg_nether_min, mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)

View File

@ -23,7 +23,7 @@ mcl_mobs.register_mob("mobs_mc:chicken", {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 4, bone_eye_height = 4,
head_eye_height = 1.5, head_eye_height = 1.5,
horizontal_head_height = -.3, horrizonatal_head_height = -.3,
curiosity = 10, curiosity = 10,
head_yaw="z", head_yaw="z",
visual_size = {x=1,y=1}, visual_size = {x=1,y=1},
@ -157,7 +157,7 @@ mcl_mobs:spawn_specific(
}, },
9, 9,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 100, 30, 17000,
3, 3,
mobs_mc.water_level, mobs_mc.water_level,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View File

@ -30,9 +30,8 @@ local S = minetest.get_translator(minetest.get_current_modname())
--################### --###################
local cod = { local cod = {
description = S("Cod"),
type = "animal", type = "animal",
spawn_class = "water_ambient", spawn_class = "water",
can_despawn = true, can_despawn = true,
passive = true, passive = true,
hp_min = 3, hp_min = 3,
@ -267,7 +266,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
750, 4000,
3, 3,
water-16, water-16,
water+1) water+1)

View File

@ -24,7 +24,7 @@ local cow_def = {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 10, bone_eye_height = 10,
head_eye_height = 1.1, head_eye_height = 1.1,
horizontal_head_height=-1.8, horrizonatal_head_height=-1.8,
curiosity = 2, curiosity = 2,
head_yaw="z", head_yaw="z",
makes_footstep_sound = true, makes_footstep_sound = true,
@ -105,7 +105,7 @@ mooshroom_def.on_rightclick = function(self, clicker)
end end
local item = clicker:get_wielded_item() local item = clicker:get_wielded_item()
-- Use shears to get mushrooms and turn mooshroom into cow -- Use shears to get mushrooms and turn mooshroom into cow
if minetest.get_item_group(item:get_name(), "shears") > 0 then if item:get_name() == "mcl_tools:shears" then
local pos = self.object:get_pos() local pos = self.object:get_pos()
minetest.sound_play("mcl_tools_shears_cut", {pos = pos}, true) minetest.sound_play("mcl_tools_shears_cut", {pos = pos}, true)
@ -207,7 +207,7 @@ mcl_mobs:spawn_specific(
9, 9,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
80, 17000,
10, 10,
mobs_mc.water_level, mobs_mc.water_level,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)
@ -225,7 +225,7 @@ mcl_mobs:spawn_specific(
9, 9,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
80, 17000,
5, 5,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View File

@ -24,7 +24,6 @@ mcl_mobs.register_mob("mobs_mc:creeper", {
mesh = "mobs_mc_creeper.b3d", mesh = "mobs_mc_creeper.b3d",
head_swivel = "Head_Control", head_swivel = "Head_Control",
bone_eye_height = 2.35, bone_eye_height = 2.35,
head_eye_height = 1.8;
curiosity = 2, curiosity = 2,
textures = { textures = {
{"mobs_mc_creeper.png", {"mobs_mc_creeper.png",
@ -50,7 +49,7 @@ mcl_mobs.register_mob("mobs_mc:creeper", {
explosion_strength = 3, explosion_strength = 3,
explosion_radius = 3.5, explosion_radius = 3.5,
explosion_damage_radius = 3.5, explosion_damage_radius = 3.5,
explosiontimer_reset_radius = 3, explosiontimer_reset_radius = 6,
reach = 3, reach = 3,
explosion_timer = 1.5, explosion_timer = 1.5,
allow_fuse_reset = true, allow_fuse_reset = true,
@ -136,7 +135,7 @@ mcl_mobs.register_mob("mobs_mc:creeper", {
}) })
mcl_mobs.register_mob("mobs_mc:creeper_charged", { mcl_mobs.register_mob("mobs_mc:creeper_charged", {
description = S("Charged Creeper"), description = S("Creeper"),
type = "monster", type = "monster",
spawn_class = "hostile", spawn_class = "hostile",
hp_min = 20, hp_min = 20,
@ -172,7 +171,7 @@ mcl_mobs.register_mob("mobs_mc:creeper_charged", {
explosion_strength = 6, explosion_strength = 6,
explosion_radius = 8, explosion_radius = 8,
explosion_damage_radius = 8, explosion_damage_radius = 8,
explosiontimer_reset_radius = 3, explosiontimer_reset_radius = 6,
reach = 3, reach = 3,
explosion_timer = 1.5, explosion_timer = 1.5,
allow_fuse_reset = true, allow_fuse_reset = true,
@ -407,7 +406,7 @@ mcl_mobs:spawn_specific(
0, 0,
7, 7,
20, 20,
1000, 16500,
2, 2,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View File

@ -30,7 +30,6 @@ local S = minetest.get_translator(minetest.get_current_modname())
--################### --###################
local dolphin = { local dolphin = {
description = S("Dolphin"),
type = "animal", type = "animal",
spawn_class = "water", spawn_class = "water",
can_despawn = true, can_despawn = true,
@ -245,7 +244,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
70, 4000,
3, 3,
water-16, water-16,
water+1) water+1)

View File

@ -136,7 +136,6 @@ mcl_mobs.register_mob("mobs_mc:enderdragon", {
end end
end, end,
fire_resistant = true, fire_resistant = true,
is_boss = true,
}) })

View File

@ -668,7 +668,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
100, 3000,
12, 12,
mcl_vars.mg_end_min, mcl_vars.mg_end_min,
mcl_vars.mg_end_max) mcl_vars.mg_end_max)
@ -816,7 +816,7 @@ mcl_mobs:spawn_specific(
0, 0,
7, 7,
30, 30,
100, 19000,
2, 2,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)
@ -833,7 +833,7 @@ mcl_mobs:spawn_specific(
0, 0,
11, 11,
30, 30,
100, 27500,
4, 4,
mcl_vars.mg_nether_min, mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
@ -849,7 +849,7 @@ mcl_mobs:spawn_specific(
0, 0,
11, 11,
30, 30,
100, 5000,
4, 4,
mcl_vars.mg_nether_min, mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)

View File

@ -20,7 +20,7 @@ mcl_mobs.register_mob("mobs_mc:ghast", {
hp_max = 10, hp_max = 10,
xp_min = 5, xp_min = 5,
xp_max = 5, xp_max = 5,
collisionbox = {-2, 0, -2, 2, 4, 2, rotate=true}, collisionbox = {-2, 5, -2, 2, 9, 2},
visual = "mesh", visual = "mesh",
mesh = "mobs_mc_ghast.b3d", mesh = "mobs_mc_ghast.b3d",
spawn_in_group = 1, spawn_in_group = 1,
@ -33,7 +33,7 @@ mcl_mobs.register_mob("mobs_mc:ghast", {
death = "mobs_mc_zombie_death", death = "mobs_mc_zombie_death",
attack = "mobs_fireball", attack = "mobs_fireball",
random = "mobs_eerie", random = "mobs_eerie",
distance = 80, distance = 16,
-- TODO: damage -- TODO: damage
-- TODO: better death -- TODO: better death
}, },
@ -50,11 +50,11 @@ mcl_mobs.register_mob("mobs_mc:ghast", {
run_start = 0, run_end = 40, run_start = 0, run_end = 40,
}, },
fall_damage = 0, fall_damage = 0,
view_range = 64, view_range = 100,
attack_type = "dogshoot", attack_type = "dogshoot",
arrow = "mobs_mc:fireball", arrow = "mobs_mc:fireball",
shoot_interval = 5, shoot_interval = 3.5,
shoot_offset = -0.5, shoot_offset = -5,
dogshoot_switch = 1, dogshoot_switch = 1,
dogshoot_count_max =1, dogshoot_count_max =1,
passive = false, passive = false,
@ -97,7 +97,7 @@ mcl_mobs:spawn_specific(
0, 0,
7, 7,
30, 30,
400, 72000,
2, 2,
mcl_vars.mg_nether_min, mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
@ -107,9 +107,8 @@ mcl_mobs.register_arrow("mobs_mc:fireball", {
visual = "sprite", visual = "sprite",
visual_size = {x = 1, y = 1}, visual_size = {x = 1, y = 1},
textures = {"mcl_fire_fire_charge.png"}, textures = {"mcl_fire_fire_charge.png"},
velocity = 5, velocity = 15,
collisionbox = {-.5, -.5, -.5, .5, .5, .5}, collisionbox = {-.5, -.5, -.5, .5, .5, .5},
_lifetime = 10,
_is_fireball = true, _is_fireball = true,
hit_player = function(self, player) hit_player = function(self, player)
@ -131,10 +130,6 @@ mcl_mobs.register_arrow("mobs_mc:fireball", {
damage_groups = {fleshy = 6}, damage_groups = {fleshy = 6},
}, nil) }, nil)
mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1, true) mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1, true)
local ent = mob:get_luaentity()
if not ent or ent.health <= 0 then
awards.unlock(self._puncher:get_player_name(), "mcl:fireball_redir_serv")
end
end, end,
hit_node = function(self, pos, node) hit_node = function(self, pos, node)

View File

@ -30,9 +30,8 @@ for i=1,4 do
end end
mcl_mobs.register_mob("mobs_mc:glow_squid", { mcl_mobs.register_mob("mobs_mc:glow_squid", {
description = S("Glow Squid"),
type = "animal", type = "animal",
spawn_class = "water_underground", spawn_class = "water",
can_despawn = true, can_despawn = true,
passive = true, passive = true,
hp_min = 10, hp_min = 10,
@ -238,7 +237,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX + 1, minetest.LIGHT_MAX + 1,
30, 30,
100, 10000,
3, 3,
water - 16, water - 16,
water) water)

View File

@ -31,9 +31,8 @@ local hoglin = {
} }, } },
visual_size = {x=3, y=3}, visual_size = {x=3, y=3},
sounds = { sounds = {
random = "extra_mobs_hoglin.1", random = "extra_mobs_hoglin",
damage = "extra_mobs_hoglin_hurt", damage = "extra_mobs_hoglin_hurt",
death = "extra_mobs_hoglin_hurt",
distance = 16, distance = 16,
}, },
jump = true, jump = true,
@ -93,12 +92,6 @@ local zoglin = table.copy(hoglin)
zoglin.description = S("Zoglin") zoglin.description = S("Zoglin")
zoglin.fire_resistant = 1 zoglin.fire_resistant = 1
zoglin.textures = {"extra_mobs_zoglin.png"} zoglin.textures = {"extra_mobs_zoglin.png"}
sounds = {
random = "extra_mobs_hoglin.2",
damage = "extra_mobs_hoglin_hurt",
death = "extra_mobs_hoglin_hurt",
distance = 16,
}
zoglin.do_custom = function() zoglin.do_custom = function()
return return
end end
@ -136,7 +129,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
200, 6000,
3, 3,
mcl_vars.mg_nether_min, mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)

View File

@ -44,6 +44,18 @@ local function get_drops(self)
max = 2, max = 2,
looting = "common", looting = "common",
}) })
if self._saddle then
table.insert(self.drops,{name = "mcl_mobitems:saddle",
chance = 1,
min = 1,
max = 1,})
end
if self._chest then
table.insert(self.drops,{name = "mcl_chests:chest",
chance = 1,
min = 1,
max = 1,})
end
end end
-- Helper functions to determine equipment rules -- Helper functions to determine equipment rules
@ -233,18 +245,10 @@ local horse = {
on_die = function(self, pos) on_die = function(self, pos)
-- drop saddle when horse is killed -- drop saddle when horse is killed while riding
if self._saddle then if self._saddle then
minetest.add_item(pos, "mcl_mobitems:saddle") minetest.add_item(pos, "mcl_mobitems:saddle")
end end
-- drop chest when mule/donkey is killed
if self._chest then
minetest.add_item(pos, "mcl_chests:chest")
end
-- drop armor when horse is killed
if self._wearing_armor then
minetest.add_item(pos, self._horse_armor)
end
-- also detach from horse properly -- also detach from horse properly
if self.driver then if self.driver then
mcl_mobs.detach(self.driver, {x = 1, y = 0, z = 1}) mcl_mobs.detach(self.driver, {x = 1, y = 0, z = 1})
@ -397,7 +401,6 @@ local horse = {
-- Put on armor and take armor from player's inventory -- Put on armor and take armor from player's inventory
local armor = minetest.get_item_group(iname, "horse_armor") local armor = minetest.get_item_group(iname, "horse_armor")
self._horse_armor = iname self._horse_armor = iname
self._wearing_armor = true
local w = clicker:get_wielded_item() local w = clicker:get_wielded_item()
if not minetest.is_creative_enabled(clicker:get_player_name()) then if not minetest.is_creative_enabled(clicker:get_player_name()) then
w:take_item() w:take_item()
@ -609,7 +612,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
40, 15000,
4, 4,
mobs_mc.water_level+3, mobs_mc.water_level+3,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)
@ -632,7 +635,7 @@ mcl_mobs:spawn_specific(
9, 9,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
10, 15000,
4, 4,
mobs_mc.water_level+3, mobs_mc.water_level+3,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View File

@ -4,14 +4,12 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
local allow_nav_hacks = minetest.settings:get_bool("mcl_mob_allow_nav_hacks ",false)
--################### --###################
--################### IRON GOLEM --################### IRON GOLEM
--################### --###################
local walk_dist = 40 local etime = 0
local tele_dist = 80
mcl_mobs.register_mob("mobs_mc:iron_golem", { mcl_mobs.register_mob("mobs_mc:iron_golem", {
description = S("Iron Golem"), description = S("Iron Golem"),
@ -87,23 +85,11 @@ mcl_mobs.register_mob("mobs_mc:iron_golem", {
punch_start = 40, punch_end = 50, punch_start = 40, punch_end = 50,
}, },
jump = true, jump = true,
do_custom = function(self, dtime) on_step = function(self,dtime)
self.home_timer = (self.home_timer or 0) + dtime etime = etime + dtime
if etime > 10 then
if self.home_timer > 10 then if self._home and vector.distance(self._home,self.object:get_pos()) > 50 then
self.home_timer = 0 self:gopath(self._home)
if self._home and self.state ~= "attack" then
local dist = vector.distance(self._home,self.object:get_pos())
if allow_nav_hacks and dist >= tele_dist then
self.object:set_pos(self._home)
self.state = "stand"
self.order = "follow"
elseif dist >= walk_dist then
self:gopath(self._home, function(self)
self.state = "stand"
self.order = "follow"
end)
end
end end
end end
end, end,

View File

@ -62,7 +62,7 @@ mcl_mobs.register_mob("mobs_mc:llama", {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 11, bone_eye_height = 11,
head_eye_height = 3, head_eye_height = 3,
horizontal_head_height=0, horrizonatal_head_height=0,
curiosity = 60, curiosity = 60,
head_yaw = "z", head_yaw = "z",
@ -291,7 +291,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
50, 15000,
5, 5,
mobs_mc.water_level+15, mobs_mc.water_level+15,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View File

@ -1,70 +0,0 @@
# textdomain: mobs_mc
Agent=Agent
Axolotl=Salamander
Bat=Flagermus
Blaze=Blaze
Chicken=Kylling
Cow=Ko
Mooshroom=Svamp
Creeper=Creeper
Ender Dragon=Enderdrage
Enderman=Enderman
Endermite=Endermide
Ghast=Ghast
Elder Guardian=Gammel beskytter
Guardian=Beskytter
Horse=Hest
Skeleton Horse=Skelethest
Zombie Horse=Zombiehest
Donkey=Æsel
Mule=Muldyr
Iron Golem=Jerngolem
Llama=Lama
Ocelot=Ozelot
Parrot=Papegøje
Pig=Gris
Polar Bear=Isbjørn
Rabbit=Kanin
Killer Bunny=Dræberkanin
Sheep=Får
Shulker=Shulker
Silverfish=Sølvfisk
Skeleton=Skelet
Stray=Omstrejfer
Wither Skeleton=Wither-skelet
Magma Cube=Magmakube
Slime=Slimklump
Snow Golem=Snegolem
Spider=Edderkop
Cave Spider=Huleedderkop
Squid=Blæksprutte
Vex=Vex
Evoker=Fremkalder
Illusioner=Illusionist
Villager=Landsbyboer
Vindicator=Hævner
Zombie Villager=Zombie landsbyboer
Witch=Heks
Wither=Wither
Wolf=Ulv
Husk=Udtørretskal
Zombie=Zombie
Zombie Pigman=Zombificeret piglin
Farmer=Landmand
Fisherman=Fisker
Fletcher=Pilemager
Shepherd=Fårehyrde
Librarian=Bibliotikar
Cartographer=Kartograf
Armorer=Rustningesmed
Leatherworker=Læderarbejder
Butcher=Slagter
Weapon Smith=Våbensmed
Tool Smith=Værktøjssmed
Cleric=Gejstlig
Nitwit=Tåbe
Cod=Torsk
Salmon=Laks
Dolphin=Delfin
Pillager=Plyndrer
Tropical fish=Tropisk fisk

View File

@ -69,6 +69,3 @@ Salmon=Salmón
Dolphin=Delfín Dolphin=Delfín
Pillager=Saqueador Pillager=Saqueador
Tropical fish=Pez tropical Tropical fish=Pez tropical
Hoglin=Hoglin
Strider=Lavagante
Glow Squid=Calamar luminoso

View File

@ -21,7 +21,6 @@ Mule=Mule
Iron Golem=Golem de fer Iron Golem=Golem de fer
Llama=Lama Llama=Lama
Ocelot=Ocelot Ocelot=Ocelot
Cat=Chat
Parrot=Perroquet Parrot=Perroquet
Pig=Cochon Pig=Cochon
Polar Bear=Ours blanc Polar Bear=Ours blanc
@ -49,15 +48,8 @@ Witch=Sorcière
Wither=Wither Wither=Wither
Wolf=Loup Wolf=Loup
Husk=Zombie Momifié Husk=Zombie Momifié
Baby Husk=Bébé Zombie Momifié
Zombie=Zombie Zombie=Zombie
Baby Zombie=Bébé Zombie Zombie Piglin=Zombie Cochon
Piglin=Piglin
Baby Piglin=Bébé Piglin
Zombie Piglin=Piglin Zombie
Baby Zombie Piglin=Bébé Piglin Zombie
Sword Piglin=Piglin avec une épée
Piglin Brute=Piglin Barbare
Farmer=Fermier Farmer=Fermier
Fisherman=Pêcheur Fisherman=Pêcheur
Fletcher=Archer Fletcher=Archer
@ -77,7 +69,5 @@ Dolphin=Dauphin
Pillager=Pilleur Pillager=Pilleur
Tropical fish=Poisson tropical Tropical fish=Poisson tropical
Hoglin=Hoglin Hoglin=Hoglin
Baby hoglin=Bébé Hoglin
Zoglin=Zoglin
Strider=Arpenteur Strider=Arpenteur
Glow Squid=Poulpe Brillant Glow Squid=Poulpe Brillant

View File

@ -1,73 +0,0 @@
# textdomain: mobs_mc
Agent=Agent
Axolotl=Axolòtl
Bat=Ratapenada
Blaze=Flamor
Chicken=Polet
Cow=Vacha
Mooshroom=Vachairòla
Creeper=Creeper
Ender Dragon=Dragon de Finuèit
Enderman=Finuèairi
Endermite=Finuèibau
Ghast=Òrra
Elder Guardian=Ancian Gardian
Guardian=Gardian
Horse=Ega
Skeleton Horse=Ega Squeleta
Zombie Horse=Ega Zombia
Donkey=Asne
Mule=Miule
Iron Golem=Golem de Fèrre
Llama=Lamà
Ocelot=Ocelòt
Parrot=Papagai
Pig=Cochon
Polar Bear=Ors Blanc
Rabbit=Lapin
Killer Bunny=Lapin Tuaire
Sheep=Moton
Shulker=Coirafin
Silverfish=Peiçon d'Argent
Skeleton=Squeleta
Stray=Trainabiaça
Wither Skeleton=Squeleta Sechaire
Magma Cube=Cube de Magmà
Slime=Slime
Snow Golem=Golem d'Ivèrn
Spider=Aranha
Cave Spider=Aranha Venimósa
Squid=Pofre
Vex=Vex
Evoker=Invocataire
Illusioner=Fisiciaire
Villager=Vialatgés
Vindicator=Vindicataire
Zombie Villager=Vialatgés Zombia
Witch=Fachinèira
Wither=Le Sechaire
Wolf=Lop
Husk=Zombia Momificat
Zombie=Zombia
Zombie Piglin=Porcadés Zombia
Farmer=Boriaire
Fisherman=Peschaire
Fletcher=Archèir
Shepherd=Bergèir
Librarian=Bibliotecaire
Cartographer=Cartografe
Armorer=Armurèir
Leatherworker=Tanaire
Butcher=Maselèir
Weapon Smith=Farjaire d'Armas
Tool Smith=Farjaire d'Otilhs
Cleric=Clerc
Nitwit=Simple
Cod=Merluça
Salmon=Saumon
Dolphin=Daufin
Pillager=Pilhard
Tropical fish=Peiçon tropicau
Hoglin=Porcard
Strider=Trèva
Glow Squid=Pofre Lusent

View File

@ -1,83 +0,0 @@
# textdomain: mobs_mc
Agent=Agente
Axolotl=Axolote
Bat=Morcego
Blaze=Blaze
Chicken=Galinha
Cow=Vaca
Mooshroom=Coguvaca
Creeper=Creeper
Ender Dragon=Dragão do Fim
Enderman=Enderman
Endermite=Endermite
Ghast=Ghast
Elder Guardian=Guardião Ancião
Guardian=Guardião
Horse=Cavalo
Skeleton Horse=Cavalo Esqueleto
Zombie Horse=Cavalo Zumbi
Donkey=Burro
Mule=Mula
Iron Golem=Golem de Ferro
Llama=Lhama
Ocelot=Jaguatirica
Cat=Gato
Parrot=Papagaio
Pig=Porco
Polar Bear=Urso Polar
Rabbit=Coelho
Killer Bunny=Coelho Assassino
Sheep=Ovelha
Shulker=Shulker
Silverfish=Traça
Skeleton=Esqueleto
Stray=Esqueleto Errante
Wither Skeleton=Esqueleto Wither
Magma Cube=Cubo de Magma
Slime=Slime
Snow Golem=Golem de Neve
Spider=Aranha
Cave Spider=Aranha de Caverna
Squid=Lula
Vex=Vex
Evoker=Invocador
Illusioner=Ilusionista
Villager=Aldeão
Vindicator=Vingador
Zombie Villager=Aldeão Zumbi
Witch=Bruxa
Wither=Wither
Wolf=Lobo
Husk=Zumbi-Múmia
Baby Husk=Zumbi-Múmia Bebê
Zombie=Zumbi
Baby Zombie=Zumbi Bebê
Piglin=Piglin
Baby Piglin=Piglin Bebê
Zombie Piglin=Piglin Zumbi
Baby Zombie Piglin=Piglin Zumbi Bebê
Sword Piglin=Piglin Espadachim
Piglin Brute=Piglin Barbáro
Farmer=Fazendeiro
Fisherman=Pescador
Fletcher=Flecheiro
Shepherd=Pastor
Librarian=Bibliotecário
Cartographer=Cartógrafo
Armorer=Armoreiro
Leatherworker=Coureiro
Butcher=Açougueiro
Weapon Smith=Armeiro
Tool Smith=Ferramenteiro
Cleric=Clérigo
Nitwit=Palerma
Cod=Bacalhau
Salmon=Salmão
Dolphin=Golfinho
Pillager=Saqueador
Tropical fish=Peixe Tropical
Hoglin=Hoglin
Baby hoglin=Hoglin Bebê
Zoglin=Zoglin
Strider=Lavagante
Glow Squid=Lula Brilhante

View File

@ -1,27 +1,25 @@
# textdomain: mobs_mc # textdomain: mobs_mc
Agent=Агент Agent=Агент
Axolotl=Аксолотль
Bat=Летучая мышь Bat=Летучая мышь
Blaze=Ифрит Blaze=Ифрит
Chicken=Курица Chicken=Курица
Cow=Корова Cow=Корова
Mooshroom=Грибная корова Mooshroom=Гриб
Creeper=Крипер Creeper=Крипер
Ender Dragon=Дракон Края Ender Dragon=Дракон Предела
Enderman=Эндермен Enderman=Эндермен
Endermite=Эндермит Endermite=Эндермит
Ghast=Гаст Ghast=Гаст
Elder Guardian=Древний страж Elder Guardian=Древний страж
Guardian=Страж Guardian=Страж
Horse=Лошадь Horse=Лошадь
Skeleton Horse=Лошадь-скелет Skeleton Horse=Скелет лошади
Zombie Horse=Лошадь-зомби Zombie Horse=Зомби-лошадь
Donkey=Ослик Donkey=Ослик
Mule=Мул Mule=Мул
Iron Golem=Железный голем Iron Golem=Железный голем
Llama=Лама Llama=Лама
Ocelot=Оцелот Ocelot=Оцелот
Cat=Кошка
Parrot=Попугай Parrot=Попугай
Pig=Свинья Pig=Свинья
Polar Bear=Полярный медведь Polar Bear=Полярный медведь
@ -34,13 +32,13 @@ Skeleton=Скелет
Stray=Странник Stray=Странник
Wither Skeleton=Скелет-иссушитель Wither Skeleton=Скелет-иссушитель
Magma Cube=Лавовый куб Magma Cube=Лавовый куб
Slime=Слизень Slime=Слизняк
Snow Golem=Снежный голем Snow Golem=Снежный голем
Spider=Паук Spider=Паук
Cave Spider=Пещерный паук Cave Spider=Пещерный паук
Squid=Спрут Squid=Кальмар
Vex=Досаждатель Vex=Досаждатель
Evoker=Вызыватель Evoker=Маг
Illusioner=Иллюзор Illusioner=Иллюзор
Villager=Житель Villager=Житель
Vindicator=Поборник Vindicator=Поборник
@ -49,15 +47,8 @@ Witch=Ведьма
Wither=Иссушитель Wither=Иссушитель
Wolf=Волк Wolf=Волк
Husk=Кадавр Husk=Кадавр
Baby Husk=Кадавр-ребёнок
Zombie=Зомби Zombie=Зомби
Baby Zombie=Зомби-ребёнок Zombie Pigman=Зомби-свиночеловек
Piglin=Пиглин
Baby Piglin=Пиглин-ребёнок
Zombie Piglin=Зомби-пиглин
Baby Zombie Piglin=Зомби-пиглин-ребёнок
Sword Piglin=Пиглин-мечник
Piglin Brute=Жестокий пиглин
Farmer=Фермер Farmer=Фермер
Fisherman=Рыбак Fisherman=Рыбак
Fletcher=Лучник Fletcher=Лучник
@ -71,13 +62,3 @@ Weapon Smith=Оружейник
Tool Smith=Инструментальщик Tool Smith=Инструментальщик
Cleric=Церковник Cleric=Церковник
Nitwit=Нищий Nitwit=Нищий
Cod=Треска
Salmon=Лосось
Dolphin=Дельфин
Pillager=Разбойник
Tropical fish=Тропическая рыба
Hoglin=Хоглин
Baby hoglin=Детёныш хоглина
Zoglin=Зоглин
Strider=Страйдер
Glow Squid=Светящийся спрут

View File

@ -21,7 +21,6 @@ Mule=
Iron Golem= Iron Golem=
Llama= Llama=
Ocelot= Ocelot=
Cat=
Parrot= Parrot=
Pig= Pig=
Polar Bear= Polar Bear=
@ -49,9 +48,7 @@ Witch=
Wither= Wither=
Wolf= Wolf=
Husk= Husk=
Baby Husk=
Zombie= Zombie=
Baby Zombie=
Piglin= Piglin=
Baby Piglin= Baby Piglin=
Zombie Piglin= Zombie Piglin=
@ -77,7 +74,5 @@ Dolphin=
Pillager= Pillager=
Tropical fish= Tropical fish=
Hoglin= Hoglin=
Baby hoglin=
Zoglin=
Strider= Strider=
Glow Squid= Glow Squid=

View File

@ -2,4 +2,4 @@ name = mobs_mc
author = maikerumine author = maikerumine
description = Adds Minecraft-like monsters and animals. description = Adds Minecraft-like monsters and animals.
depends = mcl_init, mcl_particles, mcl_mobs, mcl_wip, mcl_core, mcl_util depends = mcl_init, mcl_particles, mcl_mobs, mcl_wip, mcl_core, mcl_util
optional_depends = default, mcl_tnt, mcl_bows, mcl_throwing, mcl_fishing, bones, mesecons_materials, doc_items, mcl_worlds optional_depends = default, mcl_tnt, mcl_bows, mcl_throwing, mcl_fishing, bones, mesecons_materials, doc_items

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