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2c8e04e8a3
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39370ef90c
Author | SHA1 | Date |
---|---|---|
CasimirKaPazi | 39370ef90c | |
CasimirKaPazi | 895d043044 | |
CasimirKaPazi | d6b689ae81 | |
CasimirKaPazi | f7824aadec | |
CasimirKaPazi | e2e3cae38e |
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@ -46,7 +46,7 @@ What not to add:
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Voxelgarden should be (in that order):
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a complete game >> easy to maintain >> compatible with minetest game
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a complete game >> easy to maintain >> compatible with minetest game
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License of source code:
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@ -62,7 +62,7 @@ http://www.gnu.org/licenses/lgpl-2.1.html
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For every mod applies the original license. See list below.
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All other media is licenced under Creative Commons BY-SA license.
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beds (LGPL), bones (LGPL), bucket (LGPL), conifer (LGPL), creative (LGPL), default (LGPL), doors (LGPL), dye (LGPL), game_commands(MIT), farming (LGPL), fire (LGPL), flowers (LGPL), footsteps (LGPL), hunger (LGPL), inventory\_plus (GPL), mobs (MIT), mobs\_flat (LGPL), physics (LGPL), player_api (LGPL), stairs (LGPL), stairsplus (zlib/libpng), walls (LGPL) wool (LGPL), zcg (LGPL), xpanes (LGPL)
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beds (LGPL), bones (LGPL), bucket (LGPL), conifer (LGPL), creative (LGPL), default (LGPL), doors (LGPL), dye (LGPL), game_commands(MIT), farming (LGPL), fire (LGPL), flowers (LGPL), footsteps (LGPL), hunger (LGPL), inventory\_plus (GPL), mobs (MIT), mobs\_flat (LGPL), physics (LGPL), player_api (LGPL), playerphysics (MIT), sprint (CC0), stairs (LGPL), stairsplus (zlib/libpng), walls (LGPL) wool (LGPL), zcg (LGPL), xpanes (LGPL)
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Mods equivalent to and mirroring Minetest Game:
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binoculars (MIT), boats (MIT) (except burntime), carts (MIT), dungeon_loot (MIT), env_sounds (MIT), fireflies (MIT), map (MIT), screwdriver (LGPL) (except texture), tnt (MIT) (except textures), vessels (LGPL), weather (MIT)
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@ -46,9 +46,7 @@ function cart_entity:on_activate(staticdata, dtime_s)
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return
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end
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self.railtype = data.railtype
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if data.old_dir then
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self.old_dir = data.old_dir
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end
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self.old_dir = data.old_dir or self.old_dir
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end
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function cart_entity:get_staticdata()
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@ -192,11 +190,11 @@ local function rail_on_step(self, dtime)
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end
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local pos = self.object:get_pos()
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local cart_dir = carts:velocity_to_dir(vel)
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local same_dir = vector.equals(cart_dir, self.old_dir)
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local dir = carts:velocity_to_dir(vel)
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local dir_changed = not vector.equals(dir, self.old_dir)
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local update = {}
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if self.old_pos and not self.punched and same_dir then
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if self.old_pos and not self.punched and not dir_changed then
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local flo_pos = vector.round(pos)
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local flo_old = vector.round(self.old_pos)
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if vector.equals(flo_pos, flo_old) then
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@ -216,7 +214,7 @@ local function rail_on_step(self, dtime)
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end
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local stop_wiggle = false
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if self.old_pos and same_dir then
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if self.old_pos and not dir_changed then
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-- Detection for "skipping" nodes (perhaps use average dtime?)
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-- It's sophisticated enough to take the acceleration in account
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local acc = self.object:get_acceleration()
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@ -231,7 +229,7 @@ local function rail_on_step(self, dtime)
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-- No rail found: set to the expected position
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pos = new_pos
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update.pos = true
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cart_dir = new_dir
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dir = new_dir
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end
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elseif self.old_pos and self.old_dir.y ~= 1 and not self.punched then
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-- Stop wiggle
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@ -241,21 +239,27 @@ local function rail_on_step(self, dtime)
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local railparams
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-- dir: New moving direction of the cart
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-- switch_keys: Currently pressed L/R key, used to ignore the key on the next rail node
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local dir, switch_keys = carts:get_rail_direction(
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pos, cart_dir, ctrl, self.old_switch, self.railtype
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-- switch_keys: Currently pressed L(1) or R(2) key,
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-- used to ignore the key on the next rail node
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local switch_keys
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dir, switch_keys = carts:get_rail_direction(
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pos, dir, ctrl, self.old_switch, self.railtype
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)
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local dir_changed = not vector.equals(dir, self.old_dir)
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dir_changed = not vector.equals(dir, self.old_dir)
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local new_acc = {x=0, y=0, z=0}
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local acc = 0
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if stop_wiggle or vector.equals(dir, {x=0, y=0, z=0}) then
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dir = vector.new(self.old_dir)
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vel = {x = 0, y = 0, z = 0}
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local pos_r = vector.round(pos)
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if not carts:is_rail(pos_r, self.railtype)
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and self.old_pos then
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pos = self.old_pos
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elseif not stop_wiggle then
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-- End of rail: Smooth out.
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pos = pos_r
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dir_changed = false
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dir.y = 0
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else
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pos.y = math.floor(pos.y + 0.5)
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end
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@ -282,7 +286,7 @@ local function rail_on_step(self, dtime)
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end
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-- Slow down or speed up..
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local acc = dir.y * -4.0
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acc = dir.y * -4.0
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-- Get rail for corrected position
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railparams = get_railparams(pos)
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@ -300,25 +304,22 @@ local function rail_on_step(self, dtime)
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acc = acc - 0.4
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end
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end
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new_acc = vector.multiply(dir, acc)
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end
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-- Limits
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local max_vel = carts.speed_max
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for _, v in pairs({"x","y","z"}) do
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if math.abs(vel[v]) > max_vel then
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vel[v] = carts:get_sign(vel[v]) * max_vel
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new_acc[v] = 0
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update.vel = true
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end
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-- Limit cart speed
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local vel_len = vector.length(vel)
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if vel_len > carts.speed_max then
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vel = vector.multiply(vel, carts.speed_max / vel_len)
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update.vel = true
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end
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if vel_len >= carts.speed_max and acc > 0 then
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acc = 0
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end
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self.object:set_acceleration(new_acc)
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self.object:set_acceleration(vector.multiply(dir, acc))
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self.old_pos = vector.round(pos)
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if not vector.equals(dir, {x=0, y=0, z=0}) and not stop_wiggle then
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self.old_dir = vector.new(dir)
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end
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self.old_dir = vector.new(dir)
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self.old_switch = switch_keys
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if self.punched then
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@ -344,11 +345,11 @@ local function rail_on_step(self, dtime)
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end
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local yaw = 0
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if self.old_dir.x < 0 then
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if dir.x < 0 then
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yaw = 0.5
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elseif self.old_dir.x > 0 then
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elseif dir.x > 0 then
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yaw = 1.5
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elseif self.old_dir.z < 0 then
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elseif dir.z < 0 then
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yaw = 1
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end
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self.object:set_yaw(yaw * math.pi)
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@ -398,7 +399,7 @@ minetest.register_craftitem("carts:cart", {
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pointed_thing) or itemstack
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end
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if not pointed_thing.type == "node" then
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if pointed_thing.type ~= "node" then
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return
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end
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if carts:is_rail(pointed_thing.under) then
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@ -1 +0,0 @@
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Subproject commit c8c53ddda15c32b951be4ebca5639e22de6a13de
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@ -0,0 +1,21 @@
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MIT License
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Copyright (c) 2022 ROllerozxa
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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@ -0,0 +1,2 @@
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# enable_shadows
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Since recent versions of Minetest 5.6.0-dev the dynamic shadow feature has been disabled by default, being required to enable by the game or modset you're using. This is a small mod that is compatible with any game and that can reenable shadows and control its intensity per-world.
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@ -0,0 +1,45 @@
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local S = minetest.get_translator('enable_shadows')
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local storage = minetest.get_mod_storage()
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local default_intensity = tonumber(minetest.settings:get("enable_shadows_default_intensity") or 0.33)
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local intensity = tonumber(storage:get("intensity") or default_intensity)
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minetest.register_on_joinplayer(function(player)
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player:set_lighting({
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shadows = { intensity = intensity }
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})
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end)
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core.register_chatcommand("shadow_intensity", {
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params = "<shadow_intensity>",
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description = S("Set shadow intensity for the current world."),
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func = function(name, param)
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local new_intensity
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if param ~= "" then
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new_intensity = tonumber(param) or nil
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else
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new_intensity = tonumber(default_intensity) or nil
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end
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if new_intensity < 0 or new_intensity > 1 or new_intensity == nil then
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minetest.chat_send_player(name, minetest.colorize("#ff0000", S("Invalid intensity.")))
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return true
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end
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if new_intensity ~= default_intensity then
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minetest.chat_send_player(name, S("Set intensity to @1.", new_intensity))
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storage:set_float("intensity", new_intensity)
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else
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minetest.chat_send_player(name, S("Set intensity to default value (@1).", default_intensity))
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storage:set_string("intensity", "")
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end
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intensity = new_intensity
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for _,player in pairs(minetest.get_connected_players()) do
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player:set_lighting({
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shadows = { intensity = new_intensity }
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})
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end
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end
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})
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@ -0,0 +1,6 @@
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# textdomain: enable_shadows
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Set shadow intensity for the current world.=Ställ in skuggintensitet för nuvarande värld.
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Invalid intensity.=Ogiltig intensitet
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Set intensity to @1.=Ställde intensiteten till @1.
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Set intensity to default value (@1).=Ställde intensiteten till standardvärde (@1).
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@ -0,0 +1,6 @@
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# textdomain: enable_shadows
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Set shadow intensity for the current world.=
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Invalid intensity.=
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Set intensity to @1.=
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Set intensity to default value (@1).=
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@ -0,0 +1,3 @@
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title = Enable Shadows
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name = enable_shadows
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description = Enable shadows for Minetest 5.6.0-dev.
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@ -0,0 +1,2 @@
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# Default shadow intensity when no other has been set.
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enable_shadows_default_intensity (Default shadow intensity) float 0.33 0 1
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@ -39,6 +39,28 @@ function hunger.update_bar(player, full)
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end
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end
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-- Allow mods to tell us that the player is active
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function hunger.active(player)
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if not player then return end
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local name = player:get_player_name()
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player_is_active[name] = true
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end
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function hunger.get(player)
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if not player then return end
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local meta = player:get_meta()
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local full = meta:get_int("hunger")
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return full
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end
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function hunger.set(player, full)
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if not player then return end
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local name = player:get_player_name()
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local meta = player:get_meta()
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hunger.update_bar(player, full)
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meta:set_int("hunger", full)
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end
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-- no_hunger privilege
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minetest.register_privilege("no_hunger", {
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description = S("Player will feel no hunger."),
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@ -0,0 +1,123 @@
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# Player Physics API.
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Version: 1.0.1
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This mod makes it possible for multiple mods to modify player physics (speed, jumping strength, gravity) without conflict.
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## Introduction
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### For players
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Mods and games in Minetest can set physical attributes of players, such as speed and jump strength. For example, player speed could be set to 200%. But the way this works makes it difficult for multiple mods to *modify* physical attributes without leading to conflicts, problems and hilarious bugs, like speed that changes often to nonsense values.
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The Player Physics API aims to resolve this conflict by providing a “common ground” for mods to work together in this regard.
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This mod does nothing on its own, you will only need to install it as dependency of other mods.
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When you browse for mods that somehow mess with player physics (namely: speed, jump strength or gravity) and want to use more than one of them, check out if they support the Player Physics API. If they don't, it's very likely these mods will break as soon you activate more than one of them, for example, if two mods try to set the player speed. If you found such a “hilarious bug”, please report it to the developers of the mods (or games) and point them to the Player Physics API.
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Of course, not all mods need the Player Physics API. Mods that don't touch player physics at all won't need this mod.
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The rest of this document is directed at developers.
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### For developers
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The function `set_physics_override` from the Minetest Lua API allows mod authors to override physical attributes of players, such as speed or jump strength.
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This function works fine as long there is only one mod that sets a particular physical attribute at a time. However, as soon as at least two different mods (that do not know each other) try to change the same player physics attribute using only this function, there will be conflicts as each mod will undo the change of the other mod, as the function sets a raw value. A classic race condition occurs. This is the case because the mods fail to communicate with each other.
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This mod solves the problem of conflicts. It bans the concept of “setting the raw value directly” and replaces it with the concept of factors that mods can add and remove for each attribute. The real physical player attribute will be the product of all active factors.
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## Quick start
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Let's say you have a mod `example` and want to double the speed of the player (i.e. multiply it by a factor of 2), but you also don't want to break other mods that might touch the speed.
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Previously, you might have written something like this:
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`player:set_physics_override({speed=2})`
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|
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However, your mod broke down as soon the mod `example2` came along, which wanted to increase the speed by 50%. In the real game, the player speed randomly switched from 50% and 200% which was a very annoying bug.
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In your `example` mod, you can replace the code with this:
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`playerphysics.add_physics_factor(player, "speed", "my_double_speed", 2)`
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Where `"my_double_speed` is an unique ID for your speed factor.
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|
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Now your `example` mod is interoperable! And now, of course, the `example2` mod has to be updated in a similar fashion.
|
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## Precondition
|
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There is only one precondition to using this mod, but it is important:
|
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|
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Mods *MUST NOT* call `set_physics_override` directly for numerical values. Instead, to modify player physics, all mods that touch player physics have to use this API.
|
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## Functions
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### `playerphysics.add_physics_factor(player, attribute, id, value)`
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Adds a factor for a player physic and updates the player physics immediately.
|
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|
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#### Parameters
|
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* `player`: Player object
|
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* `attribute`: Which of the physical attributes to change. Any of the numeric values of `set_physics_override` (e.g. `"speed"`, `"jump"`, `"gravity"`)
|
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* `id`: Unique identifier for this factor. Identifiers are stored on a per-player per-attribute type basis
|
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* `value`: The factor to add to the list of products
|
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|
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If a factor for the same player, attribute and `id` already existed, it will be overwritten.
|
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|
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### `playerphysics.remove_physics_factor(player, attribute, id)`
|
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Removes the physics factor of the given ID and updates the player's physics.
|
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|
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#### Parameters
|
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Same as in `playerphysics.add_physics_factor`, except there is no `value` argument.
|
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|
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## Examples
|
||||
### Speed changes
|
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Let's assume this mod is used by 3 different mods all trying to change the speed:
|
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Potions, Exhaustion and Electrocution.
|
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Here's what it could look like:
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|
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Potions mod:
|
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```
|
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playerphysics.add_physics_factor(player, "speed", "run_potion", 2)
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```
|
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Exhaustion mod:
|
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```
|
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playerphysics.add_physics_factor(player, "jump", "exhausted", 0.75)
|
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```
|
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|
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Electrocution mod:
|
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```
|
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playerphysics.add_physics_factor(player, "jump", "shocked", 0.9)
|
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```
|
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|
||||
When the 3 mods have done their change, the real player speed is simply the product of all factors, that is:
|
||||
|
||||
2 * 0.75 * 0.9 = 1.35
|
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|
||||
The final player speed is thus 135%.
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||||
|
||||
### Speed changes, part 2
|
||||
|
||||
Let's take the example above.
|
||||
Now if the Electrocution mod is done with shocking the player, it just needs to call:
|
||||
|
||||
```
|
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playerphysics.remove_physics_factor(player, "jump", "shocked")
|
||||
```
|
||||
|
||||
The effect is now gone, so the new player speed will be:
|
||||
|
||||
2 * 0.75 = 1.5
|
||||
|
||||
### Sleeping
|
||||
To simulate sleeping by preventing all player movement, this can be done with this easy trick:
|
||||
|
||||
```
|
||||
playerphysics.add_physics_factor(player, "speed", "sleeping", 0)
|
||||
playerphysics.add_physics_factor(player, "jump", "sleeping", 0)
|
||||
```
|
||||
|
||||
This works regardless of the other factors because 0 times anything equals 0.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
## License
|
||||
This mod is free software, released under the MIT License.
|
|
@ -0,0 +1,45 @@
|
|||
playerphysics = {}
|
||||
|
||||
local function calculate_attribute_product(player, attribute)
|
||||
local a = minetest.deserialize(player:get_meta():get_string("playerphysics:physics"))
|
||||
local product = 1
|
||||
if a == nil or a[attribute] == nil then
|
||||
return product
|
||||
end
|
||||
local factors = a[attribute]
|
||||
if type(factors) == "table" then
|
||||
for _, factor in pairs(factors) do
|
||||
product = product * factor
|
||||
end
|
||||
end
|
||||
return product
|
||||
end
|
||||
|
||||
function playerphysics.add_physics_factor(player, attribute, id, value)
|
||||
local meta = player:get_meta()
|
||||
local a = minetest.deserialize(meta:get_string("playerphysics:physics"))
|
||||
if a == nil then
|
||||
a = { [attribute] = { [id] = value } }
|
||||
elseif a[attribute] == nil then
|
||||
a[attribute] = { [id] = value }
|
||||
else
|
||||
a[attribute][id] = value
|
||||
end
|
||||
meta:set_string("playerphysics:physics", minetest.serialize(a))
|
||||
local raw_value = calculate_attribute_product(player, attribute)
|
||||
player:set_physics_override({[attribute] = raw_value})
|
||||
end
|
||||
|
||||
function playerphysics.remove_physics_factor(player, attribute, id)
|
||||
local meta = player:get_meta()
|
||||
local a = minetest.deserialize(meta:get_string("playerphysics:physics"))
|
||||
if a == nil or a[attribute] == nil then
|
||||
-- Nothing to remove
|
||||
return
|
||||
else
|
||||
a[attribute][id] = nil
|
||||
end
|
||||
meta:set_string("playerphysics:physics", minetest.serialize(a))
|
||||
local raw_value = calculate_attribute_product(player, attribute)
|
||||
player:set_physics_override({[attribute] = raw_value})
|
||||
end
|
|
@ -0,0 +1,4 @@
|
|||
name = playerphysics
|
||||
description = This mod makes it possible for multiple mods to modify player physics (speed, jumping strength, gravity) without conflict.
|
||||
author = Wuzzy
|
||||
title = Player Physics API
|
|
@ -0,0 +1,121 @@
|
|||
Creative Commons Legal Code
|
||||
|
||||
CC0 1.0 Universal
|
||||
|
||||
CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE
|
||||
LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN
|
||||
ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS
|
||||
INFORMATION ON AN "AS-IS" BASIS. CREATIVE COMMONS MAKES NO WARRANTIES
|
||||
REGARDING THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS
|
||||
PROVIDED HEREUNDER, AND DISCLAIMS LIABILITY FOR DAMAGES RESULTING FROM
|
||||
THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS PROVIDED
|
||||
HEREUNDER.
|
||||
|
||||
Statement of Purpose
|
||||
|
||||
The laws of most jurisdictions throughout the world automatically confer
|
||||
exclusive Copyright and Related Rights (defined below) upon the creator
|
||||
and subsequent owner(s) (each and all, an "owner") of an original work of
|
||||
authorship and/or a database (each, a "Work").
|
||||
|
||||
Certain owners wish to permanently relinquish those rights to a Work for
|
||||
the purpose of contributing to a commons of creative, cultural and
|
||||
scientific works ("Commons") that the public can reliably and without fear
|
||||
of later claims of infringement build upon, modify, incorporate in other
|
||||
works, reuse and redistribute as freely as possible in any form whatsoever
|
||||
and for any purposes, including without limitation commercial purposes.
|
||||
These owners may contribute to the Commons to promote the ideal of a free
|
||||
culture and the further production of creative, cultural and scientific
|
||||
works, or to gain reputation or greater distribution for their Work in
|
||||
part through the use and efforts of others.
|
||||
|
||||
For these and/or other purposes and motivations, and without any
|
||||
expectation of additional consideration or compensation, the person
|
||||
associating CC0 with a Work (the "Affirmer"), to the extent that he or she
|
||||
is an owner of Copyright and Related Rights in the Work, voluntarily
|
||||
elects to apply CC0 to the Work and publicly distribute the Work under its
|
||||
terms, with knowledge of his or her Copyright and Related Rights in the
|
||||
Work and the meaning and intended legal effect of CC0 on those rights.
|
||||
|
||||
1. Copyright and Related Rights. A Work made available under CC0 may be
|
||||
protected by copyright and related or neighboring rights ("Copyright and
|
||||
Related Rights"). Copyright and Related Rights include, but are not
|
||||
limited to, the following:
|
||||
|
||||
i. the right to reproduce, adapt, distribute, perform, display,
|
||||
communicate, and translate a Work;
|
||||
ii. moral rights retained by the original author(s) and/or performer(s);
|
||||
iii. publicity and privacy rights pertaining to a person's image or
|
||||
likeness depicted in a Work;
|
||||
iv. rights protecting against unfair competition in regards to a Work,
|
||||
subject to the limitations in paragraph 4(a), below;
|
||||
v. rights protecting the extraction, dissemination, use and reuse of data
|
||||
in a Work;
|
||||
vi. database rights (such as those arising under Directive 96/9/EC of the
|
||||
European Parliament and of the Council of 11 March 1996 on the legal
|
||||
protection of databases, and under any national implementation
|
||||
thereof, including any amended or successor version of such
|
||||
directive); and
|
||||
vii. other similar, equivalent or corresponding rights throughout the
|
||||
world based on applicable law or treaty, and any national
|
||||
implementations thereof.
|
||||
|
||||
2. Waiver. To the greatest extent permitted by, but not in contravention
|
||||
of, applicable law, Affirmer hereby overtly, fully, permanently,
|
||||
irrevocably and unconditionally waives, abandons, and surrenders all of
|
||||
Affirmer's Copyright and Related Rights and associated claims and causes
|
||||
of action, whether now known or unknown (including existing as well as
|
||||
future claims and causes of action), in the Work (i) in all territories
|
||||
worldwide, (ii) for the maximum duration provided by applicable law or
|
||||
treaty (including future time extensions), (iii) in any current or future
|
||||
medium and for any number of copies, and (iv) for any purpose whatsoever,
|
||||
including without limitation commercial, advertising or promotional
|
||||
purposes (the "Waiver"). Affirmer makes the Waiver for the benefit of each
|
||||
member of the public at large and to the detriment of Affirmer's heirs and
|
||||
successors, fully intending that such Waiver shall not be subject to
|
||||
revocation, rescission, cancellation, termination, or any other legal or
|
||||
equitable action to disrupt the quiet enjoyment of the Work by the public
|
||||
as contemplated by Affirmer's express Statement of Purpose.
|
||||
|
||||
3. Public License Fallback. Should any part of the Waiver for any reason
|
||||
be judged legally invalid or ineffective under applicable law, then the
|
||||
Waiver shall be preserved to the maximum extent permitted taking into
|
||||
account Affirmer's express Statement of Purpose. In addition, to the
|
||||
extent the Waiver is so judged Affirmer hereby grants to each affected
|
||||
person a royalty-free, non transferable, non sublicensable, non exclusive,
|
||||
irrevocable and unconditional license to exercise Affirmer's Copyright and
|
||||
Related Rights in the Work (i) in all territories worldwide, (ii) for the
|
||||
maximum duration provided by applicable law or treaty (including future
|
||||
time extensions), (iii) in any current or future medium and for any number
|
||||
of copies, and (iv) for any purpose whatsoever, including without
|
||||
limitation commercial, advertising or promotional purposes (the
|
||||
"License"). The License shall be deemed effective as of the date CC0 was
|
||||
applied by Affirmer to the Work. Should any part of the License for any
|
||||
reason be judged legally invalid or ineffective under applicable law, such
|
||||
partial invalidity or ineffectiveness shall not invalidate the remainder
|
||||
of the License, and in such case Affirmer hereby affirms that he or she
|
||||
will not (i) exercise any of his or her remaining Copyright and Related
|
||||
Rights in the Work or (ii) assert any associated claims and causes of
|
||||
action with respect to the Work, in either case contrary to Affirmer's
|
||||
express Statement of Purpose.
|
||||
|
||||
4. Limitations and Disclaimers.
|
||||
|
||||
a. No trademark or patent rights held by Affirmer are waived, abandoned,
|
||||
surrendered, licensed or otherwise affected by this document.
|
||||
b. Affirmer offers the Work as-is and makes no representations or
|
||||
warranties of any kind concerning the Work, express, implied,
|
||||
statutory or otherwise, including without limitation warranties of
|
||||
title, merchantability, fitness for a particular purpose, non
|
||||
infringement, or the absence of latent or other defects, accuracy, or
|
||||
the present or absence of errors, whether or not discoverable, all to
|
||||
the greatest extent permissible under applicable law.
|
||||
c. Affirmer disclaims responsibility for clearing rights of other persons
|
||||
that may apply to the Work or any use thereof, including without
|
||||
limitation any person's Copyright and Related Rights in the Work.
|
||||
Further, Affirmer disclaims responsibility for obtaining any necessary
|
||||
consents, permissions or other rights required for any use of the
|
||||
Work.
|
||||
d. Affirmer understands and acknowledges that Creative Commons is not a
|
||||
party to this document and has no duty or obligation with respect to
|
||||
this CC0 or use of the Work.
|
|
@ -0,0 +1,17 @@
|
|||
# Sprint Mod for MineClone 2
|
||||
Forked from [sprint] by GunshipPenguin
|
||||
|
||||
## Description
|
||||
Allows the player to sprint by pressing the “Use” key (default: E).
|
||||
By default, sprinting will make the player travel 80% faster and
|
||||
allow him/her to jump 10% higher.
|
||||
|
||||
Licence: CC0 (see COPYING file)
|
||||
|
||||
## Mod developer settings (`init.lua`)
|
||||
### `sprint.SPEED`
|
||||
How fast the player will move when sprinting as opposed to normal
|
||||
movement speed. 1.0 represents normal speed so 1.5 would mean that a
|
||||
sprinting player would travel 50% faster than a walking player and
|
||||
2.4 would mean that a sprinting player would travel 140% faster than
|
||||
a walking player.
|
|
@ -0,0 +1,176 @@
|
|||
--[[
|
||||
Sprint mod for Minetest by GunshipPenguin
|
||||
|
||||
To the extent possible under law, the author(s)
|
||||
have dedicated all copyright and related and neighboring rights
|
||||
to this software to the public domain worldwide. This software is
|
||||
distributed without any warranty.
|
||||
]]
|
||||
|
||||
--Configuration variables, these are all explained in README.md
|
||||
sprint = {}
|
||||
|
||||
sprint.SPEED = 1.2
|
||||
|
||||
local players = {}
|
||||
|
||||
-- Returns true if the player with the given name is sprinting, false if not.
|
||||
-- Returns nil if player does not exist.
|
||||
sprint.is_sprinting = function(playername)
|
||||
if players[playername] then
|
||||
return players[playername].sprinting
|
||||
else
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
local playerName = player:get_player_name()
|
||||
|
||||
players[playerName] = {
|
||||
sprinting = false,
|
||||
timeOut = 0,
|
||||
shouldSprint = false,
|
||||
lastPos = player:get_pos(),
|
||||
sprintDistance = 0,
|
||||
fov = 1.0
|
||||
}
|
||||
end)
|
||||
minetest.register_on_leaveplayer(function(player)
|
||||
local playerName = player:get_player_name()
|
||||
players[playerName] = nil
|
||||
end)
|
||||
|
||||
local function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting)
|
||||
local player = minetest.get_player_by_name(playerName)
|
||||
if players[playerName] then
|
||||
players[playerName].sprinting = sprinting
|
||||
if sprinting == true then
|
||||
players[playerName].fov = math.min(players[playerName].fov + 0.05, 1.2)
|
||||
player:set_fov(players[playerName].fov, true, 0.15)
|
||||
playerphysics.add_physics_factor(player, "speed", "sprint:sprint", sprint.SPEED)
|
||||
elseif sprinting == false then
|
||||
players[playerName].fov = math.max(players[playerName].fov - 0.05, 1.0)
|
||||
player:set_fov(players[playerName].fov, true, 0.15)
|
||||
playerphysics.remove_physics_factor(player, "speed", "sprint:sprint")
|
||||
end
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- Given the param2 and paramtype2 of a node, returns the tile that is facing upwards
|
||||
local function get_top_node_tile(param2, paramtype2)
|
||||
if paramtype2 == "colorwallmounted" then
|
||||
paramtype2 = "wallmounted"
|
||||
param2 = param2 % 8
|
||||
elseif paramtype2 == "colorfacedir" then
|
||||
paramtype2 = "facedir"
|
||||
param2 = param2 % 32
|
||||
end
|
||||
if paramtype2 == "wallmounted" then
|
||||
if param2 == 0 then
|
||||
return 2
|
||||
elseif param2 == 1 then
|
||||
return 1
|
||||
else
|
||||
return 5
|
||||
end
|
||||
elseif paramtype2 == "facedir" then
|
||||
if param2 >= 0 and param2 <= 3 then
|
||||
return 1
|
||||
elseif param2 == 4 or param2 == 10 or param2 == 13 or param2 == 19 then
|
||||
return 6
|
||||
elseif param2 == 5 or param2 == 11 or param2 == 14 or param2 == 16 then
|
||||
return 3
|
||||
elseif param2 == 6 or param2 == 8 or param2 == 15 or param2 == 17 then
|
||||
return 5
|
||||
elseif param2 == 7 or param2 == 9 or param2 == 12 or param2 == 18 then
|
||||
return 4
|
||||
elseif param2 >= 20 and param2 <= 23 then
|
||||
return 2
|
||||
else
|
||||
return 1
|
||||
end
|
||||
else
|
||||
return 1
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
--Get the gametime
|
||||
local gameTime = minetest.get_gametime()
|
||||
|
||||
--Loop through all connected players
|
||||
for playerName,playerInfo in pairs(players) do
|
||||
local player = minetest.get_player_by_name(playerName)
|
||||
if player ~= nil then
|
||||
local ctrl = player:get_player_control()
|
||||
--Check if the player should be sprinting
|
||||
if ctrl.aux1 and ctrl.up and not ctrl.sneak then
|
||||
players[playerName]["shouldSprint"] = true
|
||||
else
|
||||
players[playerName]["shouldSprint"] = false
|
||||
end
|
||||
|
||||
local playerPos = player:get_pos()
|
||||
--If the player is sprinting, create particles behind and cause exhaustion
|
||||
if playerInfo["sprinting"] == true and gameTime % 0.1 == 0 then
|
||||
|
||||
-- Exhaust player for sprinting
|
||||
local lastPos = players[playerName].lastPos
|
||||
local dist = vector.distance({x=lastPos.x, y=0, z=lastPos.z}, {x=playerPos.x, y=0, z=playerPos.z})
|
||||
players[playerName].sprintDistance = players[playerName].sprintDistance + dist
|
||||
if players[playerName].sprintDistance >= 1 then
|
||||
local superficial = math.floor(players[playerName].sprintDistance)
|
||||
local full = hunger.get(minetest.get_player_by_name(playerName))
|
||||
- math.floor(superficial / 5)
|
||||
if full < 0 then full = 0 end
|
||||
hunger.set(minetest.get_player_by_name(playerName), full)
|
||||
players[playerName].sprintDistance = players[playerName].sprintDistance - superficial
|
||||
end
|
||||
|
||||
-- Sprint node particles
|
||||
local playerNode = minetest.get_node({x=playerPos["x"], y=playerPos["y"]-1, z=playerPos["z"]})
|
||||
local def = minetest.registered_nodes[playerNode.name]
|
||||
if def and def.walkable then
|
||||
minetest.add_particlespawner({
|
||||
amount = math.random(1, 2),
|
||||
time = 1,
|
||||
minpos = {x=-0.5, y=0.1, z=-0.5},
|
||||
maxpos = {x=0.5, y=0.1, z=0.5},
|
||||
minvel = {x=0, y=5, z=0},
|
||||
maxvel = {x=0, y=5, z=0},
|
||||
minacc = {x=0, y=-13, z=0},
|
||||
maxacc = {x=0, y=-13, z=0},
|
||||
minexptime = 0.1,
|
||||
maxexptime = 1,
|
||||
minsize = 0.5,
|
||||
maxsize = 1.5,
|
||||
collisiondetection = true,
|
||||
attached = player,
|
||||
vertical = false,
|
||||
node = playerNode,
|
||||
node_tile = get_top_node_tile(playerNode.param2, def.paramtype2),
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
--Adjust player states
|
||||
players[playerName].lastPos = playerPos
|
||||
if players[playerName]["shouldSprint"] == true then --Stopped
|
||||
local sprinting
|
||||
-- Prevent sprinting if hungry
|
||||
if hunger.get(minetest.get_player_by_name(playerName)) <= 2 then
|
||||
sprinting = false
|
||||
else
|
||||
sprinting = true
|
||||
end
|
||||
setSprinting(playerName, sprinting)
|
||||
elseif players[playerName]["shouldSprint"] == false then
|
||||
setSprinting(playerName, false)
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end)
|
|
@ -0,0 +1,2 @@
|
|||
name = sprint
|
||||
depends = playerphysics, hunger
|
|
@ -1,426 +0,0 @@
|
|||
|
||||
-- loss probabilities array (one in X will be lost)
|
||||
local loss_prob = {}
|
||||
|
||||
loss_prob["default:crumbled_stone"] = 3
|
||||
loss_prob["default:dirt"] = 4
|
||||
|
||||
-- Fill a list with data for content IDs, after all nodes are registered
|
||||
local cid_data = {}
|
||||
minetest.register_on_mods_loaded(function()
|
||||
for name, def in pairs(minetest.registered_nodes) do
|
||||
cid_data[minetest.get_content_id(name)] = {
|
||||
name = name,
|
||||
drops = def.drops,
|
||||
flammable = def.groups.flammable,
|
||||
on_blast = def.on_blast,
|
||||
}
|
||||
end
|
||||
end)
|
||||
|
||||
local function rand_pos(center, pos, radius)
|
||||
local def
|
||||
local reg_nodes = minetest.registered_nodes
|
||||
local i = 0
|
||||
repeat
|
||||
-- Give up and use the center if this takes too long
|
||||
if i > 4 then
|
||||
pos.x, pos.z = center.x, center.z
|
||||
break
|
||||
end
|
||||
pos.x = center.x + math.random(-radius, radius)
|
||||
pos.z = center.z + math.random(-radius, radius)
|
||||
def = reg_nodes[minetest.get_node(pos).name]
|
||||
i = i + 1
|
||||
until def and not def.walkable
|
||||
end
|
||||
|
||||
local function eject_drops(drops, pos, radius)
|
||||
local drop_pos = vector.new(pos)
|
||||
for _, item in pairs(drops) do
|
||||
local count = math.min(item:get_count(), item:get_stack_max())
|
||||
while count > 0 do
|
||||
local take = math.max(1,math.min(radius * radius,
|
||||
count,
|
||||
item:get_stack_max()))
|
||||
rand_pos(pos, drop_pos, radius)
|
||||
local dropitem = ItemStack(item)
|
||||
dropitem:set_count(take)
|
||||
local obj = minetest.add_item(drop_pos, dropitem)
|
||||
if obj then
|
||||
obj:get_luaentity().collect = true
|
||||
obj:set_acceleration({x = 0, y = -10, z = 0})
|
||||
obj:set_velocity({x = math.random(-3, 3),
|
||||
y = math.random(0, 10),
|
||||
z = math.random(-3, 3)})
|
||||
end
|
||||
count = count - take
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function add_drop(drops, item)
|
||||
item = ItemStack(item)
|
||||
local name = item:get_name()
|
||||
if loss_prob[name] ~= nil and math.random(1, loss_prob[name]) == 1 then
|
||||
return
|
||||
end
|
||||
|
||||
local drop = drops[name]
|
||||
if drop == nil then
|
||||
drops[name] = item
|
||||
else
|
||||
drop:set_count(drop:get_count() + item:get_count())
|
||||
end
|
||||
end
|
||||
|
||||
local basic_flame_on_construct -- cached value
|
||||
local function destroy(drops, npos, cid, c_air, c_fire,
|
||||
on_blast_queue, on_construct_queue,
|
||||
ignore_protection, ignore_on_blast, owner)
|
||||
if not ignore_protection and minetest.is_protected(npos, owner) then
|
||||
return cid
|
||||
end
|
||||
|
||||
local def = cid_data[cid]
|
||||
|
||||
if not def then
|
||||
return c_air
|
||||
elseif not ignore_on_blast and def.on_blast then
|
||||
on_blast_queue[#on_blast_queue + 1] = {
|
||||
pos = vector.new(npos),
|
||||
on_blast = def.on_blast
|
||||
}
|
||||
return cid
|
||||
elseif def.flammable then
|
||||
on_construct_queue[#on_construct_queue + 1] = {
|
||||
fn = basic_flame_on_construct,
|
||||
pos = vector.new(npos)
|
||||
}
|
||||
return c_fire
|
||||
else
|
||||
local node_drops = minetest.get_node_drops(def.name, "")
|
||||
for _, item in pairs(node_drops) do
|
||||
add_drop(drops, item)
|
||||
end
|
||||
return c_air
|
||||
end
|
||||
end
|
||||
|
||||
local function calc_velocity(pos1, pos2, old_vel, power)
|
||||
-- Avoid errors caused by a vector of zero length
|
||||
if vector.equals(pos1, pos2) then
|
||||
return old_vel
|
||||
end
|
||||
|
||||
local vel = vector.direction(pos1, pos2)
|
||||
vel = vector.normalize(vel)
|
||||
vel = vector.multiply(vel, power)
|
||||
|
||||
-- Divide by distance
|
||||
local dist = vector.distance(pos1, pos2)
|
||||
dist = math.max(dist, 1)
|
||||
vel = vector.divide(vel, dist)
|
||||
|
||||
-- Add old velocity
|
||||
vel = vector.add(vel, old_vel)
|
||||
|
||||
-- randomize it a bit
|
||||
vel = vector.add(vel, {
|
||||
x = math.random() - 0.5,
|
||||
y = math.random() - 0.5,
|
||||
z = math.random() - 0.5,
|
||||
})
|
||||
|
||||
-- Limit to terminal velocity
|
||||
dist = vector.length(vel)
|
||||
if dist > 250 then
|
||||
vel = vector.divide(vel, dist / 250)
|
||||
end
|
||||
return vel
|
||||
end
|
||||
|
||||
local function entity_physics(pos, radius, drops)
|
||||
local objs = minetest.get_objects_inside_radius(pos, radius)
|
||||
for _, obj in pairs(objs) do
|
||||
local obj_pos = obj:get_pos()
|
||||
local dist = math.max(1, vector.distance(pos, obj_pos))
|
||||
|
||||
local damage = (4 / dist) * radius
|
||||
if obj:is_player() then
|
||||
local dir = vector.normalize(vector.subtract(obj_pos, pos))
|
||||
local moveoff = vector.multiply(dir, 2 / dist * radius)
|
||||
obj:add_velocity(moveoff)
|
||||
|
||||
obj:set_hp(obj:get_hp() - damage)
|
||||
else
|
||||
local luaobj = obj:get_luaentity()
|
||||
|
||||
-- object might have disappeared somehow
|
||||
if luaobj then
|
||||
local do_damage = true
|
||||
local do_knockback = true
|
||||
local entity_drops = {}
|
||||
local objdef = minetest.registered_entities[luaobj.name]
|
||||
|
||||
if objdef and objdef.on_blast then
|
||||
do_damage, do_knockback, entity_drops = objdef.on_blast(luaobj, damage)
|
||||
end
|
||||
|
||||
if do_knockback then
|
||||
local obj_vel = obj:get_velocity()
|
||||
obj:set_velocity(calc_velocity(pos, obj_pos,
|
||||
obj_vel, radius * 10))
|
||||
end
|
||||
if do_damage then
|
||||
if not obj:get_armor_groups().immortal then
|
||||
obj:punch(obj, 1.0, {
|
||||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy = damage},
|
||||
}, nil)
|
||||
end
|
||||
end
|
||||
for _, item in pairs(entity_drops) do
|
||||
add_drop(drops, item)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function add_effects(pos, radius, drops)
|
||||
minetest.add_particle({
|
||||
pos = pos,
|
||||
velocity = vector.new(),
|
||||
acceleration = vector.new(),
|
||||
expirationtime = 0.4,
|
||||
size = radius * 10,
|
||||
collisiondetection = false,
|
||||
vertical = false,
|
||||
texture = "tnt_boom.png",
|
||||
glow = 15,
|
||||
})
|
||||
minetest.add_particlespawner({
|
||||
amount = 64,
|
||||
time = 0.5,
|
||||
minpos = vector.subtract(pos, radius / 2),
|
||||
maxpos = vector.add(pos, radius / 2),
|
||||
minvel = {x = -10, y = -10, z = -10},
|
||||
maxvel = {x = 10, y = 10, z = 10},
|
||||
minacc = vector.new(),
|
||||
maxacc = vector.new(),
|
||||
minexptime = 1,
|
||||
maxexptime = 2.5,
|
||||
minsize = radius * 3,
|
||||
maxsize = radius * 5,
|
||||
texture = "tnt_smoke.png",
|
||||
})
|
||||
|
||||
-- we just dropped some items. Look at the items entities and pick
|
||||
-- one of them to use as texture
|
||||
local texture = "tnt_blast.png" --fallback texture
|
||||
local node
|
||||
local most = 0
|
||||
for name, stack in pairs(drops) do
|
||||
local count = stack:get_count()
|
||||
if count > most then
|
||||
most = count
|
||||
local def = minetest.registered_nodes[name]
|
||||
if def then
|
||||
node = { name = name }
|
||||
end
|
||||
if def and def.tiles and def.tiles[1] then
|
||||
texture = def.tiles[1]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
minetest.add_particlespawner({
|
||||
amount = 64,
|
||||
time = 0.1,
|
||||
minpos = vector.subtract(pos, radius / 2),
|
||||
maxpos = vector.add(pos, radius / 2),
|
||||
minvel = {x = -3, y = 0, z = -3},
|
||||
maxvel = {x = 3, y = 5, z = 3},
|
||||
minacc = {x = 0, y = -10, z = 0},
|
||||
maxacc = {x = 0, y = -10, z = 0},
|
||||
minexptime = 0.8,
|
||||
maxexptime = 2.0,
|
||||
minsize = radius * 0.33,
|
||||
maxsize = radius,
|
||||
texture = texture,
|
||||
-- ^ only as fallback for clients without support for `node` parameter
|
||||
node = node,
|
||||
collisiondetection = true,
|
||||
})
|
||||
end
|
||||
|
||||
function tnt.burn(pos, nodename)
|
||||
local name = nodename or minetest.get_node(pos).name
|
||||
local def = minetest.registered_nodes[name]
|
||||
if not def then
|
||||
return
|
||||
elseif def.on_ignite then
|
||||
def.on_ignite(pos)
|
||||
elseif minetest.get_item_group(name, "tnt") > 0 then
|
||||
minetest.swap_node(pos, {name = name .. "_burning"})
|
||||
minetest.sound_play("tnt_ignite", {pos = pos}, true)
|
||||
minetest.get_node_timer(pos):start(1)
|
||||
end
|
||||
end
|
||||
|
||||
local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast, owner, explode_center)
|
||||
pos = vector.round(pos)
|
||||
-- scan for adjacent TNT nodes first, and enlarge the explosion
|
||||
local vm1 = VoxelManip()
|
||||
local p1 = vector.subtract(pos, 2)
|
||||
local p2 = vector.add(pos, 2)
|
||||
local minp, maxp = vm1:read_from_map(p1, p2)
|
||||
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
|
||||
local data = vm1:get_data()
|
||||
local count = 0
|
||||
local c_tnt
|
||||
local c_tnt_burning = minetest.get_content_id("tnt:tnt_burning")
|
||||
local c_tnt_boom = minetest.get_content_id("tnt:boom")
|
||||
local c_air = minetest.get_content_id("air")
|
||||
if enable_tnt then
|
||||
c_tnt = minetest.get_content_id("tnt:tnt")
|
||||
else
|
||||
c_tnt = c_tnt_burning -- tnt is not registered if disabled
|
||||
end
|
||||
-- make sure we still have explosion even when centre node isnt tnt related
|
||||
if explode_center then
|
||||
count = 1
|
||||
end
|
||||
|
||||
for z = pos.z - 2, pos.z + 2 do
|
||||
for y = pos.y - 2, pos.y + 2 do
|
||||
local vi = a:index(pos.x - 2, y, z)
|
||||
for x = pos.x - 2, pos.x + 2 do
|
||||
local cid = data[vi]
|
||||
if cid == c_tnt or cid == c_tnt_boom or cid == c_tnt_burning then
|
||||
count = count + 1
|
||||
data[vi] = c_air
|
||||
end
|
||||
vi = vi + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
vm1:set_data(data)
|
||||
vm1:write_to_map()
|
||||
|
||||
-- recalculate new radius
|
||||
radius = math.floor(radius * math.pow(count, 1/3))
|
||||
|
||||
-- perform the explosion
|
||||
local vm = VoxelManip()
|
||||
local pr = PseudoRandom(os.time())
|
||||
p1 = vector.subtract(pos, radius)
|
||||
p2 = vector.add(pos, radius)
|
||||
minp, maxp = vm:read_from_map(p1, p2)
|
||||
a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
|
||||
data = vm:get_data()
|
||||
|
||||
local drops = {}
|
||||
local on_blast_queue = {}
|
||||
local on_construct_queue = {}
|
||||
basic_flame_on_construct = minetest.registered_nodes["fire:basic_flame"].on_construct
|
||||
|
||||
local c_fire = minetest.get_content_id("fire:basic_flame")
|
||||
for z = -radius, radius do
|
||||
for y = -radius, radius do
|
||||
local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
|
||||
for x = -radius, radius do
|
||||
local r = vector.length(vector.new(x, y, z))
|
||||
if (radius * radius) / (r * r) >= (pr:next(80, 125) / 100) then
|
||||
local cid = data[vi]
|
||||
local p = {x = pos.x + x, y = pos.y + y, z = pos.z + z}
|
||||
if cid ~= c_air then
|
||||
data[vi] = destroy(drops, p, cid, c_air, c_fire,
|
||||
on_blast_queue, on_construct_queue,
|
||||
ignore_protection, ignore_on_blast, owner)
|
||||
end
|
||||
end
|
||||
vi = vi + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
vm:set_data(data)
|
||||
vm:write_to_map()
|
||||
vm:update_map()
|
||||
vm:update_liquids()
|
||||
|
||||
-- call check_single_for_falling for everything within 1.5x blast radius
|
||||
for y = -radius * 1.5, radius * 1.5 do
|
||||
for z = -radius * 1.5, radius * 1.5 do
|
||||
for x = -radius * 1.5, radius * 1.5 do
|
||||
local rad = {x = x, y = y, z = z}
|
||||
local s = vector.add(pos, rad)
|
||||
local r = vector.length(rad)
|
||||
if r / radius < 1.4 then
|
||||
minetest.check_single_for_falling(s)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for _, queued_data in pairs(on_blast_queue) do
|
||||
local dist = math.max(1, vector.distance(queued_data.pos, pos))
|
||||
local intensity = (radius * radius) / (dist * dist)
|
||||
local node_drops = queued_data.on_blast(queued_data.pos, intensity)
|
||||
if node_drops then
|
||||
for _, item in pairs(node_drops) do
|
||||
add_drop(drops, item)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for _, queued_data in pairs(on_construct_queue) do
|
||||
queued_data.fn(queued_data.pos)
|
||||
end
|
||||
|
||||
minetest.log("action", "TNT owned by " .. owner .. " detonated at " ..
|
||||
minetest.pos_to_string(pos) .. " with radius " .. radius)
|
||||
|
||||
return drops, radius
|
||||
end
|
||||
|
||||
function tnt.boom(pos, def)
|
||||
def = def or {}
|
||||
def.radius = def.radius or 1
|
||||
def.damage_radius = def.damage_radius or def.radius * 2
|
||||
local meta = minetest.get_meta(pos)
|
||||
local owner = meta:get_string("owner")
|
||||
if not def.explode_center and def.ignore_protection ~= true then
|
||||
minetest.set_node(pos, {name = "tnt:boom"})
|
||||
end
|
||||
local sound = def.sound or "tnt_explode"
|
||||
minetest.sound_play(sound, {pos = pos, gain = 2.5,
|
||||
max_hear_distance = math.min(def.radius * 20, 128)}, true)
|
||||
local drops, radius = tnt_explode(pos, def.radius, def.ignore_protection,
|
||||
def.ignore_on_blast, owner, def.explode_center)
|
||||
-- append entity drops
|
||||
local damage_radius = (radius / math.max(1, def.radius)) * def.damage_radius
|
||||
entity_physics(pos, damage_radius, drops)
|
||||
if not def.disable_drops then
|
||||
eject_drops(drops, pos, radius)
|
||||
end
|
||||
add_effects(pos, radius, drops)
|
||||
minetest.log("action", "A TNT explosion occurred at " .. minetest.pos_to_string(pos) ..
|
||||
" with radius " .. radius)
|
||||
end
|
||||
|
||||
minetest.register_node("tnt:boom", {
|
||||
drawtype = "airlike",
|
||||
inventory_image = "tnt_boom.png",
|
||||
wield_image = "tnt_boom.png",
|
||||
light_source = default.LIGHT_MAX,
|
||||
walkable = false,
|
||||
drop = "",
|
||||
groups = {dig_immediate = 3, not_in_creative_inventory = 1},
|
||||
-- unaffected by explosions
|
||||
on_blast = function() end,
|
||||
})
|
||||
|
|
@ -1,7 +1,10 @@
|
|||
-- tnt/init.lua
|
||||
|
||||
tnt = {}
|
||||
|
||||
-- Load support for MT game translation.
|
||||
local S = minetest.get_translator("tnt")
|
||||
|
||||
tnt = {}
|
||||
|
||||
-- Default to enabled when in singleplayer
|
||||
local enable_tnt = minetest.settings:get_bool("enable_tnt")
|
||||
|
@ -9,9 +12,433 @@ if enable_tnt == nil then
|
|||
enable_tnt = minetest.is_singleplayer()
|
||||
end
|
||||
|
||||
-- loss probabilities array (one in X will be lost)
|
||||
local loss_prob = {}
|
||||
|
||||
loss_prob["default:cobble"] = 3
|
||||
loss_prob["default:dirt"] = 4
|
||||
|
||||
local tnt_radius = tonumber(minetest.settings:get("tnt_radius") or 3)
|
||||
|
||||
dofile(minetest.get_modpath("tnt").."/functions.lua")
|
||||
-- Fill a list with data for content IDs, after all nodes are registered
|
||||
local cid_data = {}
|
||||
minetest.register_on_mods_loaded(function()
|
||||
for name, def in pairs(minetest.registered_nodes) do
|
||||
cid_data[minetest.get_content_id(name)] = {
|
||||
name = name,
|
||||
drops = def.drops,
|
||||
flammable = def.groups.flammable,
|
||||
on_blast = def.on_blast,
|
||||
}
|
||||
end
|
||||
end)
|
||||
|
||||
local function rand_pos(center, pos, radius)
|
||||
local def
|
||||
local reg_nodes = minetest.registered_nodes
|
||||
local i = 0
|
||||
repeat
|
||||
-- Give up and use the center if this takes too long
|
||||
if i > 4 then
|
||||
pos.x, pos.z = center.x, center.z
|
||||
break
|
||||
end
|
||||
pos.x = center.x + math.random(-radius, radius)
|
||||
pos.z = center.z + math.random(-radius, radius)
|
||||
def = reg_nodes[minetest.get_node(pos).name]
|
||||
i = i + 1
|
||||
until def and not def.walkable
|
||||
end
|
||||
|
||||
local function eject_drops(drops, pos, radius)
|
||||
local drop_pos = vector.new(pos)
|
||||
for _, item in pairs(drops) do
|
||||
local count = math.min(item:get_count(), item:get_stack_max())
|
||||
while count > 0 do
|
||||
local take = math.max(1,math.min(radius * radius,
|
||||
count,
|
||||
item:get_stack_max()))
|
||||
rand_pos(pos, drop_pos, radius)
|
||||
local dropitem = ItemStack(item)
|
||||
dropitem:set_count(take)
|
||||
local obj = minetest.add_item(drop_pos, dropitem)
|
||||
if obj then
|
||||
obj:get_luaentity().collect = true
|
||||
obj:set_acceleration({x = 0, y = -10, z = 0})
|
||||
obj:set_velocity({x = math.random(-3, 3),
|
||||
y = math.random(0, 10),
|
||||
z = math.random(-3, 3)})
|
||||
end
|
||||
count = count - take
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function add_drop(drops, item)
|
||||
item = ItemStack(item)
|
||||
local name = item:get_name()
|
||||
if loss_prob[name] ~= nil and math.random(1, loss_prob[name]) == 1 then
|
||||
return
|
||||
end
|
||||
|
||||
local drop = drops[name]
|
||||
if drop == nil then
|
||||
drops[name] = item
|
||||
else
|
||||
drop:set_count(drop:get_count() + item:get_count())
|
||||
end
|
||||
end
|
||||
|
||||
local basic_flame_on_construct -- cached value
|
||||
local function destroy(drops, npos, cid, c_air, c_fire,
|
||||
on_blast_queue, on_construct_queue,
|
||||
ignore_protection, ignore_on_blast, owner)
|
||||
if not ignore_protection and minetest.is_protected(npos, owner) then
|
||||
return cid
|
||||
end
|
||||
|
||||
local def = cid_data[cid]
|
||||
|
||||
if not def then
|
||||
return c_air
|
||||
elseif not ignore_on_blast and def.on_blast then
|
||||
on_blast_queue[#on_blast_queue + 1] = {
|
||||
pos = vector.new(npos),
|
||||
on_blast = def.on_blast
|
||||
}
|
||||
return cid
|
||||
elseif def.flammable then
|
||||
on_construct_queue[#on_construct_queue + 1] = {
|
||||
fn = basic_flame_on_construct,
|
||||
pos = vector.new(npos)
|
||||
}
|
||||
return c_fire
|
||||
else
|
||||
local node_drops = minetest.get_node_drops(def.name, "")
|
||||
for _, item in pairs(node_drops) do
|
||||
add_drop(drops, item)
|
||||
end
|
||||
return c_air
|
||||
end
|
||||
end
|
||||
|
||||
local function calc_velocity(pos1, pos2, old_vel, power)
|
||||
-- Avoid errors caused by a vector of zero length
|
||||
if vector.equals(pos1, pos2) then
|
||||
return old_vel
|
||||
end
|
||||
|
||||
local vel = vector.direction(pos1, pos2)
|
||||
vel = vector.normalize(vel)
|
||||
vel = vector.multiply(vel, power)
|
||||
|
||||
-- Divide by distance
|
||||
local dist = vector.distance(pos1, pos2)
|
||||
dist = math.max(dist, 1)
|
||||
vel = vector.divide(vel, dist)
|
||||
|
||||
-- Add old velocity
|
||||
vel = vector.add(vel, old_vel)
|
||||
|
||||
-- randomize it a bit
|
||||
vel = vector.add(vel, {
|
||||
x = math.random() - 0.5,
|
||||
y = math.random() - 0.5,
|
||||
z = math.random() - 0.5,
|
||||
})
|
||||
|
||||
-- Limit to terminal velocity
|
||||
dist = vector.length(vel)
|
||||
if dist > 250 then
|
||||
vel = vector.divide(vel, dist / 250)
|
||||
end
|
||||
return vel
|
||||
end
|
||||
|
||||
local function entity_physics(pos, radius, drops)
|
||||
local objs = minetest.get_objects_inside_radius(pos, radius)
|
||||
for _, obj in pairs(objs) do
|
||||
local obj_pos = obj:get_pos()
|
||||
local dist = math.max(1, vector.distance(pos, obj_pos))
|
||||
|
||||
local damage = (4 / dist) * radius
|
||||
if obj:is_player() then
|
||||
local dir = vector.normalize(vector.subtract(obj_pos, pos))
|
||||
local moveoff = vector.multiply(dir, 2 / dist * radius)
|
||||
obj:add_velocity(moveoff)
|
||||
|
||||
obj:set_hp(obj:get_hp() - damage)
|
||||
else
|
||||
local luaobj = obj:get_luaentity()
|
||||
|
||||
-- object might have disappeared somehow
|
||||
if luaobj then
|
||||
local do_damage = true
|
||||
local do_knockback = true
|
||||
local entity_drops = {}
|
||||
local objdef = minetest.registered_entities[luaobj.name]
|
||||
|
||||
if objdef and objdef.on_blast then
|
||||
do_damage, do_knockback, entity_drops = objdef.on_blast(luaobj, damage)
|
||||
end
|
||||
|
||||
if do_knockback then
|
||||
local obj_vel = obj:get_velocity()
|
||||
obj:set_velocity(calc_velocity(pos, obj_pos,
|
||||
obj_vel, radius * 10))
|
||||
end
|
||||
if do_damage then
|
||||
if not obj:get_armor_groups().immortal then
|
||||
obj:punch(obj, 1.0, {
|
||||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy = damage},
|
||||
}, nil)
|
||||
end
|
||||
end
|
||||
for _, item in pairs(entity_drops) do
|
||||
add_drop(drops, item)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function add_effects(pos, radius, drops)
|
||||
minetest.add_particle({
|
||||
pos = pos,
|
||||
velocity = vector.new(),
|
||||
acceleration = vector.new(),
|
||||
expirationtime = 0.4,
|
||||
size = radius * 10,
|
||||
collisiondetection = false,
|
||||
vertical = false,
|
||||
texture = "tnt_boom.png",
|
||||
glow = 15,
|
||||
})
|
||||
minetest.add_particlespawner({
|
||||
amount = 64,
|
||||
time = 0.5,
|
||||
minpos = vector.subtract(pos, radius / 2),
|
||||
maxpos = vector.add(pos, radius / 2),
|
||||
minvel = {x = -10, y = -10, z = -10},
|
||||
maxvel = {x = 10, y = 10, z = 10},
|
||||
minacc = vector.new(),
|
||||
maxacc = vector.new(),
|
||||
minexptime = 1,
|
||||
maxexptime = 2.5,
|
||||
minsize = radius * 3,
|
||||
maxsize = radius * 5,
|
||||
texture = "tnt_smoke.png",
|
||||
})
|
||||
|
||||
-- we just dropped some items. Look at the items entities and pick
|
||||
-- one of them to use as texture
|
||||
local texture = "tnt_blast.png" --fallback texture
|
||||
local node
|
||||
local most = 0
|
||||
for name, stack in pairs(drops) do
|
||||
local count = stack:get_count()
|
||||
if count > most then
|
||||
most = count
|
||||
local def = minetest.registered_nodes[name]
|
||||
if def then
|
||||
node = { name = name }
|
||||
if def.tiles and type(def.tiles[1]) == "string" then
|
||||
texture = def.tiles[1]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
minetest.add_particlespawner({
|
||||
amount = 64,
|
||||
time = 0.1,
|
||||
minpos = vector.subtract(pos, radius / 2),
|
||||
maxpos = vector.add(pos, radius / 2),
|
||||
minvel = {x = -3, y = 0, z = -3},
|
||||
maxvel = {x = 3, y = 5, z = 3},
|
||||
minacc = {x = 0, y = -10, z = 0},
|
||||
maxacc = {x = 0, y = -10, z = 0},
|
||||
minexptime = 0.8,
|
||||
maxexptime = 2.0,
|
||||
minsize = radius * 0.33,
|
||||
maxsize = radius,
|
||||
texture = texture,
|
||||
-- ^ only as fallback for clients without support for `node` parameter
|
||||
node = node,
|
||||
collisiondetection = true,
|
||||
})
|
||||
end
|
||||
|
||||
function tnt.burn(pos, nodename)
|
||||
local name = nodename or minetest.get_node(pos).name
|
||||
local def = minetest.registered_nodes[name]
|
||||
if not def then
|
||||
return
|
||||
elseif def.on_ignite then
|
||||
def.on_ignite(pos)
|
||||
elseif minetest.get_item_group(name, "tnt") > 0 then
|
||||
minetest.swap_node(pos, {name = name .. "_burning"})
|
||||
minetest.sound_play("tnt_ignite", {pos = pos, gain = 1.0}, true)
|
||||
minetest.get_node_timer(pos):start(1)
|
||||
end
|
||||
end
|
||||
|
||||
local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast, owner, explode_center)
|
||||
pos = vector.round(pos)
|
||||
-- scan for adjacent TNT nodes first, and enlarge the explosion
|
||||
local vm1 = VoxelManip()
|
||||
local p1 = vector.subtract(pos, 2)
|
||||
local p2 = vector.add(pos, 2)
|
||||
local minp, maxp = vm1:read_from_map(p1, p2)
|
||||
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
|
||||
local data = vm1:get_data()
|
||||
local count = 0
|
||||
local c_tnt
|
||||
local c_tnt_burning = minetest.get_content_id("tnt:tnt_burning")
|
||||
local c_tnt_boom = minetest.get_content_id("tnt:boom")
|
||||
local c_air = minetest.CONTENT_AIR
|
||||
local c_ignore = minetest.CONTENT_IGNORE
|
||||
if enable_tnt then
|
||||
c_tnt = minetest.get_content_id("tnt:tnt")
|
||||
else
|
||||
c_tnt = c_tnt_burning -- tnt is not registered if disabled
|
||||
end
|
||||
-- make sure we still have explosion even when centre node isnt tnt related
|
||||
if explode_center then
|
||||
count = 1
|
||||
end
|
||||
|
||||
for z = pos.z - 2, pos.z + 2 do
|
||||
for y = pos.y - 2, pos.y + 2 do
|
||||
local vi = a:index(pos.x - 2, y, z)
|
||||
for x = pos.x - 2, pos.x + 2 do
|
||||
local cid = data[vi]
|
||||
if cid == c_tnt or cid == c_tnt_boom or cid == c_tnt_burning then
|
||||
count = count + 1
|
||||
data[vi] = c_air
|
||||
end
|
||||
vi = vi + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
vm1:set_data(data)
|
||||
vm1:write_to_map()
|
||||
|
||||
-- recalculate new radius
|
||||
radius = math.floor(radius * math.pow(count, 1/3))
|
||||
|
||||
-- perform the explosion
|
||||
local vm = VoxelManip()
|
||||
local pr = PseudoRandom(os.time())
|
||||
p1 = vector.subtract(pos, radius)
|
||||
p2 = vector.add(pos, radius)
|
||||
minp, maxp = vm:read_from_map(p1, p2)
|
||||
a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
|
||||
data = vm:get_data()
|
||||
|
||||
local drops = {}
|
||||
local on_blast_queue = {}
|
||||
local on_construct_queue = {}
|
||||
basic_flame_on_construct = minetest.registered_nodes["fire:basic_flame"].on_construct
|
||||
|
||||
local c_fire = minetest.get_content_id("fire:basic_flame")
|
||||
for z = -radius, radius do
|
||||
for y = -radius, radius do
|
||||
local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
|
||||
for x = -radius, radius do
|
||||
local r = vector.length(vector.new(x, y, z))
|
||||
if (radius * radius) / (r * r) >= (pr:next(80, 125) / 100) then
|
||||
local cid = data[vi]
|
||||
local p = {x = pos.x + x, y = pos.y + y, z = pos.z + z}
|
||||
if cid ~= c_air and cid ~= c_ignore then
|
||||
data[vi] = destroy(drops, p, cid, c_air, c_fire,
|
||||
on_blast_queue, on_construct_queue,
|
||||
ignore_protection, ignore_on_blast, owner)
|
||||
end
|
||||
end
|
||||
vi = vi + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
vm:set_data(data)
|
||||
vm:write_to_map()
|
||||
vm:update_map()
|
||||
vm:update_liquids()
|
||||
|
||||
-- call check_single_for_falling for everything within 1.5x blast radius
|
||||
for y = -radius * 1.5, radius * 1.5 do
|
||||
for z = -radius * 1.5, radius * 1.5 do
|
||||
for x = -radius * 1.5, radius * 1.5 do
|
||||
local rad = {x = x, y = y, z = z}
|
||||
local s = vector.add(pos, rad)
|
||||
local r = vector.length(rad)
|
||||
if r / radius < 1.4 then
|
||||
minetest.check_single_for_falling(s)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for _, queued_data in pairs(on_blast_queue) do
|
||||
local dist = math.max(1, vector.distance(queued_data.pos, pos))
|
||||
local intensity = (radius * radius) / (dist * dist)
|
||||
local node_drops = queued_data.on_blast(queued_data.pos, intensity)
|
||||
if node_drops then
|
||||
for _, item in pairs(node_drops) do
|
||||
add_drop(drops, item)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for _, queued_data in pairs(on_construct_queue) do
|
||||
queued_data.fn(queued_data.pos)
|
||||
end
|
||||
|
||||
minetest.log("action", "TNT owned by " .. owner .. " detonated at " ..
|
||||
minetest.pos_to_string(pos) .. " with radius " .. radius)
|
||||
|
||||
return drops, radius
|
||||
end
|
||||
|
||||
function tnt.boom(pos, def)
|
||||
def = def or {}
|
||||
def.radius = def.radius or 1
|
||||
def.damage_radius = def.damage_radius or def.radius * 2
|
||||
local meta = minetest.get_meta(pos)
|
||||
local owner = meta:get_string("owner")
|
||||
if not def.explode_center and def.ignore_protection ~= true then
|
||||
minetest.set_node(pos, {name = "tnt:boom"})
|
||||
end
|
||||
local sound = def.sound or "tnt_explode"
|
||||
minetest.sound_play(sound, {pos = pos, gain = 2.5,
|
||||
max_hear_distance = math.min(def.radius * 20, 128)}, true)
|
||||
local drops, radius = tnt_explode(pos, def.radius, def.ignore_protection,
|
||||
def.ignore_on_blast, owner, def.explode_center)
|
||||
-- append entity drops
|
||||
local damage_radius = (radius / math.max(1, def.radius)) * def.damage_radius
|
||||
entity_physics(pos, damage_radius, drops)
|
||||
if not def.disable_drops then
|
||||
eject_drops(drops, pos, radius)
|
||||
end
|
||||
add_effects(pos, radius, drops)
|
||||
minetest.log("action", "A TNT explosion occurred at " .. minetest.pos_to_string(pos) ..
|
||||
" with radius " .. radius)
|
||||
end
|
||||
|
||||
minetest.register_node("tnt:boom", {
|
||||
drawtype = "airlike",
|
||||
inventory_image = "tnt_boom.png",
|
||||
wield_image = "tnt_boom.png",
|
||||
light_source = default.LIGHT_MAX,
|
||||
walkable = false,
|
||||
drop = "",
|
||||
groups = {dig_immediate = 3, not_in_creative_inventory = 1},
|
||||
-- unaffected by explosions
|
||||
on_blast = function() end,
|
||||
})
|
||||
|
||||
minetest.register_node("tnt:gunpowder", {
|
||||
description = S("Gun Powder"),
|
||||
|
@ -39,9 +466,7 @@ minetest.register_node("tnt:gunpowder", {
|
|||
on_punch = function(pos, node, puncher)
|
||||
if puncher:get_wielded_item():get_name() == "default:torch" then
|
||||
minetest.set_node(pos, {name = "tnt:gunpowder_burning"})
|
||||
minetest.log("action", puncher:get_player_name() ..
|
||||
" ignites tnt:gunpowder at " ..
|
||||
minetest.pos_to_string(pos))
|
||||
default.log_player_action(puncher, "ignites tnt:gunpowder at", pos)
|
||||
end
|
||||
end,
|
||||
on_blast = function(pos, intensity)
|
||||
|
@ -129,7 +554,7 @@ minetest.register_node("tnt:gunpowder_burning", {
|
|||
on_blast = function() end,
|
||||
on_construct = function(pos)
|
||||
minetest.sound_play("tnt_gunpowder_burning", {pos = pos,
|
||||
gain = 2}, true)
|
||||
gain = 1.0}, true)
|
||||
minetest.get_node_timer(pos):start(1)
|
||||
end,
|
||||
})
|
||||
|
@ -209,9 +634,7 @@ function tnt.register_tnt(def)
|
|||
if puncher:get_wielded_item():get_name() == "default:torch" then
|
||||
minetest.swap_node(pos, {name = name .. "_burning"})
|
||||
minetest.registered_nodes[name .. "_burning"].on_construct(pos)
|
||||
minetest.log("action", puncher:get_player_name() ..
|
||||
" ignites " .. node.name .. " at " ..
|
||||
minetest.pos_to_string(pos))
|
||||
default.log_player_action(puncher, "ignites", node.name, "at", pos)
|
||||
end
|
||||
end,
|
||||
on_blast = function(pos, intensity)
|
||||
|
|
|
@ -26,9 +26,10 @@ DEALINGS IN THE SOFTWARE.
|
|||
For more details:
|
||||
https://opensource.org/licenses/MIT
|
||||
|
||||
===================================
|
||||
|
||||
Licenses of media (textures)
|
||||
----------------------------
|
||||
Licenses of media
|
||||
-----------------
|
||||
|
||||
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||
Copyright (C) 2014-2016 BlockMen
|
||||
|
@ -64,3 +65,36 @@ rights may limit how you use the material.
|
|||
|
||||
For more details:
|
||||
http://creativecommons.org/licenses/by-sa/3.0/
|
||||
|
||||
====================================================
|
||||
|
||||
CC0 1.0 Universal (CC0 1.0) Public Domain Dedication
|
||||
for audio files (found in sounds folder)
|
||||
TumeniNodes
|
||||
steveygos93
|
||||
theneedle.tv
|
||||
frankelmedico
|
||||
|
||||
No Copyright
|
||||
|
||||
The person who associated a work with this deed has dedicated the work to the public domain
|
||||
by waiving all of his or her rights to the work worldwide under copyright law, including all
|
||||
related and neighboring rights, to the extent allowed by law.
|
||||
|
||||
You can copy, modify, distribute and perform the work, even for commercial purposes, all
|
||||
without asking permission. See Other Information below.
|
||||
|
||||
In no way are the patent or trademark rights of any person affected by CC0, nor are the
|
||||
rights that other persons may have in the work or in how the work is used, such as publicity
|
||||
or privacy rights.
|
||||
|
||||
Unless expressly stated otherwise, the person who associated a work with this deed makes no
|
||||
warranties about the work, and disclaims liability for all uses of the work, to the fullest
|
||||
extent permitted by applicable law.
|
||||
|
||||
When using or citing the work, you should not imply endorsement by the author or the affirmer.
|
||||
|
||||
This license is acceptable for Free Cultural Works.
|
||||
For more Information:
|
||||
https://creativecommons.org/publicdomain/zero/1.0/
|
||||
|
||||
|
|
Loading…
Reference in New Issue