Initial release...
72
README.md
Executable file
@ -0,0 +1,72 @@
|
||||
MTSM - Minetest Server Manager
|
||||
----
|
||||
MTSM is a simple server manager with a tiny bash event manager. It requires
|
||||
no setup (except setting properties in the config.php script) and the start
|
||||
of MTSM's event manager. MTSM is released under the CC-BY-SA v3.0 unported.
|
||||
|
||||
MTSM was written by Chris Dorman, 2021 <https://cddo.cc>
|
||||
|
||||
Requirements
|
||||
----
|
||||
* PHP5+
|
||||
* Minetest, Multicraft, Etc, installed and configured for your system.
|
||||
* Super user privleges for the event manager unless executed as the web server user.
|
||||
|
||||
Setup
|
||||
----
|
||||
* Modify config.php to your needs
|
||||
* Visit page to generate mtm_db for flat file user database
|
||||
* Execute MTSM backend as SU: sudo ./start-mtsm start
|
||||
* Copy a fresh minetest source tree (compiled with binaries) into servers/ in a .tgz archive (THIS MUST BE DONE FOR THE SCRIPT TO COPY AND START A FRESH VM)
|
||||
|
||||
minetest-current.tgz archive tree
|
||||
------
|
||||
|
||||
* servers/minetest-current.tgz
|
||||
- bin/
|
||||
---->
|
||||
- minetestserver
|
||||
- games/
|
||||
...
|
||||
|
||||
and so on!
|
||||
|
||||
multicraft.tgz tree
|
||||
------
|
||||
|
||||
* servers/multicraft.tgz
|
||||
- bin/
|
||||
---->
|
||||
- multicraftserver
|
||||
- games/
|
||||
...
|
||||
|
||||
and so on!
|
||||
|
||||
* These archives are uncompressed by the event manager when each user creates a server.
|
||||
This step is crucial for an operating MTSM installation.
|
||||
|
||||
Mods / Gamepacks
|
||||
----
|
||||
|
||||
* Mods are sharable to all users, and should be copied to mods/ within the MTSM tree.
|
||||
* Minetest games should be installed, as a directory, in games/ within the MTSM tree.
|
||||
|
||||
ChangeLog
|
||||
----
|
||||
|
||||
2/01/2021 - v1.0
|
||||
* Working PHP front end with user registeration and login
|
||||
* Working bash back end for server management
|
||||
* Allows each user to create 1 server, minetest-current or multicraft
|
||||
* Allows user ability to start / stop server
|
||||
* configure minetest.conf (to an extent)
|
||||
* PHP email validation via filter_var
|
||||
* Allows users the ability to enable mods, via mod menu.
|
||||
* User viewable logfile, minetest.conf, and soon world.mt
|
||||
|
||||
Licensing
|
||||
----
|
||||
|
||||
MTSM (C) Chris Dorman, 2021. MTSM is released under CC-BY-SA version 3.0 and is
|
||||
released as is.
|
24
config.php
Executable file
@ -0,0 +1,24 @@
|
||||
<?php
|
||||
///////
|
||||
// MTSM - Minetest Server Manager
|
||||
// (C) Chris Dorman, CC-BY-SA v3.0 (2021)
|
||||
// https://github.com/Pentium44/MTSM
|
||||
// Version: 1.0
|
||||
///////
|
||||
|
||||
$mtsmtitle = "webpanel ~ panel.edgy1.net"; // MTSM Title
|
||||
$desc = "Simple, ad-free, and lightweight Minetest hosting solution that's number one for YOU! " . $mtsmtitle . " is powered by MTSM."; // Description
|
||||
$domain = "https://panel.edgy1.net"; // where is MTSM operating?
|
||||
$version = "1.0"; // version of MTSM
|
||||
$defaultip = "fi.edgy1.net"; // Default IP for user servers
|
||||
$maxservers = "100"; // max server count.
|
||||
$portrange = "30"; // <port range>xxx example 30, would be 30001 for port usage on the first user
|
||||
|
||||
// Default "admin" account password
|
||||
$admin_passwd = "ChangeM3!";
|
||||
|
||||
// IRC settings, for IRC plugin
|
||||
$default_irc_server = "irc.edgy1.net";
|
||||
$default_irc_port = "6667";
|
||||
|
||||
?>
|
143
functions.php
Executable file
@ -0,0 +1,143 @@
|
||||
<?php
|
||||
// MTSM - Minetest Server Manager
|
||||
// (C) Chris Dorman, 2021
|
||||
// License: CC-BY-SA version 3.0
|
||||
// http://github.com/Pentium44/MTSM
|
||||
|
||||
function recurse_copy($src,$dst) {
|
||||
$dir = opendir($src);
|
||||
@mkdir($dst);
|
||||
while(false !== ( $file = readdir($dir)) ) {
|
||||
if (( $file != '.' ) && ( $file != '..' )) {
|
||||
if ( is_dir($src . '/' . $file) ) {
|
||||
recurse_copy($src . '/' . $file,$dst . '/' . $file);
|
||||
}
|
||||
else {
|
||||
copy($src . '/' . $file,$dst . '/' . $file);
|
||||
}
|
||||
}
|
||||
}
|
||||
closedir($dir);
|
||||
}
|
||||
|
||||
function generateToken() {
|
||||
$length = 12;
|
||||
$characters = '0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ';
|
||||
$charactersLength = strlen($characters);
|
||||
$randomToken = '';
|
||||
for ($i = 0; $i < $length; $i++) {
|
||||
$randomToken .= $characters[rand(0, $charactersLength - 1)];
|
||||
}
|
||||
|
||||
file_put_contents("mtm_db/token.php", "<?php \$reg_token = \"$randomToken\"; ?>");
|
||||
}
|
||||
|
||||
function loginForm() {
|
||||
?>
|
||||
<br />
|
||||
<div class="login">
|
||||
Don't have an account? No problem, <a href="<?php echo $_SERVER['PHP_SELF']; ?>?forms=register">register here</a>!<br /><br />
|
||||
<form action="<?php echo $_SERVER['PHP_SELF']; ?>?do=login" method="post">
|
||||
<table><tr><td>
|
||||
Username:</td><td> <input class="text" type="text" name="username"></td></tr><tr><td>
|
||||
Password:</td><td> <input class="text" type="password" name="password"></td></tr></table>
|
||||
<input style="padding: 2px;" class="text" type="submit" name="submitBtn" value="Login">
|
||||
</form>
|
||||
</div>
|
||||
<?php
|
||||
}
|
||||
|
||||
function changePassForm() {
|
||||
?>
|
||||
<br />
|
||||
<div class="chgpass">
|
||||
<form action="<?php echo $_SERVER['PHP_SELF']; ?>?do=changepass" method="post">
|
||||
<table><tr><td>
|
||||
Old password:</td><td> <input class="text" type="password" name="oldpass"></td></tr><tr><td>
|
||||
Password:</td><td> <input class="text" type="password" name="password"></td></tr><tr><td>
|
||||
Password Again:</td><td> <input class="text" type="password" name="password_again"></td></tr>
|
||||
</table>
|
||||
<input class="text" type="submit" name="submitBtn" value="Change">
|
||||
</form>
|
||||
</div>
|
||||
<?php
|
||||
}
|
||||
|
||||
/*function uploadForm() {
|
||||
|
||||
print <<<EOD
|
||||
Upload
|
||||
<table style="margin:auto;">
|
||||
|
||||
<form action="upload.php" method="post" enctype="multipart/form-data">
|
||||
<tr>
|
||||
<td>
|
||||
<input type="file" name="file[]" id="file" multiple><br>
|
||||
</td>
|
||||
<td>
|
||||
<input type="submit" name="submit" value="Upload">
|
||||
</td>
|
||||
</tr>
|
||||
</form>
|
||||
|
||||
</table>
|
||||
EOD;
|
||||
|
||||
}*/
|
||||
|
||||
function modsForm() {
|
||||
?>
|
||||
<form action="<?php echo $_SERVER['PHP_SELF']; ?>?do=configure-mods" method="post">
|
||||
<?php
|
||||
chdir("mods");
|
||||
foreach(glob("*") as $filename) {
|
||||
echo "<input class='text' type='checkbox' name='$filename'> $filename<br />\n";
|
||||
}
|
||||
chdir("..");
|
||||
?>
|
||||
<input style="padding: 2px;" class="text" type="submit" name="submitBtn" value="Set mods">
|
||||
</form>
|
||||
<?php
|
||||
}
|
||||
|
||||
function settingsForm() {
|
||||
?>
|
||||
<div class="login">
|
||||
<form action="<?php echo $_SERVER['PHP_SELF']; ?>?do=configure-server" method="post">
|
||||
<input class="text" type="checkbox" name="enablepvp"> Enable PVP<br />
|
||||
<input class="text" type="checkbox" name="creative"> Creative Mode<br />
|
||||
<input class="text" type="checkbox" name="enabledamage"> Enable Damage<br />
|
||||
<input class="text" type="checkbox" name="serverannounce"> Server Announcement<br />
|
||||
Server Name: <input class="text" type="text" name="servername"><br />
|
||||
Server Desc: <input class="text" type="text" name="serverdesc"><br />
|
||||
Server Website: <input class="text" type="text" name="serverurl"><br />
|
||||
Server MOTD: <input class="text" type="text" name="motd"><br />
|
||||
Spawnpoint (Format example: '32, 20, -140')<br /> <input class="text" type="text" name="staticspawnpoint"><br />
|
||||
<input class="text" type="submit" name="submitBtn" value="Set">
|
||||
|
||||
</form>
|
||||
</div>
|
||||
|
||||
<?php
|
||||
}
|
||||
|
||||
function registerForm() {
|
||||
?>
|
||||
<br />
|
||||
<div class="login">
|
||||
Don't have a registration code? Reach out! cddo [at] riseup [dot] net<br />
|
||||
<form action="<?php echo $_SERVER['PHP_SELF']; ?>?do=register" method="post">
|
||||
<table><tr><td>
|
||||
Username:</td><td> <input class="text" type="text" name="username"></td></tr><tr><td>
|
||||
Full name:</td><td> <input class="text" type="text" name="fullname"></td></tr><tr><td>
|
||||
Email:</td><td><input class="text" type="text" name="email"></td></tr><tr><td>
|
||||
Password:</td><td> <input class="text" type="password" name="password"></td></tr><tr><td>
|
||||
Password again:</td><td> <input class="text" type="password" name="password-again"></td></tr><tr><td>
|
||||
Registration token (required):</td><td> <input class="text" type="text" name="codeword"></td></tr><tr><td>
|
||||
<input class="text" type="submit" name="submitBtn" value="Register">
|
||||
</td></tr></table>
|
||||
</form>
|
||||
</div>
|
||||
<?php
|
||||
}
|
||||
?>
|
90
games/mineclone2/API.md
Executable file
@ -0,0 +1,90 @@
|
||||
# API
|
||||
## Groups
|
||||
MineClone 2 makes very extensive use of groups. Making sure your items and objects have the correct group memberships is very important.
|
||||
Groups are explained in `GROUPS.md`.
|
||||
|
||||
## Mod naming convention
|
||||
Mods mods in MineClone 2 follow a simple naming convention: Mods with the prefix “`mcl_`” are specific to MineClone 2, although they may be based on an existing standalone. Mods which lack this prefix are *usually* verbatim copies of a standalone mod. Some modifications may still have been applied, but the APIs are held compatible.
|
||||
|
||||
## Adding items
|
||||
### Special fields
|
||||
|
||||
Items can have these fields:
|
||||
* `_mcl_generate_description(itemstack)`: Required for any items which manipulate their
|
||||
description in any way. This function takes an itemstack of its own type and must set
|
||||
the proper advanced description for this itemstack. If you don't do this, anvils will
|
||||
fail at properly restoring the description when their custom name gets cleared at an
|
||||
anvil.
|
||||
See `mcl_banners` for an example.
|
||||
|
||||
All nodes can have these fields:
|
||||
|
||||
* `_mcl_hardness`: Hardness of the block, ranges from 0 to infinity (represented by -1). Determines digging times. Default: 0
|
||||
* `_mcl_blast_resistance`: How well this block blocks and resists explosions. Default: 0
|
||||
* `_mcl_falling_node_alternative`: If set to an itemstring, the node will turn into this node before it starts to fall.
|
||||
* `_mcl_after_falling(pos)`: Called after a falling node finished falling and turned into a node.
|
||||
|
||||
Use the `mcl_sounds` mod for the sounds.
|
||||
|
||||
## APIs
|
||||
A lot of things are possible by using one of the APIs in the mods. Note that not all APIs are documented yet, but it is planned. The following APIs should be more or less stable but keep in mind that MineClone 2 is still unfinished. All directory names are relative to `mods/`
|
||||
|
||||
### Items
|
||||
* Doors: `ITEMS/mcl_doors`
|
||||
* Fences and fence gates: `ITEMS/mcl_fences`
|
||||
* Stairs and slabs: `ITEM/mcl_stairs`
|
||||
* Walls: `ITEMS/mcl_walls`
|
||||
* Beds: `ITEMS/mcl_beds`
|
||||
* Buckets: `ITEMS/mcl_buckets`
|
||||
* Dispenser support: `ITEMS/REDSTONE/mcl_dispensers`
|
||||
|
||||
## Mobs
|
||||
* Mobs: `ENTITIES/mcl_mods`
|
||||
|
||||
MineClone 2 uses its own mobs framework, called “Mobs Redo: MineClone 2 Edition” or “MRM” for short.
|
||||
This is a fork of Mobs Redo [`mobs`] by TenPlus1.
|
||||
|
||||
You can add your own mobs, spawn eggs and spawning rules with this mod.
|
||||
API documnetation is included in `ENTITIES/mcl_mobs/api.txt`.
|
||||
|
||||
This mod includes modificiations from the original Mobs Redo. Some items have been removed or moved to other mods.
|
||||
The API is mostly identical, but a few features have been added. Compability is not really a goal,
|
||||
but function and attribute names of Mobs Redo 1.41 are kept.
|
||||
If you have code for a mod which works fine under Mobs Redo, it should be easy to make it work in MineClone 2,
|
||||
chances are good that it works out of the box.
|
||||
|
||||
### Help
|
||||
* Item help texts: `HELP/doc/doc_items`
|
||||
* Low-level help entry and category framework: `HELP/doc/doc`
|
||||
* Support for lookup tool (required for all entities): `HELP/doc/doc_identifier`
|
||||
|
||||
### HUD
|
||||
* Statbars: `HUD/hudbars`
|
||||
|
||||
### Utility APIs
|
||||
* Change player physics: `PLAYER/playerphysics`
|
||||
* Select random treasures: `CORE/mcl_loot`
|
||||
* Get flowing direction of liquids: `CORE/flowlib`
|
||||
* `on_walk_over` callback for nodes: `CORE/walkover`
|
||||
* Get node names close to player (to reduce constant querying): `PLAYER/mcl_playerinfo`
|
||||
|
||||
### Unstable APIs
|
||||
The following APIs may be subject to change in future. You could already use these APIs but there will probably be breaking changes in the future, or the API is not as fleshed out as it should be. Use at your own risk!
|
||||
|
||||
* Panes (like glass panes and iron bars): `ITEMS/xpanes`
|
||||
* `_on_ignite` callback: `ITEMS/mcl_fire`
|
||||
* Farming: `ITEMS/mcl_farming`
|
||||
* Anything related to redstone: Don't touch (yet)
|
||||
* Any other mod not explicitly mentioned above
|
||||
|
||||
### Planned APIs
|
||||
|
||||
* Flowers
|
||||
* Saplings and trees
|
||||
* Custom banner patterns
|
||||
* Custom dimensions
|
||||
* Custom portals
|
||||
* Music discs
|
||||
* Dispenser and dropper support
|
||||
* Proper sky and weather APIs
|
||||
* Explosion API
|
87
games/mineclone2/CONTRIBUTING.md
Executable file
@ -0,0 +1,87 @@
|
||||
# Contributing to MineClone 2
|
||||
So you want to MineClone 2?
|
||||
Wow, thank you! :-)
|
||||
|
||||
But first, some things to note:
|
||||
|
||||
MineClone 2's development target is to make a free software clone of Minecraft,
|
||||
***version 1.11***, ***PC edition***.
|
||||
|
||||
MineClone 2 is maintained by one person. Namely, Wuzzy. You can find me,
|
||||
Wuzzy, in the Minetest forums (forums.minetest.net), in IRC in the #minetest
|
||||
channel on irc.freenode.net. And finally, you can send e-mails to
|
||||
<Wuzzy2@mail.ru>.
|
||||
|
||||
There is **no** guarantee I will accept anything from anybody.
|
||||
|
||||
By sending me patches or asking me to include your changes in this game,
|
||||
you agree that they fall under the terms of the LGPLv2.1, which basically
|
||||
means they will become part of a free software.
|
||||
|
||||
## The suggested workflow
|
||||
I don't **dictate** your workflow, but in order to work with me in an efficient
|
||||
way, you can follow my suggestions.
|
||||
|
||||
For small and medium changes:
|
||||
|
||||
* Fork the repository
|
||||
* Do your change in a new branch
|
||||
* Upload the repository somewhere where it can be accessed from the Internet and
|
||||
notify me
|
||||
|
||||
For small changes, sending me a patch is also good.
|
||||
|
||||
For big changes: Same as above, but consider notifying me first to avoid
|
||||
duplicate work and possible tears of rejection. ;-)
|
||||
|
||||
For people that I trust, I might give them direct commit access to this
|
||||
repository. In this case, you obviously don't need to fork, but you still
|
||||
need to show your contributions align with the project goals. I still
|
||||
reserve the right to revert everything that I don't like.
|
||||
For bigger changes, I strongly recommend to use feature branches and
|
||||
discuss with me first.
|
||||
|
||||
Contributors will be credited in `README.md`.
|
||||
|
||||
## Quality remarks
|
||||
Again: There is ***no*** guarantee I will accept anything from anybody.
|
||||
But I will gladly take in code from others when I feel it saves me work
|
||||
in the long run.
|
||||
|
||||
### Inclusion criteria
|
||||
Depending on what you add, the chances for inclusion vary:
|
||||
|
||||
### High chance for inclusion
|
||||
* Gameplay features in Minecraft which are missing in MineClone 2
|
||||
|
||||
### Medium chance for inclusion (discuss first)
|
||||
* Features which don't a impact on gameplay
|
||||
* GUI improvement
|
||||
* Features from pocket or console edition
|
||||
|
||||
### Low chance for inclusion (discuss/optimize first)
|
||||
* Overhaul of architecture / mod structure
|
||||
* Mass-itemstring changes all over the place
|
||||
* Added files have a unusual high file size
|
||||
* Indentation looks like crazy
|
||||
* Single commits which add several unrelated things
|
||||
* Gameplay features which don't exist in Minecraft
|
||||
|
||||
### Instant rejection
|
||||
* Proprietary **anything**
|
||||
* Code contains `minetest.env` anywhere
|
||||
|
||||
## Coding style guide
|
||||
* Indentations should reflect the code flow
|
||||
* Use tabs, not spaces for indentation (tab size = 8)
|
||||
* Never use `minetest.env`
|
||||
|
||||
## Reporting bugs
|
||||
Report all bugs and missing Minecraft features here:
|
||||
|
||||
<https://git.minetest.land/Wuzzy/MineClone2/issues>
|
||||
|
||||
## Direct discussion
|
||||
We have an IRC channel! Join us on #mineclone2 in freenode.net.
|
||||
|
||||
<ircs://irc.freenode.net:6697/#mineclone2>
|
212
games/mineclone2/GROUPS.md
Executable file
@ -0,0 +1,212 @@
|
||||
## Groups
|
||||
This document explains all the groups used in this game.
|
||||
|
||||
### Special groups
|
||||
|
||||
* `not_in_creative_inventory=1`: Item will not be shown in creative inventory
|
||||
* `not_in_craft_guide=1`: Item will not be shown as result or fuel item in crafting guide (but still may be shown as ingredient)
|
||||
|
||||
### Digging time groups
|
||||
|
||||
The basic digging time groups determine by which tools a node can be dug.
|
||||
|
||||
* `pickaxey`: Diggable by pickaxe. The rating is for the possible tool materials in which the node will make its useful drop:
|
||||
* `pickaxey=1`: Wood, gold, stone, iron and diamond
|
||||
* `pickaxey=2`: Gold, stone, iron and diamond
|
||||
* `pickaxey=3`: Stone, iron and diamond
|
||||
* `pickaxey=4`: Iron and diamond
|
||||
* `pickaxey=5`: Diamond
|
||||
* `axey`: Axe. Rating is same as for `pickaxey`
|
||||
* `shovely`: Shovel. Rating is same as for `pickaxey`
|
||||
* `swordy=1`: Diggable by sword (any material), and this node is *not* a cobweb
|
||||
* `swordy_cobweb=1`: Diggable by sword (any material), and this node is a cobweb
|
||||
* `shearsy=1`: Diggable by shears, and this node is *not* wool
|
||||
* `shearsy=wool=1`: Diggable by shears, and this node is wool
|
||||
* `handy=1`: Breakable by hand and this node gives it useful drop when dug by hand. All nodes which are breakable by pickaxe, axe, shovel, sword or shears are also automatically breakable by hand, but not neccess
|
||||
* `creative_breakable=1`: Block is breakable by hand in creative mode. This group is implied if the node belongs to any other digging group
|
||||
|
||||
Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times work in Minecraft, as MineClone 2 is based on the same system.
|
||||
|
||||
### Groups for interactions
|
||||
|
||||
* `crush_after_fall=1`: For falling nodes. These will crush whatever they hit after falling, not dropping as an item
|
||||
* `falling_node_damage=1`: For falling nodes. Hurts any objects it hits while falling. Damage is based on anvils
|
||||
* `dig_by_water=1`: Blocks with this group will drop when they are near flowing water
|
||||
* `destroy_by_lava_flow=1`: Blocks with this group will be destroyed by flowing lava
|
||||
* `dig_by_piston=1`: Blocks which will drop as an item when pushed by a piston. They also cannot be pulled by sticky pistons
|
||||
* `cultivatable=2`: Block will be turned into Farmland by using a hoe on it
|
||||
* `cultivatable=1`: Block will be turned into Dirt by using a hoe on it
|
||||
* `flammable`: Block spreads fire
|
||||
* `flammable>0`: Gets destroyed by fire
|
||||
* `flammable=-1` Does not get destroyed by fire
|
||||
* `fire_encouragement`: How quickly this block catches fire
|
||||
* `fire_flammability`: How fast the block will burn away
|
||||
* `spreading_dirt_type=1`: A dirt-type block with a cover (e.g. grass) which may spread to neighbor dirt blocks
|
||||
* `dirtifies_below_solid=1`: This node turns into dirt immediately when a solid or dirtifier node is placed on top
|
||||
* `dirtifier=1`: This node turns nodes the above group into dirt when placed above
|
||||
* `non_mycelium_plant=1`: A plant which can't grow on mycelium. Placing it on mycelium fails and if mycelium spreads below it, it uproots
|
||||
* `soil=1`: Saplings and other small plants can grow on it
|
||||
* `soil_sapling=2`: Soil for saplings. Intended to be natural soil. All saplings will grow on this
|
||||
* `soil_sapling=1`: Artificial soil (such as farmland) for saplings. Some saplings will not grow on this
|
||||
* `soil_sugarcane=1`: Sugar canes will grow on this near water
|
||||
* `soil_nether_wart=1`: Nether wart will grow on this
|
||||
* `enderman_takable=1`: Block can be taken and placed by endermen
|
||||
* `disable_suffocation=1`: Disables suffocation for full solid cubes (1)
|
||||
* `destroys_items=1`: If an item happens to be *inside* this node, the item will be destroyed
|
||||
* `no_eat_delay=1`: Only for foodstuffs. When eating this, all eating delays are ignored.
|
||||
* `can_eat_when_full=1`: Only for foodstuffs. This item can be eaten when the user has a full hunger bar
|
||||
* `attached_node_facedir=1`: Like `attached_node`, but for facedir nodes
|
||||
* `cauldron`: Cauldron. 1: Empty. 2-4: Water height
|
||||
* `anvil`: Anvil. 1: No damage. 2-3: Higher damage levels
|
||||
* `no_rename=1`: Item cannot be renamed by anvil
|
||||
* `comparator_signal=X`: If set, this node outputs a constant (!) comparator signal output of strength X.
|
||||
* `piston=X`: Piston (main body) (1 = normal, 2 = sticky)
|
||||
* `piston_pusher=X`: Piston pusher (1 = normal, 2 = sticky)
|
||||
* `hopper=X`: Hopper (1 = downwards, 2 = sideways)
|
||||
* `portal=1`: Portal (node that teleports players and things by standing inside)
|
||||
* `end_portal_frame=X`: End portal frame (1 = no eye, 2 = with eye)
|
||||
* `coral=X`: Coral (any type) (1 = alive, 2 = dead)
|
||||
* `coral_plant=X`: Coral in the "plant" shape (1 = alive, 2 = dead)
|
||||
* `coral_fan=X`: Coral fan (1 = alive, 2 = dead)
|
||||
* `coral_block=X`: Coral block (1 = alive, 2 = dead)
|
||||
* `coral_species=X`: Specifies the species of a coral; equal X means equal species
|
||||
* `set_on_fire=X`: Sets any (not fire-resistant) mob or player on fire for X seconds when touching
|
||||
|
||||
#### Footnotes
|
||||
|
||||
1. Normally, all walkable blocks with the default 1×1×1 cube as a collision box (e.g. sand,
|
||||
gravel, stone, but not fences) will damage the players while their head is inside. This
|
||||
is called “suffocation”. Setting this group disables this behaviour
|
||||
|
||||
### Groups (mostly) used for crafting recipes
|
||||
|
||||
* `sand=1`: Sand (any color)
|
||||
* `sandstone=1`: Sandstone (any color) and related nodes (chiseled and the like) (only full blocks)
|
||||
* `normal_sandstone=1`: “Normal” (yellow) sandstone and related nodes (chiseled and the like) (only full blocks)
|
||||
* `red_sandstone=1`: Red sandstone and related nodes (chiseled and the like) (only full blocks)
|
||||
* `hardened_clay=1`: Terracotta (any color)
|
||||
* `quartz_block=1`: Quartz Block and variants (chiseled, pillar, etc.) (only full blocks)
|
||||
* `stonebrick=1`: Stone Bricks and related nodes (only full blocks)
|
||||
* `shulker_box=1`: Block is a shulker box
|
||||
* `tree=1`: Oak Wood, Birch Wood, etc. (tree trunks)
|
||||
* `wood=1`: Oak Wood Planks, Birch Wood Planks, etc. (only full blocks)
|
||||
* `wood_slab=1`: Slabs made out of a kind of wooden planks
|
||||
* `wood_stairs=1`: Stairs made out of a kind of wooden planks
|
||||
* `coal=1`: Coal of any kind (lumps only, not blocks)
|
||||
* `wool=1`: Wool (only full blocks)
|
||||
* `carpet=1:` (Wool) carpet
|
||||
* `stick=1`: Stick
|
||||
* `water_bucket=1`: Bucket containing a liquid of group “water”
|
||||
* `enchantability=X`: How good the enchantments are the item gets (1 equals book)
|
||||
* `enchanted=1`: The item is already enchanted, meaning that it can't be enchanted using an enchanting table
|
||||
|
||||
### Material groups
|
||||
|
||||
These groups correspond to the Minecraft materials. They classify the block into a type, indicating what the block is “made off”.
|
||||
|
||||
* `material_stone=1`: Stone
|
||||
* `material_wood=1`: Wood
|
||||
* `material_sand=1`: Sand
|
||||
* `material_glass=1`: Glass
|
||||
|
||||
Currently, these groups are used for the note block.
|
||||
Note that not all Minecraft materials are used so far. More Minecraft materials will lilely only be added when they are needed for a concrete use case.
|
||||
|
||||
### Declarative groups
|
||||
These groups are used mostly for informational purposes
|
||||
|
||||
* `solid=1`: Solid full-cube block (automatically assigned)
|
||||
* `opaque=1`: Opaque block (automatically assigned)
|
||||
* `not_solid=1`: Block is not solid (only assign this group for nodes which are automatically detected as “solid” in error
|
||||
* `not_opaque=1`: Block is not opaque (only assign this group for nodes which are automatically detected as “opaque” in error
|
||||
* `fire=1`: Fire
|
||||
* `water=1`: Water
|
||||
* `lava=1`: Lava
|
||||
* `top_snow=X`: Top snow with X layers (1-8)
|
||||
* `torch`: Torch or torch-like node
|
||||
* `torch=1`: Torch on floor
|
||||
* `torch=2`: Torch at wall
|
||||
* `liquid`: Block is a liquid
|
||||
* `liquid=1`: Unspecified type
|
||||
* `liquid=2`: Water
|
||||
* `liquid=3`: Lava
|
||||
* `fence=1`: Fence
|
||||
* `fence_gate=1`: Fence gate
|
||||
* `fence_wood=1`: Wooden fence
|
||||
* `fence_nether_brick=1`: Nether brick fence
|
||||
* `flower_pot`: Flower pot
|
||||
* `flower_pot=1`: Empty flower pot
|
||||
* `flower_pot=2`: Flower pot with a plant or flower
|
||||
* `flower=1`: Flower
|
||||
* `place_flowerlike=1`: Node has placement rules like that of a flower
|
||||
* `place_flowerlike=2`: Node has placement rules like tall grass
|
||||
* `cake`: Cake (rating = slices left)
|
||||
* `book=1`: Book
|
||||
* `pane=1`: Node is a “pane”-like node glass pane or iron bars
|
||||
* `bed=1`: Bed
|
||||
* `door=1`: Door
|
||||
* `trapdoor=1`: Closed trapdoor
|
||||
* `trapdoor=2`: Open trapdoor
|
||||
* `glass=1`: Glass (full cubes only)
|
||||
* `rail=1`: Rail
|
||||
* `music_record`: Music Disc (rating is track ID)
|
||||
* `tnt=1`: Block is TNT
|
||||
* `boat=1`: Boat
|
||||
* `minecart=1`: Minecart
|
||||
* `food`: Item is a comestible item which can be consumed (healthy or unhealthy)
|
||||
* `food=2`: Food
|
||||
* `food=3`: Drink (including soups)
|
||||
* `food=1`: Other/unsure
|
||||
* `eatable`: Item can be *directly* eaten by wielding + right click (`on_use=item_eat`). Rating is the satiation gain
|
||||
* `cocoa`: Node is a cocoa pod (rating is growth stage, ranging from 1 to 3)
|
||||
* `ammo=1`: Item is used as ammo for a weapon
|
||||
* `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)
|
||||
* `container`: Node is a container which physically stores items within and has at least 1 inventory
|
||||
* `container=2`: Has one inventory with list name `"main"`. Items can be placed and taken freely
|
||||
* `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
|
||||
|
||||
* `pressure_plate=1`: Pressure plate (off)
|
||||
* `pressure_plate=2`: Wooden pressure (on)
|
||||
* `button=1`: Button (off)
|
||||
* `button=2`: Button (on)
|
||||
* `redstone_torch=1`: Redstone Torch (lit)
|
||||
* `redstone_torch=2`: Redstone Torch (unlit)
|
||||
|
||||
* `plant=1`: Plant or part of a plant
|
||||
* `double_plant`: Part of a double-sized plant. 1 = lower part, 2 = upper part
|
||||
|
||||
* `pickaxe=1`: Pickaxe
|
||||
* `shovel=1`: Shovel
|
||||
* `axe=1`: Axe
|
||||
* `sword=1`: Sword
|
||||
* `hoe=1`: Hoe (farming tool)
|
||||
* `shears=1`: Shears
|
||||
|
||||
* `weapon=1`: Item is primarily (!) a weapon
|
||||
* `tool=1`: Item is primarily (!) a tool
|
||||
* `craftitem=1`: Item is primarily (!) used for crafting
|
||||
* `brewitem=1`: Item is primarily (!) used in brewing
|
||||
* `transport=1`: Item is used for transportation
|
||||
* `building_block=1`: Block is a building block
|
||||
* `deco_block=1`: Block is a decorational block
|
||||
|
||||
|
||||
## Fake item groups
|
||||
These groups put similar items together which should all be treated by the gameplay or the GUI as a single item.
|
||||
You should not add custom items to these groups for no good reason, this is likely to cause a ton of conflicts.
|
||||
|
||||
* `clock`: Clock (rating indicates the “frame”)
|
||||
* `compass`: Compass (rating indicates the “frame”)
|
||||
|
||||
This has the following implication: If you want to use a compass or clock in a crafting recipe, you *must*
|
||||
use `group:compass` or `group:clock`, respectively.
|
621
games/mineclone2/LICENSE.txt
Executable file
@ -0,0 +1,621 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
40
games/mineclone2/MISSING_ENGINE_FEATURES.md
Executable file
@ -0,0 +1,40 @@
|
||||
# Missing features in Minetest to recreate Minecraft features
|
||||
|
||||
A side goal of the MineClone 2 project is to find any shortcomings of Minetest which make it impossible to recreate a Minecraft feature exactly.
|
||||
This file lists some of the missing features in Minetest which MineClone 2 would require.
|
||||
|
||||
## No workaround possible
|
||||
For these features, no easy Lua workaround could be found.
|
||||
|
||||
### Lua API
|
||||
#### Tools/wielded item
|
||||
- “Lock” hotbar for a brief time after using an item, making it impossible to switch item or to attach/mine/build until the delay is over (For eating with delay)
|
||||
- Tool charging: Holding down the mouse and releasing it, applying a “power level” (For bow and arrows, more charge = higher arrow range) ([issue 5212](https://github.com/minetest/minetest/issues/5212))
|
||||
- [Dual Wielding](http://minecraft.gamepedia.com/Dual_wield)
|
||||
- Eating/drinking animation ([issue 2811](https://github.com/minetest/minetest/issues/2811))
|
||||
|
||||
#### Nodes
|
||||
- Light level 15 for nodes (not sunlight)
|
||||
- Nodes makes light level drop by 2 or or more per node ([issue 5209](https://github.com/minetest/minetest/issues/5209))
|
||||
|
||||
## Interface
|
||||
- Inventory: Hold down right mouse button while holding an item stack to drop items into the slots as you move the mouse. Makes crafting MUCH faster
|
||||
- Sneak+Leftclick on crafting output crafts as many items as possible and immediately puts it into the player inventory ([issue 5211](https://github.com/minetest/minetest/issues/5211))
|
||||
- Sneak+click on inventory slot should be able to put items into additional “fallback inventories” if the first inventory is full. Required for large chests
|
||||
- Sneak+click puts items in different inventories depending on the item type (maybe group-based)? Required for sneak-clicking to armor slots
|
||||
|
||||
## Workaround theoretically possible
|
||||
For these features, a workaround (or hack ;-)) by using Lua is theoretically possible. But engine support would be clearly better, more performant, more reliable, etc.
|
||||
|
||||
### Lua API
|
||||
#### Nodes
|
||||
- Change walking speed on block (soul sand)
|
||||
- Change jumping height on block (soul sand),
|
||||
- Change object movement speed *through* a block, but for non-liquids (for cobweb)
|
||||
- Add `on_walk_over` event
|
||||
- Set frequency in which players lose breath. 2 seconds are hardcoded in Minetest, in Minecraft it's 1 second
|
||||
- Set damage frequency of `damage_per_second`. In Minecraft many things damage players every half-second rather than every second
|
||||
- Possible to damage players directly when they are with the head inside. This allows to add Minecraft-like suffocation
|
||||
|
||||
#### Nice-to-haye
|
||||
- Utility function to rotate pillar-like nodes, requiring only 3 possible orientations (X, Y, Z). Basically this is `minetest.rotate_node` but with less orientations; the purpur pillar would mess up if a mirrored rotation would be possible. This is already implemented in MCL2, See `mcl_util` for more infos
|
315
games/mineclone2/README.md
Executable file
@ -0,0 +1,315 @@
|
||||
# MineClone 2
|
||||
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
|
||||
Developed by many people. Not developed or endorsed by Mojang AB.
|
||||
|
||||
Version: 0.70.0
|
||||
|
||||
### Gameplay
|
||||
You start in a randomly-generated world made entirely of cubes. You can explore
|
||||
the world and dig and build almost every block in the world to create new
|
||||
structures. You can choose to play in a “survival mode” in which you have to
|
||||
fight monsters and hunger for survival and slowly progress through the
|
||||
various other aspects of the game, such as mining, farming, building machines, and so on
|
||||
Or you can play in “creative mode” in which you can build almost anything instantly.
|
||||
|
||||
#### Gameplay summary
|
||||
|
||||
* Sandbox-style gameplay, no goals
|
||||
* Survive: Fight against hostile monsters and hunger
|
||||
* Mine for ores and other treasures
|
||||
* Magic: Gain experience and enchant your tools
|
||||
* Use the collected blocks to create great buildings, your imagination is the limit
|
||||
* Collect flowers (and other dye sources) and colorize your world
|
||||
* Find some seeds and start farming
|
||||
* Find or craft one of hundreds of items
|
||||
* Build a railway system and have fun with minecarts
|
||||
* Build complex machines with redstone circuits
|
||||
* In creative mode you can build almost anything for free and without limits
|
||||
|
||||
## How to play (quick start)
|
||||
### Getting started
|
||||
* **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 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
|
||||
* Use the **crafting guide** (book icon) to learn all the possible crafting recipes
|
||||
* **Craft a wooden pickaxe** so you can dig stone
|
||||
* Different tools break different kinds of blocks. Try them out!
|
||||
* Continue playing as you wish. Have fun!
|
||||
|
||||
### Farming
|
||||
* Find seeds
|
||||
* Craft hoe
|
||||
* Rightclick dirt or similar block with hoe to create farmland
|
||||
* Place seeds on farmland and watch them grow
|
||||
* Collect plant when fully grown
|
||||
* If near water, farmland becomes wet and speeds up growth
|
||||
|
||||
### Furnace
|
||||
* Craft furnace
|
||||
* Furnace allows you to obtain more items
|
||||
* Upper slot must contain a smeltable item (example: iron ore)
|
||||
* Lower slot must contain a fuel item (example: coal)
|
||||
* See tooltips in crafting guide to learn about fuels and smeltable items
|
||||
|
||||
### Additional help
|
||||
More help about the gameplay, blocks items and much more can be found from inside
|
||||
the game. You can access the help from your inventory menu.
|
||||
|
||||
### Special items
|
||||
The following items are interesting for Creative Mode and for adventure
|
||||
map builders. They can not be obtained in-game or in the creative inventory.
|
||||
|
||||
* Barrier: `mcl_core:barrier`
|
||||
|
||||
Use the `/giveme` chat command to obtain them. See the in-game help for
|
||||
an explanation.
|
||||
|
||||
#### Incomplete items
|
||||
These items do not work yet, but you can get them with `/giveme` for testing:
|
||||
|
||||
* Minecart with Chest: `mcl_minecarts:chest_minecart`
|
||||
* Minecart with Furnace: `mcl_minecarts:furnace_minecart`
|
||||
* Minecart with Hopper: `mcl_minecarts:hopper_minecart`
|
||||
* Minecart with Command Block: `mcl_minecarts:command_block_minecart`
|
||||
|
||||
## Installation
|
||||
This game requires [Minetest](http://minetest.net) to run (version 5.0.0 or
|
||||
later). So you need to install Minetest first. Only stable versions of Minetest
|
||||
are officially supported.
|
||||
There is no support for running MineClone 2 in development versions of Minetest.
|
||||
|
||||
To install MineClone 2 (if you haven't already), move this directory into the
|
||||
“games” directory of your Minetest data directory. Consult the help of
|
||||
Minetest to learn more.
|
||||
|
||||
## Project description
|
||||
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
|
||||
|
||||
* **Target of development: Minecraft, PC Edition, version 1.11** (later known as “Java Edition”)
|
||||
* Features of later Minecraft versions might sneak in, but they have a low priority
|
||||
* In general, Minecraft is aimed to be cloned as good as Minetest currently permits (no hacks)
|
||||
* Cloning the gameplay has highest priority
|
||||
* MineClone 2 will use different graphics and sounds, but with a similar style
|
||||
* Cloning the interface has no priority. It will only be roughly imitated
|
||||
* Limitations found in Minetest will be written down and reported in the course of development
|
||||
|
||||
## Completion status
|
||||
This game is currently in **alpha** stage.
|
||||
It is playable, but unfinished, many bugs are to be expected.
|
||||
Backwards-compability is *not* guaranteed, updating your world might cause small and
|
||||
big bugs (such as “missing node” errors or even crashes).
|
||||
|
||||
The following main features are available:
|
||||
|
||||
* Tools, weapons
|
||||
* Armor
|
||||
* Crafting system: 2×2 grid, crafting table (3×3 grid), furnace, including a crafting guide
|
||||
* Chests, large chests, ender chests, shulker boxes
|
||||
* Furnaces, hoppers
|
||||
* Hunger
|
||||
* Most monsters and animals
|
||||
* All ores from Minecraft
|
||||
* Most blocks in the overworld
|
||||
* Water and lava
|
||||
* Weather
|
||||
* 28 biomes
|
||||
* The Nether, a fiery underworld in another dimension
|
||||
* Redstone circuits (partially)
|
||||
* Minecarts (partial)
|
||||
* Status effects (partial)
|
||||
* Experience
|
||||
* Enchanting
|
||||
* Brewing, potions, tipped arrow (partial)
|
||||
* Boats
|
||||
* Fire
|
||||
* Buidling blocks: Stairs, slabs, doors, trapdoors, fences, fence gates, walls
|
||||
* Clock
|
||||
* Compass
|
||||
* Sponge
|
||||
* Slime block (does not interact with redstone)
|
||||
* Small plants and saplings
|
||||
* Dyes
|
||||
* Banners
|
||||
* Deco blocks: Glass, stained glass, glass panes, iron bars, hardened clay (and colors), heads and more
|
||||
* Item frames
|
||||
* Jukeboxes
|
||||
* Beds
|
||||
* Inventory menu
|
||||
* Creative inventory
|
||||
* Farming
|
||||
* Writable books
|
||||
* A few server commands
|
||||
* And more!
|
||||
|
||||
The following features are incomplete:
|
||||
|
||||
* Generated structures (especially villages)
|
||||
* Some monsters and animals
|
||||
* Redstone-related things
|
||||
* The End
|
||||
* Special minecarts
|
||||
* A couple of non-trivial blocks and items
|
||||
|
||||
Bonus features (not found in Minecraft 1.11):
|
||||
|
||||
* 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
|
||||
* 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
|
||||
* Fully moddable (thanks to Minetest's powerful Lua API)
|
||||
* New blocks and items:
|
||||
* Lookup tool, shows you the help for whatever it touches
|
||||
* More slabs and stairs
|
||||
* Nether Brick Fence Gate
|
||||
* Red Nether Brick Fence
|
||||
* Red Nether Brick Fence Gate
|
||||
|
||||
Technical differences from Minecraft:
|
||||
|
||||
* Height limit of ca. 31000 blocks (much higher than in Minecraft)
|
||||
* Horizontal world size is ca. 62000×62000 blocks (much smaller than in Minecraft, but it is still very large)
|
||||
* Still very incomplete and buggy
|
||||
* Blocks, items, enemies and other features are missing
|
||||
* A few items have slightly different names to make them easier to distinguish
|
||||
* Different music for jukebox
|
||||
* Different textures (Pixel Perfection)
|
||||
* Different sounds (various sources)
|
||||
* Different engine (Minetest)
|
||||
|
||||
… and finally, MineClone 2 is free software (“free” as in “freedom”)!
|
||||
|
||||
## Reporting bugs
|
||||
Please report all bugs and missing Minecraft features here:
|
||||
|
||||
<https://git.minetest.land/Wuzzy/MineClone2/issues>
|
||||
|
||||
## Other readme files
|
||||
|
||||
* `LICENSE.txt`: The GPLv3 license text
|
||||
* `CONTRIBUTING.md`: Information for those who want to contribute
|
||||
* `MISSING_ENGINE_FEATURES.md`: List of missing features in Minetest which MineClone 2 would need for improvement
|
||||
* `API.md`: For Minetest modders who want to mod this game
|
||||
|
||||
## Credits
|
||||
There are so many people to list (sorry). Check out the respective mod directories for details. This section is only a rough overview of the core authors of this game.
|
||||
|
||||
### Coding
|
||||
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082): Main programmer of most mods (retired)
|
||||
* davedevils: Creator of MineClone on which MineClone 2 is based on
|
||||
* [ex-bart](https://github.com/ex-bart): Redstone comparators
|
||||
* [Rootyjr](https://github.com/Rootyjr): Fishing rod and bugfixes
|
||||
* [aligator](https://github.com/aligator): Improvement of doors
|
||||
* [ryvnf](https://github.com/ryvnf): Explosion mechanics
|
||||
* MysticTempest: Bugfixes
|
||||
* [bzoss](https://github.com/bzoss): Status effects, potions, brewing stand
|
||||
* kay27 <kay27@bk.ru>: Experience system, bugfixes, optimizations
|
||||
* 2mac: Fix bug with powered rail
|
||||
* Lots of other people: TO BE WRITTEN (see mod directories for details)
|
||||
|
||||
#### Mod credits (summary)
|
||||
|
||||
* `controls`: Arcelmi
|
||||
* `flowlib`: Qwertymine13
|
||||
* `walkover`: lordfingle
|
||||
* `drippingwater`: kddekadenz
|
||||
* `mobs_mc`: maikerumine, 22i and others
|
||||
* `awards`: rubenwardy
|
||||
* `screwdriver`: RealBadAngel, Maciej Kastakin, Minetest contributors
|
||||
* `xpanes`: Minetest contributors
|
||||
* `mesecons` mods: Jeija and contributors
|
||||
* `wieldview`: Stuart Jones
|
||||
* `mcl_meshhand`: Based on `newhand` by jordan4ibanez
|
||||
* `mcl_mobs`: Based on Mobs Redo [`mobs`] by TenPlus1 and contributors
|
||||
* Most other mods: Wuzzy
|
||||
|
||||
Detailed credits for each mod can be found in the individual mod directories.
|
||||
|
||||
### Graphics
|
||||
* [XSSheep](http://www.minecraftforum.net/members/XSSheep): Main author; creator of the Pixel Perfection resource pack of Minecraft 1.11
|
||||
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082): Main menu imagery and various edits and additions of texture pack
|
||||
* [kingoscargames](https://github.com/kingoscargames): Various edits and additions of existing textures
|
||||
* [leorockway](https://github.com/leorockway): Some edits of mob textures
|
||||
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy): Glazed terracotta (textures are subject to be replaced later)
|
||||
* yutyo <tanakinci2002@gmail.com>: MineClone 2 logo
|
||||
* Other authors: GUI images
|
||||
|
||||
### Translations
|
||||
* Wuzzy: German
|
||||
* Rocher Laurent <rocherl@club-internet.fr>: French
|
||||
* wuniversales: Spanish
|
||||
* kay27 <kay27@bk.ru>: Russian
|
||||
|
||||
### Models
|
||||
* [22i](https://github.com/22i): Creator of all models
|
||||
* [tobyplowy](https://github.com/tobyplowy): UV-mapping fixes to said models
|
||||
|
||||
### Sounds and music
|
||||
Various sources. See the respective mod directories for details.
|
||||
|
||||
### Special thanks
|
||||
|
||||
* davedevils for starting MineClone, the original version of this game
|
||||
* celeron55 for creating Minetest
|
||||
* Minetest's modding community for providing a huge selection of mods, some of which ended up in MineClone 2
|
||||
* Jordach for the jukebox music compilation from Big Freaking Dig
|
||||
* 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
|
||||
* XSSheep for creating the Pixel Perfection resource pack
|
||||
* [22i](https://github.com/22i) for providing great models and support
|
||||
* [maikerumine](http://github.com/maikerumine) for kicking off mobs and biomes
|
||||
|
||||
## Info for programmers
|
||||
You find interesting and useful infos in `API.md`.
|
||||
|
||||
## Legal information
|
||||
This is a fan game, not developed or endorsed by Mojang AB.
|
||||
|
||||
Copying is an act of love. Please copy and share! <3
|
||||
Here's the detailed legalese for those who need it:
|
||||
|
||||
### License of source code
|
||||
MineClone 2 (by Wuzzy, davedevils and countless others)
|
||||
is an imitation of Minecraft.
|
||||
|
||||
MineClone 2 is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License (in the LICENSE.txt file) for more
|
||||
details.
|
||||
|
||||
In the mods you might find in the read-me or license
|
||||
text files a different license. This counts as dual-licensing.
|
||||
You can choose which license applies to you: Either the
|
||||
license of MineClone 2 (GNU GPLv3) or the mod's license.
|
||||
|
||||
MineClone 2 is a direct continuation of the discontinued MineClone
|
||||
project by davedevils.
|
||||
|
||||
Mod credits:
|
||||
See `README.txt` or `README.md` in each mod directory for information about other authors.
|
||||
For mods that do not have such a file, the license is the source code license
|
||||
of MineClone 2 and the author is Wuzzy.
|
||||
|
||||
### License of media (textures and sounds)
|
||||
No non-free licenses are used anywhere.
|
||||
|
||||
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
|
||||
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
|
||||
from scratch.
|
||||
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
|
||||
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
|
||||
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
|
||||
|
||||
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
|
||||
|
||||
All other files, unless mentioned otherwise, fall under:
|
||||
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||
http://creativecommons.org/licenses/by-sa/3.0/
|
||||
|
||||
See README.txt in each mod directory for detailed information about other authors.
|
1
games/mineclone2/description.txt
Executable file
@ -0,0 +1 @@
|
||||
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more. Faithful clone of Minecraft 1.11. This is a work in progress! Expect bugs!
|
2
games/mineclone2/game.conf
Executable file
@ -0,0 +1,2 @@
|
||||
name = MineClone 2
|
||||
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
|
BIN
games/mineclone2/menu/footer.png
Executable file
After Width: | Height: | Size: 628 B |
BIN
games/mineclone2/menu/header.png
Executable file
After Width: | Height: | Size: 22 KiB |
BIN
games/mineclone2/menu/icon.png
Executable file
After Width: | Height: | Size: 3.9 KiB |
BIN
games/mineclone2/menu/overlay.1.png
Executable file
After Width: | Height: | Size: 68 KiB |
BIN
games/mineclone2/menu/overlay.2.png
Executable file
After Width: | Height: | Size: 119 KiB |
BIN
games/mineclone2/menu/overlay.3.png
Executable file
After Width: | Height: | Size: 121 KiB |
BIN
games/mineclone2/menu/overlay.4.png
Executable file
After Width: | Height: | Size: 118 KiB |
BIN
games/mineclone2/menu/overlay.5.png
Executable file
After Width: | Height: | Size: 122 KiB |
BIN
games/mineclone2/menu/overlay.png
Executable file
After Width: | Height: | Size: 91 KiB |
33
games/mineclone2/minetest.conf
Executable file
@ -0,0 +1,33 @@
|
||||
# This is a game specific minetest.conf file, do not edit
|
||||
|
||||
# Basic game rules
|
||||
time_speed = 72
|
||||
|
||||
# Player physics
|
||||
movement_acceleration_default = 2.4
|
||||
movement_acceleration_air = 1.2
|
||||
#movement_acceleration_fast = 10
|
||||
|
||||
movement_speed_walk = 4.317
|
||||
movement_speed_crouch = 1.295
|
||||
movement_speed_fast = 25.0
|
||||
|
||||
movement_speed_jump = 6.6
|
||||
movement_speed_climb = 2.35
|
||||
# TODO: Add descend speed (3.0) when available
|
||||
|
||||
movement_liquid_fluidity = 1.13
|
||||
movement_liquid_fluidity_smooth = 0.5
|
||||
movement_liquid_sink = 23
|
||||
|
||||
movement_gravity = 10.4
|
||||
|
||||
# Mapgen stuff
|
||||
|
||||
# altitude_chill and altitude_dry doesn't go well together with MCL2 biomes
|
||||
# which already include "snowed" variants as you go higher.
|
||||
# humid_rivers would cause the MushroomIsland biome to appear frequently around rivers.
|
||||
mgvalleys_spflags = noaltitude_chill,noaltitude_dry,nohumid_rivers,vary_river_depth
|
||||
|
||||
# MCL2-specific stuff
|
||||
keepInventory = false
|
10
games/mineclone2/mods/CORE/_mcl_autogroup/README.txt
Executable file
@ -0,0 +1,10 @@
|
||||
This mod automatically adds groups to items based on item metadata.
|
||||
|
||||
Specifically, this mod has 2 purposes:
|
||||
1) Automatically adding the group “solid” for blocks considered “solid” in Minecraft.
|
||||
2) Generating digging time group for all nodes based on node metadata (it's complicated)
|
||||
|
||||
See init.lua for more infos.
|
||||
|
||||
The leading underscore in the name “_mcl_autogroup” was added to force Minetest to load this mod as late as possible.
|
||||
As of 0.4.16, Minetest loads mods in reverse alphabetical order.
|
0
games/mineclone2/mods/CORE/_mcl_autogroup/depends.txt
Executable file
1
games/mineclone2/mods/CORE/_mcl_autogroup/description.txt
Executable file
@ -0,0 +1 @@
|
||||
MineClone 2 core mod which automatically adds groups to all items. Very important for digging times.
|
171
games/mineclone2/mods/CORE/_mcl_autogroup/init.lua
Executable file
@ -0,0 +1,171 @@
|
||||
--[[ Mining times. Yeah, mining times … Alright, this is going to be FUN!
|
||||
|
||||
This mod does include a HACK to make 100% sure the digging times of all tools match Minecraft's perfectly.
|
||||
The digging times system of Minetest is very different, so this weird group trickery has to be used.
|
||||
In Minecraft, each block has a hardness and the actual Minecraft digging time is determined by this:
|
||||
1) The block's hardness
|
||||
2) The tool being used
|
||||
3) Whether the tool is considered as “eligible” for the block
|
||||
(e.g. only diamond pick eligible for obsidian)
|
||||
See Minecraft Wiki <http://minecraft.gamepedia.com/Minecraft_Wiki> for more information.
|
||||
|
||||
In MineClone 2, all diggable node have the hardness set in the custom field “_mcl_hardness” (0 by default).
|
||||
The nodes are also required to specify the “eligible” tools in groups like “pickaxey”, “shovely”, etc.
|
||||
This mod then calculates the real digging time based on the node meta data. The real digging times
|
||||
are then added into mcl_autogroup.digtimes where the table indices are group rating and the values are the
|
||||
digging times in seconds. These digging times can be then added verbatim into the tool definitions.
|
||||
|
||||
Example:
|
||||
mcl_autogroup.digtimes.pickaxey_dig_diamond[1] = 0.2
|
||||
|
||||
→ This means that when a node has been assigned the group “pickaxey_dig_diamond=1”, it can be dug by the
|
||||
diamond pickaxe in 0.2 seconds.
|
||||
|
||||
|
||||
|
||||
This strange setup with mcl_autogroup has been done to minimize the amount of required digging times
|
||||
a single tool needs to use. If this is not being done, the loading time will increase considerably
|
||||
(>10s).
|
||||
|
||||
]]
|
||||
|
||||
local materials = { "wood", "gold", "stone", "iron", "diamond" }
|
||||
local basegroups = { "pickaxey", "axey", "shovely" }
|
||||
local minigroups = { "handy", "shearsy", "swordy", "shearsy_wool", "swordy_cobweb" }
|
||||
local divisors = {
|
||||
["wood"] = 2,
|
||||
["gold"] = 12,
|
||||
["stone"] = 4,
|
||||
["iron"] = 6,
|
||||
["diamond"] = 8,
|
||||
["handy"] = 1,
|
||||
["shearsy"] = 15,
|
||||
["swordy"] = 1.5,
|
||||
["shearsy_wool"] = 5,
|
||||
["swordy_cobweb"] = 15,
|
||||
}
|
||||
local max_efficiency_level = 5
|
||||
|
||||
mcl_autogroup = {}
|
||||
mcl_autogroup.digtimes = {}
|
||||
mcl_autogroup.creativetimes = {} -- Copy of digtimes, except that all values are 0. Used for creative mode
|
||||
|
||||
for m=1, #materials do
|
||||
for g=1, #basegroups do
|
||||
mcl_autogroup.digtimes[basegroups[g].."_dig_"..materials[m]] = {}
|
||||
mcl_autogroup.creativetimes[basegroups[g].."_dig_"..materials[m]] = {}
|
||||
for e=1, max_efficiency_level do
|
||||
mcl_autogroup.digtimes[basegroups[g].."_dig_"..materials[m].."_efficiency_"..e] = {}
|
||||
end
|
||||
end
|
||||
end
|
||||
for g=1, #minigroups do
|
||||
mcl_autogroup.digtimes[minigroups[g].."_dig"] = {}
|
||||
mcl_autogroup.creativetimes[minigroups[g].."_dig"] = {}
|
||||
for e=1, max_efficiency_level do
|
||||
mcl_autogroup.digtimes[minigroups[g].."_dig_efficiency_"..e] = {}
|
||||
mcl_autogroup.creativetimes[minigroups[g].."_dig_efficiency_"..e] = {}
|
||||
end
|
||||
end
|
||||
|
||||
local overwrite = function()
|
||||
for nname, ndef in pairs(minetest.registered_nodes) do
|
||||
local groups_changed = false
|
||||
local newgroups = table.copy(ndef.groups)
|
||||
if (nname ~= "ignore" and ndef.diggable) then
|
||||
-- Automatically assign the “solid” group for solid nodes
|
||||
if (ndef.walkable == nil or ndef.walkable == true)
|
||||
and (ndef.collision_box == nil or ndef.collision_box.type == "regular")
|
||||
and (ndef.node_box == nil or ndef.node_box.type == "regular")
|
||||
and (ndef.groups.not_solid == 0 or ndef.groups.not_solid == nil) then
|
||||
newgroups.solid = 1
|
||||
groups_changed = true
|
||||
end
|
||||
-- Automatically assign the “opaque” group for opaque nodes
|
||||
if (not (ndef.paramtype == "light" or ndef.sunlight_propagates)) and
|
||||
(ndef.groups.not_opaque == 0 or ndef.groups.not_opaque == nil) then
|
||||
newgroups.opaque = 1
|
||||
groups_changed = true
|
||||
end
|
||||
|
||||
local function calculate_group(hardness, material, diggroup, newgroups, actual_rating, expected_rating, efficiency)
|
||||
local time, validity_factor
|
||||
if actual_rating >= expected_rating then
|
||||
-- Valid tool
|
||||
validity_factor = 1.5
|
||||
else
|
||||
-- Wrong tool (higher digging time)
|
||||
validity_factor = 5
|
||||
end
|
||||
local speed_multiplier = divisors[material]
|
||||
if efficiency then
|
||||
speed_multiplier = speed_multiplier + efficiency * efficiency + 1
|
||||
end
|
||||
time = (hardness * validity_factor) / speed_multiplier
|
||||
if time <= 0.05 then
|
||||
time = 0
|
||||
else
|
||||
time = math.ceil(time * 20) / 20
|
||||
end
|
||||
table.insert(mcl_autogroup.digtimes[diggroup], time)
|
||||
if not efficiency then
|
||||
table.insert(mcl_autogroup.creativetimes[diggroup], 0)
|
||||
end
|
||||
newgroups[diggroup] = #mcl_autogroup.digtimes[diggroup]
|
||||
return newgroups
|
||||
end
|
||||
|
||||
-- Hack in digging times
|
||||
local hardness = ndef._mcl_hardness
|
||||
if not hardness then
|
||||
hardness = 0
|
||||
end
|
||||
|
||||
-- Handle pickaxey, axey and shovely
|
||||
for _, basegroup in pairs(basegroups) do
|
||||
if (hardness ~= -1 and ndef.groups[basegroup]) then
|
||||
for g=1,#materials do
|
||||
local diggroup = basegroup.."_dig_"..materials[g]
|
||||
newgroups = calculate_group(hardness, materials[g], diggroup, newgroups, g, ndef.groups[basegroup])
|
||||
for e=1,max_efficiency_level do
|
||||
newgroups = calculate_group(hardness, materials[g], diggroup .. "_efficiency_" .. e, newgroups, g, ndef.groups[basegroup], e)
|
||||
end
|
||||
groups_changed = true
|
||||
end
|
||||
end
|
||||
end
|
||||
for m=1, #minigroups do
|
||||
local minigroup = minigroups[m]
|
||||
if hardness ~= -1 then
|
||||
local diggroup = minigroup.."_dig"
|
||||
-- actual rating
|
||||
local ar = ndef.groups[minigroup]
|
||||
if ar == nil then
|
||||
ar = 0
|
||||
end
|
||||
if (minigroup == "handy")
|
||||
or
|
||||
(ndef.groups.shearsy_wool and minigroup == "shearsy_wool" and ndef.groups.wool)
|
||||
or
|
||||
(ndef.groups.swordy_cobweb and minigroup == "swordy_cobweb" and nname == "mcl_core:cobweb")
|
||||
or
|
||||
(ndef.groups[minigroup] and minigroup ~= "swordy_cobweb" and minigroup ~= "shearsy_wool") then
|
||||
newgroups = calculate_group(hardness, minigroup, diggroup, newgroups, ar, 1)
|
||||
for e=1,max_efficiency_level do
|
||||
newgroups = calculate_group(hardness, minigroup, diggroup .. "_efficiency_" .. e, newgroups, ar, 1, e)
|
||||
end
|
||||
groups_changed = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if groups_changed then
|
||||
minetest.override_item(nname, {
|
||||
groups = newgroups
|
||||
})
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
overwrite()
|
1
games/mineclone2/mods/CORE/_mcl_autogroup/mod.conf
Executable file
@ -0,0 +1 @@
|
||||
name = _mcl_autogroup
|
42
games/mineclone2/mods/CORE/biomeinfo/API.md
Executable file
@ -0,0 +1,42 @@
|
||||
# Biome Info API
|
||||
This document explains the API of this mod.
|
||||
|
||||
## v6 mapgen functions
|
||||
These are functions for the v6 mapgen only.
|
||||
|
||||
Use these functions only in worlds in which the v6 mapgen is used.
|
||||
If you use these in any other mapgen, bad things might happen.
|
||||
|
||||
### `biomeinfo.get_v6_humidity(pos)`
|
||||
Get the biome humidity at pos (for v6 mapgen).
|
||||
|
||||
### `biomeinfo.get_v6_heat(pos)`
|
||||
Get the biome heat/temperature at pos (for v6 mapgen).
|
||||
|
||||
### `biomeinfo.get_v6_biome(pos)`
|
||||
Get the v6 biome at pos.
|
||||
Returns a string, which is the unique biome name.
|
||||
|
||||
Note: This function currently ignores the `biomeblend` v6 mapgen flag,
|
||||
it just pretends this setting is disabled.
|
||||
This is normally not a problem, but at areas where biomes blend,
|
||||
the result is not perfectly accurate and just an estimate.
|
||||
|
||||
### `biomeinfo.get_active_v6_biomes()`
|
||||
Returns a table containing the names of all v6 biomes that are actively
|
||||
used in the current world, e.g. those that have been activated
|
||||
by the use of the mapgen v6 flags (`mgv6_spflags`).
|
||||
|
||||
### `biomeinfo.all_v6_biomes`
|
||||
This is a table containing all v6 biomes (as strings), even those that
|
||||
might not be used in the current world.
|
||||
|
||||
### v6 biome names
|
||||
|
||||
These are the biome names used in this mod:
|
||||
|
||||
* Normal
|
||||
* Desert
|
||||
* Jungle
|
||||
* Tundra
|
||||
* Taiga
|
11
games/mineclone2/mods/CORE/biomeinfo/README.md
Executable file
@ -0,0 +1,11 @@
|
||||
# Biome Info API [`biomeinfo`]
|
||||
This is an API mod for mod developers to add a couple of missing
|
||||
biome-related functions.
|
||||
Currently, this mod only adds v6-related functions.
|
||||
Most importantly, you can get the heat, humidity and biome in the v6 mapgen.
|
||||
|
||||
See `API.md` for the API documentation.
|
||||
|
||||
Current version: 1.0.3 (this is a [SemVer](https://semver.org/))
|
||||
|
||||
License: MIT License
|
211
games/mineclone2/mods/CORE/biomeinfo/init.lua
Executable file
@ -0,0 +1,211 @@
|
||||
biomeinfo = {}
|
||||
|
||||
-- Copied from mapgen_v6.h
|
||||
local MGV6_FREQ_HOT = 0.4
|
||||
local MGV6_FREQ_SNOW = -0.4
|
||||
local MGV6_FREQ_TAIGA = 0.5
|
||||
local MGV6_FREQ_JUNGLE = 0.5
|
||||
|
||||
-- Biome types
|
||||
local BT_NORMAL = "Normal"
|
||||
local BT_TUNDRA = "Tundra"
|
||||
local BT_TAIGA = "Taiga"
|
||||
local BT_DESERT = "Desert"
|
||||
local BT_JUNGLE = "Jungle"
|
||||
|
||||
-- Get mapgen settings
|
||||
|
||||
local seed = tonumber(minetest.get_mapgen_setting("seed")) or 0
|
||||
|
||||
local mgv6_perlin_biome, mgv6_perlin_humidity, mgv6_np_biome
|
||||
|
||||
-- v6 default noiseparams are hardcoded here because Minetest doesn't give us those
|
||||
local mgv6_np_biome_default = {
|
||||
offset = 0,
|
||||
scale = 1,
|
||||
spread = { x = 500, y = 500, z = 500},
|
||||
seed = 9130,
|
||||
octaves = 3,
|
||||
persistence = 0.50,
|
||||
lacunarity = 2.0,
|
||||
flags = "eased",
|
||||
}
|
||||
local mgv6_np_humidity_default = {
|
||||
offset = 0.5,
|
||||
scale = 0.5,
|
||||
spread = { x = 500, y = 500, z = 500},
|
||||
seed = 72384,
|
||||
octaves = 3,
|
||||
persistence = 0.50,
|
||||
lacunarity = 2.0,
|
||||
flags = "eased",
|
||||
}
|
||||
|
||||
local v6_flags_str = minetest.get_mapgen_setting("mgv6_spflags")
|
||||
if v6_flags_str == nil then
|
||||
v6_flags_str = ""
|
||||
end
|
||||
local v6_flags = string.split(v6_flags_str)
|
||||
local v6_use_snow_biomes = true
|
||||
local v6_use_jungles = true
|
||||
-- TODO: Implement biome blend.
|
||||
-- Currently we pretend biome blend is disabled.
|
||||
-- This just makes the calculations inaccurate near biome boundaries,
|
||||
-- but should be fine otherwise.
|
||||
local v6_use_biome_blend = false
|
||||
for f=1, #v6_flags do
|
||||
local flag = v6_flags[f]:trim()
|
||||
if flag == "nosnowbiomes" then
|
||||
v6_use_snow_biomes = false
|
||||
end
|
||||
if flag == "snowbiomes" then
|
||||
v6_use_snow_biomes = true
|
||||
end
|
||||
if flag == "nojungles" then
|
||||
v6_use_jungles = false
|
||||
end
|
||||
if flag == "jungles" then
|
||||
v6_use_jungles = true
|
||||
end
|
||||
if flag == "nobiomeblend" then
|
||||
v6_use_biome_blend = false
|
||||
end
|
||||
-- TODO
|
||||
-- if flag == "biomeblend" then
|
||||
-- v6_use_biome_blend = true
|
||||
-- end
|
||||
end
|
||||
-- Force-enable jungles when snowbiomes flag is set
|
||||
if v6_use_snow_biomes then
|
||||
v6_use_jungles = true
|
||||
end
|
||||
local v6_freq_desert = tonumber(minetest.get_mapgen_setting("mgv6_freq_desert") or 0.45)
|
||||
|
||||
local NOISE_MAGIC_X = 1619
|
||||
local NOISE_MAGIC_Y = 31337
|
||||
local NOISE_MAGIC_Z = 52591
|
||||
local NOISE_MAGIC_SEED = 1013
|
||||
local noise2d = function(x, y, seed)
|
||||
-- TODO: implement noise2d function for biome blend
|
||||
return 0
|
||||
--[[
|
||||
local n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y
|
||||
+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
|
||||
n = (n >> 13) ^ n;
|
||||
n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
|
||||
return 1.0 - n / 0x40000000;
|
||||
]]
|
||||
end
|
||||
|
||||
biomeinfo.all_v6_biomes = {
|
||||
BT_NORMAL,
|
||||
BT_DESERT,
|
||||
BT_JUNGLE,
|
||||
BT_TUNDRA,
|
||||
BT_TAIGA
|
||||
}
|
||||
|
||||
local function init_perlins()
|
||||
if not mgv6_perlin_biome then
|
||||
mgv6_np_biome = minetest.get_mapgen_setting_noiseparams("mgv6_np_biome")
|
||||
if not mgv6_np_biome then
|
||||
mgv6_np_biome = mgv6_np_biome_default
|
||||
minetest.log("action", "[biomeinfo] Using hardcoded mgv6_np_biome default")
|
||||
end
|
||||
mgv6_perlin_biome = minetest.get_perlin(mgv6_np_biome)
|
||||
end
|
||||
if not mgv6_perlin_humidity then
|
||||
local np_humidity = minetest.get_mapgen_setting_noiseparams("mgv6_np_humidity")
|
||||
if not np_humidity then
|
||||
np_humidity = mgv6_np_humidity_default
|
||||
minetest.log("action", "[biomeinfo] Using hardcoded mgv6_np_humidity default")
|
||||
end
|
||||
mgv6_perlin_humidity = minetest.get_perlin(np_humidity)
|
||||
end
|
||||
end
|
||||
|
||||
function biomeinfo.get_active_v6_biomes()
|
||||
local biomes = { BT_NORMAL, BT_DESERT }
|
||||
if v6_use_jungles then
|
||||
table.insert(biomes, BT_JUNGLE)
|
||||
end
|
||||
if v6_use_snow_biomes then
|
||||
table.insert(biomes, BT_TUNDRA)
|
||||
table.insert(biomes, BT_TAIGA)
|
||||
end
|
||||
return biomes
|
||||
end
|
||||
|
||||
function biomeinfo.get_v6_heat(pos)
|
||||
init_perlins()
|
||||
if not mgv6_perlin_biome then
|
||||
return nil
|
||||
end
|
||||
local bpos = vector.floor(pos)
|
||||
-- The temperature noise needs a special offset (see calculateNoise in mapgen_v6.cpp)
|
||||
return mgv6_perlin_biome:get_2d({x=bpos.x + mgv6_np_biome.spread.x*0.6, y=bpos.z + mgv6_np_biome.spread.z*0.2})
|
||||
end
|
||||
|
||||
function biomeinfo.get_v6_humidity(pos)
|
||||
init_perlins()
|
||||
if not mgv6_perlin_humidity then
|
||||
return nil
|
||||
end
|
||||
local bpos = vector.floor(pos)
|
||||
return mgv6_perlin_humidity:get_2d({x=bpos.x, y=bpos.z})
|
||||
end
|
||||
|
||||
-- Returns the v6 biome at pos.
|
||||
-- Returns a string representing the biome name.
|
||||
function biomeinfo.get_v6_biome(pos)
|
||||
init_perlins()
|
||||
local bpos = vector.floor(pos)
|
||||
-- Based on the algorithm MapgenV6::getBiome in mapgen_v6.cpp
|
||||
|
||||
local pos2d = {x=bpos.x, y=bpos.z}
|
||||
if not mgv6_perlin_biome or not mgv6_perlin_humidity then
|
||||
return "???"
|
||||
end
|
||||
local d = biomeinfo.get_v6_heat(bpos)
|
||||
local h = biomeinfo.get_v6_humidity(bpos)
|
||||
|
||||
if (v6_use_snow_biomes) then
|
||||
local blend
|
||||
if v6_use_biome_blend then
|
||||
blend = noise2d(pos2d.x, pos2d.y, seed) / 40
|
||||
else
|
||||
blend = 0
|
||||
end
|
||||
|
||||
if (d > MGV6_FREQ_HOT + blend) then
|
||||
if (h > MGV6_FREQ_JUNGLE + blend) then
|
||||
return BT_JUNGLE
|
||||
end
|
||||
return BT_DESERT
|
||||
end
|
||||
if (d < MGV6_FREQ_SNOW + blend) then
|
||||
if (h > MGV6_FREQ_TAIGA + blend) then
|
||||
return BT_TAIGA
|
||||
end
|
||||
return BT_TUNDRA
|
||||
end
|
||||
return BT_NORMAL
|
||||
end
|
||||
|
||||
if (d > v6_freq_desert) then
|
||||
return BT_DESERT
|
||||
end
|
||||
|
||||
if ((v6_use_biome_blend) and (d > v6_freq_desert - 0.10) and
|
||||
((noise2d(pos2d.x, pos2d.y, seed) + 1.0) > (v6_freq_desert - d) * 20.0)) then
|
||||
return BT_DESERT
|
||||
end
|
||||
|
||||
if ((v6_use_jungles) and (h > 0.75)) then
|
||||
return BT_JUNGLE
|
||||
end
|
||||
|
||||
return BT_NORMAL
|
||||
end
|
||||
|
||||
|
2
games/mineclone2/mods/CORE/biomeinfo/mod.conf
Executable file
@ -0,0 +1,2 @@
|
||||
name = biomeinfo
|
||||
description = Simple API to get data about biomes.
|
504
games/mineclone2/mods/CORE/controls/LICENSE
Executable file
@ -0,0 +1,504 @@
|
||||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
Version 2.1, February 1999
|
||||
|
||||
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
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|
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|
||||
[This is the first released version of the Lesser GPL. It also counts
|
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as the successor of the GNU Library Public License, version 2, hence
|
||||
the version number 2.1.]
|
||||
|
||||
Preamble
|
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|
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The licenses for most software are designed to take away your
|
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|
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|
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|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
12. If the distribution and/or use of the Library is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Library under this License may add
|
||||
an explicit geographical distribution limitation excluding those countries,
|
||||
so that distribution is permitted only in or among countries not thus
|
||||
excluded. In such case, this License incorporates the limitation as if
|
||||
written in the body of this License.
|
||||
|
||||
13. The Free Software Foundation may publish revised and/or new
|
||||
versions of the Lesser General Public License from time to time.
|
||||
Such new versions will be similar in spirit to the present version,
|
||||
but may differ in detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Library
|
||||
specifies a version number of this License which applies to it and
|
||||
"any later version", you have the option of following the terms and
|
||||
conditions either of that version or of any later version published by
|
||||
the Free Software Foundation. If the Library does not specify a
|
||||
license version number, you may choose any version ever published by
|
||||
the Free Software Foundation.
|
||||
|
||||
14. If you wish to incorporate parts of the Library into other free
|
||||
programs whose distribution conditions are incompatible with these,
|
||||
write to the author to ask for permission. For software which is
|
||||
copyrighted by the Free Software Foundation, write to the Free
|
||||
Software Foundation; we sometimes make exceptions for this. Our
|
||||
decision will be guided by the two goals of preserving the free status
|
||||
of all derivatives of our free software and of promoting the sharing
|
||||
and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
|
||||
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
|
||||
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
|
||||
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
|
||||
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
|
||||
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
|
||||
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
||||
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
||||
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
|
||||
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
|
||||
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
|
||||
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
|
||||
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
|
||||
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
|
||||
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||
DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Libraries
|
||||
|
||||
If you develop a new library, and you want it to be of the greatest
|
||||
possible use to the public, we recommend making it free software that
|
||||
everyone can redistribute and change. You can do so by permitting
|
||||
redistribution under these terms (or, alternatively, under the terms of the
|
||||
ordinary General Public License).
|
||||
|
||||
To apply these terms, attach the following notices to the library. It is
|
||||
safest to attach them to the start of each source file to most effectively
|
||||
convey 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 library's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU Lesser General Public
|
||||
License as published by the Free Software Foundation; either
|
||||
version 2.1 of the License, or (at your option) any later version.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public
|
||||
License along with this library; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301
|
||||
USA
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the library, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the
|
||||
library `Frob' (a library for tweaking knobs) written by James Random
|
||||
Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1990
|
||||
Ty Coon, President of Vice
|
||||
|
||||
That's all there is to it!
|
2
games/mineclone2/mods/CORE/controls/README.md
Executable file
@ -0,0 +1,2 @@
|
||||
Controls framework by Arcelmi.
|
||||
https://github.com/Arcelmi/minetest-controls
|
72
games/mineclone2/mods/CORE/controls/init.lua
Executable file
@ -0,0 +1,72 @@
|
||||
controls = {}
|
||||
controls.players = {}
|
||||
|
||||
controls.registered_on_press = {}
|
||||
function controls.register_on_press(func)
|
||||
controls.registered_on_press[#controls.registered_on_press+1] = func
|
||||
end
|
||||
|
||||
controls.registered_on_release = {}
|
||||
function controls.register_on_release(func)
|
||||
controls.registered_on_release[#controls.registered_on_release+1] = func
|
||||
end
|
||||
|
||||
controls.registered_on_hold = {}
|
||||
function controls.register_on_hold(func)
|
||||
controls.registered_on_hold[#controls.registered_on_hold+1]=func
|
||||
end
|
||||
|
||||
local known_controls = {
|
||||
jump=true,
|
||||
right=true,
|
||||
left=true,
|
||||
LMB=true,
|
||||
RMB=true,
|
||||
sneak=true,
|
||||
aux1=true,
|
||||
down=true,
|
||||
up=true,
|
||||
}
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
local name = player:get_player_name()
|
||||
controls.players[name] = {}
|
||||
for cname,_ in pairs(known_controls) do
|
||||
controls.players[name][cname] = { false }
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.register_on_leaveplayer(function(player)
|
||||
local name = player:get_player_name()
|
||||
controls.players[name] = nil
|
||||
end)
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
for _, player in pairs(minetest.get_connected_players()) do
|
||||
local player_name = player:get_player_name()
|
||||
local player_controls = player:get_player_control()
|
||||
if controls.players[player_name] then
|
||||
for cname, cbool in pairs(player_controls) do
|
||||
if known_controls[cname] == true then
|
||||
--Press a key
|
||||
if cbool==true and controls.players[player_name][cname][1]==false then
|
||||
for _, func in pairs(controls.registered_on_press) do
|
||||
func(player, cname)
|
||||
end
|
||||
controls.players[player_name][cname] = {true, os.clock()}
|
||||
elseif cbool==true and controls.players[player_name][cname][1]==true then
|
||||
for _, func in pairs(controls.registered_on_hold) do
|
||||
func(player, cname, os.clock()-controls.players[player_name][cname][2])
|
||||
end
|
||||
--Release a key
|
||||
elseif cbool==false and controls.players[player_name][cname][1]==true then
|
||||
for _, func in pairs(controls.registered_on_release) do
|
||||
func(player, cname, os.clock()-controls.players[player_name][cname][2])
|
||||
end
|
||||
controls.players[player_name][cname] = {false}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
1
games/mineclone2/mods/CORE/controls/mod.conf
Executable file
@ -0,0 +1 @@
|
||||
name=controls
|
7
games/mineclone2/mods/CORE/flowlib/README.txt
Executable file
@ -0,0 +1,7 @@
|
||||
Flowlib
|
||||
================
|
||||
Simple flow functions for use in Minetest mods by Qwertymine3
|
||||
|
||||
License of source code:
|
||||
-----------------------
|
||||
WTFPL
|
155
games/mineclone2/mods/CORE/flowlib/init.lua
Executable file
@ -0,0 +1,155 @@
|
||||
flowlib = {}
|
||||
|
||||
--sum of direction vectors must match an array index
|
||||
local function to_unit_vector(dir_vector)
|
||||
--(sum,root)
|
||||
-- (0,1), (1,1+0=1), (2,1+1=2), (3,1+2^2=5), (4,2^2+2^2=8)
|
||||
local inv_roots = {[0] = 1, [1] = 1, [2] = 0.70710678118655, [4] = 0.5
|
||||
, [5] = 0.44721359549996, [8] = 0.35355339059327}
|
||||
local sum = dir_vector.x*dir_vector.x + dir_vector.z*dir_vector.z
|
||||
return {x=dir_vector.x*inv_roots[sum],y=dir_vector.y
|
||||
,z=dir_vector.z*inv_roots[sum]}
|
||||
end
|
||||
|
||||
local is_touching = function(realpos,nodepos,radius)
|
||||
local boarder = 0.5 - radius
|
||||
return (math.abs(realpos - nodepos) > (boarder))
|
||||
end
|
||||
|
||||
flowlib.is_touching = is_touching
|
||||
|
||||
local is_water = function(pos)
|
||||
return (minetest.get_item_group(minetest.get_node(
|
||||
{x=pos.x,y=pos.y,z=pos.z}).name
|
||||
, "water") ~= 0)
|
||||
end
|
||||
|
||||
flowlib.is_water = is_water
|
||||
|
||||
local node_is_water = function(node)
|
||||
return (minetest.get_item_group(node.name, "water") ~= 0)
|
||||
end
|
||||
|
||||
flowlib.node_is_water = node_is_water
|
||||
|
||||
local is_lava = function(pos)
|
||||
return (minetest.get_item_group(minetest.get_node(
|
||||
{x=pos.x,y=pos.y,z=pos.z}).name
|
||||
, "lava") ~= 0)
|
||||
end
|
||||
|
||||
flowlib.is_lava = is_lava
|
||||
|
||||
local node_is_lava = function(node)
|
||||
return (minetest.get_item_group(node.name, "lava") ~= 0)
|
||||
end
|
||||
|
||||
flowlib.node_is_lava = node_is_lava
|
||||
|
||||
|
||||
local is_liquid = function(pos)
|
||||
return (minetest.get_item_group(minetest.get_node(
|
||||
{x=pos.x,y=pos.y,z=pos.z}).name
|
||||
, "liquid") ~= 0)
|
||||
end
|
||||
|
||||
flowlib.is_liquid = is_liquid
|
||||
|
||||
local node_is_liquid = function(node)
|
||||
return (minetest.get_item_group(node.name, "liquid") ~= 0)
|
||||
end
|
||||
|
||||
flowlib.node_is_liquid = node_is_liquid
|
||||
|
||||
--This code is more efficient
|
||||
local function quick_flow_logic(node,pos_testing,direction)
|
||||
local name = node.name
|
||||
if not minetest.registered_nodes[name] then
|
||||
return 0
|
||||
end
|
||||
if minetest.registered_nodes[name].liquidtype == "source" then
|
||||
local node_testing = minetest.get_node(pos_testing)
|
||||
local param2_testing = node_testing.param2
|
||||
if not minetest.registered_nodes[node_testing.name] then
|
||||
return 0
|
||||
end
|
||||
if minetest.registered_nodes[node_testing.name].liquidtype
|
||||
~= "flowing" then
|
||||
return 0
|
||||
else
|
||||
return direction
|
||||
end
|
||||
elseif minetest.registered_nodes[name].liquidtype == "flowing" then
|
||||
local node_testing = minetest.get_node(pos_testing)
|
||||
local param2_testing = node_testing.param2
|
||||
if not minetest.registered_nodes[node_testing.name] then
|
||||
return 0
|
||||
end
|
||||
if minetest.registered_nodes[node_testing.name].liquidtype
|
||||
== "source" then
|
||||
return -direction
|
||||
elseif minetest.registered_nodes[node_testing.name].liquidtype
|
||||
== "flowing" then
|
||||
if param2_testing < node.param2 then
|
||||
if (node.param2 - param2_testing) > 6 then
|
||||
return -direction
|
||||
else
|
||||
return direction
|
||||
end
|
||||
elseif param2_testing > node.param2 then
|
||||
if (param2_testing - node.param2) > 6 then
|
||||
return direction
|
||||
else
|
||||
return -direction
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return 0
|
||||
end
|
||||
|
||||
local quick_flow = function(pos,node)
|
||||
local x = 0
|
||||
local z = 0
|
||||
|
||||
if not node_is_liquid(node) then
|
||||
return {x=0,y=0,z=0}
|
||||
end
|
||||
|
||||
x = x + quick_flow_logic(node,{x=pos.x-1,y=pos.y,z=pos.z},-1)
|
||||
x = x + quick_flow_logic(node,{x=pos.x+1,y=pos.y,z=pos.z}, 1)
|
||||
z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z-1},-1)
|
||||
z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z+1}, 1)
|
||||
|
||||
return to_unit_vector({x=x,y=0,z=z})
|
||||
end
|
||||
|
||||
flowlib.quick_flow = quick_flow
|
||||
|
||||
|
||||
--if not in water but touching, move centre to touching block
|
||||
--x has higher precedence than z
|
||||
--if pos changes with x, it affects z
|
||||
local move_centre = function(pos,realpos,node,radius)
|
||||
if is_touching(realpos.x,pos.x,radius) then
|
||||
if is_liquid({x=pos.x-1,y=pos.y,z=pos.z}) then
|
||||
node = minetest.get_node({x=pos.x-1,y=pos.y,z=pos.z})
|
||||
pos = {x=pos.x-1,y=pos.y,z=pos.z}
|
||||
elseif is_liquid({x=pos.x+1,y=pos.y,z=pos.z}) then
|
||||
node = minetest.get_node({x=pos.x+1,y=pos.y,z=pos.z})
|
||||
pos = {x=pos.x+1,y=pos.y,z=pos.z}
|
||||
end
|
||||
end
|
||||
if is_touching(realpos.z,pos.z,radius) then
|
||||
if is_liquid({x=pos.x,y=pos.y,z=pos.z-1}) then
|
||||
node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z-1})
|
||||
pos = {x=pos.x,y=pos.y,z=pos.z-1}
|
||||
elseif is_liquid({x=pos.x,y=pos.y,z=pos.z+1}) then
|
||||
node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z+1})
|
||||
pos = {x=pos.x,y=pos.y,z=pos.z+1}
|
||||
end
|
||||
end
|
||||
return pos,node
|
||||
end
|
||||
|
||||
flowlib.move_centre = move_centre
|
1
games/mineclone2/mods/CORE/flowlib/mod.conf
Executable file
@ -0,0 +1 @@
|
||||
name = flowlib
|
1
games/mineclone2/mods/CORE/mcl_attached/description.txt
Executable file
@ -0,0 +1 @@
|
||||
Adds additional ways for nodes to be attached.
|
26
games/mineclone2/mods/CORE/mcl_attached/init.lua
Executable file
@ -0,0 +1,26 @@
|
||||
local original_function = minetest.check_single_for_falling
|
||||
|
||||
minetest.check_single_for_falling = function(pos)
|
||||
local ret_o = original_function(pos)
|
||||
|
||||
local ret = false
|
||||
local node = minetest.get_node(pos)
|
||||
if minetest.get_item_group(node.name, "attached_node_facedir") ~= 0 then
|
||||
local dir = minetest.facedir_to_dir(node.param2)
|
||||
if dir then
|
||||
local cpos = vector.add(pos, dir)
|
||||
local cnode = minetest.get_node(cpos)
|
||||
if minetest.get_item_group(cnode.name, "solid") == 0 then
|
||||
minetest.remove_node(pos)
|
||||
local drops = minetest.get_node_drops(node.name, "")
|
||||
for dr=1, #drops do
|
||||
minetest.add_item(pos, drops[dr])
|
||||
end
|
||||
ret = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return ret_o or ret
|
||||
end
|
||||
|
404
games/mineclone2/mods/CORE/mcl_explosions/init.lua
Executable file
@ -0,0 +1,404 @@
|
||||
--[[
|
||||
Explosion API mod for Minetest (adapted to MineClone 2)
|
||||
|
||||
This mod is based on the Minetest explosion API mod, but has been changed
|
||||
to have the same explosion mechanics as Minecraft and work with MineClone.
|
||||
The computation-intensive parts of the mod has been optimized to allow for
|
||||
larger explosions and faster world updating.
|
||||
|
||||
This mod was created by Elias Astrom <ryvnf@riseup.net> and is released
|
||||
under the LGPLv2.1 license.
|
||||
--]]
|
||||
|
||||
mcl_explosions = {}
|
||||
|
||||
local mod_death_messages = minetest.get_modpath("mcl_death_messages") ~= nil
|
||||
local mod_fire = minetest.get_modpath("mcl_fire") ~= nil
|
||||
local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
|
||||
|
||||
local S = minetest.get_translator("mcl_explosions")
|
||||
|
||||
-- Saved sphere explosion shapes for various radiuses
|
||||
local sphere_shapes = {}
|
||||
|
||||
-- Saved node definitions in table using cid-keys for faster look-up.
|
||||
local node_blastres = {}
|
||||
local node_on_blast = {}
|
||||
local node_walkable = {}
|
||||
|
||||
-- The step length for the rays (Minecraft uses 0.3)
|
||||
local STEP_LENGTH = 0.3
|
||||
|
||||
-- How many rays to compute entity exposure to explosion
|
||||
local N_EXPOSURE_RAYS = 16
|
||||
|
||||
minetest.register_on_mods_loaded(function()
|
||||
-- Store blast resistance values by content ids to improve performance.
|
||||
for name, def in pairs(minetest.registered_nodes) do
|
||||
local id = minetest.get_content_id(name)
|
||||
node_blastres[id] = def._mcl_blast_resistance or 0
|
||||
node_on_blast[id] = def.on_blast
|
||||
node_walkable[id] = def.walkable
|
||||
end
|
||||
end)
|
||||
|
||||
-- Compute the rays which make up a sphere with radius. Returns a list of rays
|
||||
-- which can be used to trace explosions. This function is not efficient
|
||||
-- (especially for larger radiuses), so the generated rays for various radiuses
|
||||
-- should be cached and reused.
|
||||
--
|
||||
-- Should be possible to improve by using a midpoint circle algorithm multiple
|
||||
-- times to create the sphere, currently uses more of a brute-force approach.
|
||||
local function compute_sphere_rays(radius)
|
||||
local rays = {}
|
||||
local sphere = {}
|
||||
|
||||
for i=1, 2 do
|
||||
for y = -radius, radius do
|
||||
for z = -radius, radius do
|
||||
for x = -radius, 0, 1 do
|
||||
local d = x * x + y * y + z * z
|
||||
if d <= radius * radius then
|
||||
local pos = { x = x, y = y, z = z }
|
||||
sphere[minetest.hash_node_position(pos)] = pos
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for i=1,2 do
|
||||
for x = -radius, radius do
|
||||
for z = -radius, radius do
|
||||
for y = -radius, 0, 1 do
|
||||
local d = x * x + y * y + z * z
|
||||
if d <= radius * radius then
|
||||
local pos = { x = x, y = y, z = z }
|
||||
sphere[minetest.hash_node_position(pos)] = pos
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for i=1,2 do
|
||||
for x = -radius, radius do
|
||||
for y = -radius, radius do
|
||||
for z = -radius, 0, 1 do
|
||||
local d = x * x + y * y + z * z
|
||||
if d <= radius * radius then
|
||||
local pos = { x = x, y = y, z = z }
|
||||
sphere[minetest.hash_node_position(pos)] = pos
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for _, pos in pairs(sphere) do
|
||||
rays[#rays + 1] = vector.normalize(pos)
|
||||
end
|
||||
|
||||
return rays
|
||||
end
|
||||
|
||||
-- Add particles from explosion
|
||||
--
|
||||
-- Parameters:
|
||||
-- pos - The position of the explosion
|
||||
-- radius - The radius of the explosion
|
||||
local function add_particles(pos, radius)
|
||||
minetest.add_particlespawner({
|
||||
amount = 64,
|
||||
time = 0.125,
|
||||
minpos = pos,
|
||||
maxpos = pos,
|
||||
minvel = {x = -radius, y = -radius, z = -radius},
|
||||
maxvel = {x = radius, y = radius, z = radius},
|
||||
minacc = vector.new(),
|
||||
maxacc = vector.new(),
|
||||
minexptime = 0.5,
|
||||
maxexptime = 1.0,
|
||||
minsize = radius * 0.5,
|
||||
maxsize = radius * 1.0,
|
||||
texture = "mcl_particles_smoke.png",
|
||||
})
|
||||
end
|
||||
|
||||
-- Traces the rays of an explosion, and updates the environment.
|
||||
--
|
||||
-- Parameters:
|
||||
-- pos - Where the rays in the explosion should start from
|
||||
-- strength - The strength of each ray
|
||||
-- raydirs - The directions for each ray
|
||||
-- radius - The maximum distance each ray will go
|
||||
-- drop_chance - The chance that destroyed nodes will drop their items
|
||||
-- fire - If true, 1/3 of destroyed nodes become fire
|
||||
-- puncher - object that punches other objects (optional)
|
||||
--
|
||||
-- Note that this function has been optimized, it contains code which has been
|
||||
-- inlined to avoid function calls and unnecessary table creation. This was
|
||||
-- measured to give a significant performance increase.
|
||||
local function trace_explode(pos, strength, raydirs, radius, drop_chance, fire, puncher, creative_enabled)
|
||||
local vm = minetest.get_voxel_manip()
|
||||
|
||||
local emin, emax = vm:read_from_map(vector.subtract(pos, radius),
|
||||
vector.add(pos, radius))
|
||||
local emin_x = emin.x
|
||||
local emin_y = emin.y
|
||||
local emin_z = emin.z
|
||||
|
||||
local ystride = (emax.x - emin_x + 1)
|
||||
local zstride = ystride * (emax.y - emin_y + 1)
|
||||
local pos_x = pos.x
|
||||
local pos_y = pos.y
|
||||
local pos_z = pos.z
|
||||
|
||||
local area = VoxelArea:new {
|
||||
MinEdge = emin,
|
||||
MaxEdge = emax
|
||||
}
|
||||
local data = vm:get_data()
|
||||
local destroy = {}
|
||||
|
||||
-- Trace rays for environment destruction
|
||||
for i = 1, #raydirs do
|
||||
local rpos_x = pos.x
|
||||
local rpos_y = pos.y
|
||||
local rpos_z = pos.z
|
||||
local rdir_x = raydirs[i].x
|
||||
local rdir_y = raydirs[i].y
|
||||
local rdir_z = raydirs[i].z
|
||||
local rstr = (0.7 + math.random() * 0.6) * strength
|
||||
|
||||
for r = 0, math.ceil(radius * (1.0 / STEP_LENGTH)) do
|
||||
local npos_x = math.floor(rpos_x + 0.5)
|
||||
local npos_y = math.floor(rpos_y + 0.5)
|
||||
local npos_z = math.floor(rpos_z + 0.5)
|
||||
local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
|
||||
npos_x - emin_x + 1
|
||||
|
||||
local cid = data[idx]
|
||||
local br = node_blastres[cid]
|
||||
local hash = minetest.hash_node_position({x=npos_x, y=npos_y, z=npos_z})
|
||||
|
||||
rpos_x = rpos_x + STEP_LENGTH * rdir_x
|
||||
rpos_y = rpos_y + STEP_LENGTH * rdir_y
|
||||
rpos_z = rpos_z + STEP_LENGTH * rdir_z
|
||||
|
||||
rstr = rstr - 0.75 * STEP_LENGTH - (br + 0.3) * STEP_LENGTH
|
||||
|
||||
if rstr <= 0 then
|
||||
break
|
||||
end
|
||||
|
||||
if cid ~= minetest.CONTENT_AIR and not minetest.is_protected({x = npos_x, y = npos_y, z = npos_z}, "") then
|
||||
destroy[hash] = idx
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Entities in radius of explosion
|
||||
local punch_radius = 2 * strength
|
||||
local objs = minetest.get_objects_inside_radius(pos, punch_radius)
|
||||
|
||||
-- Trace rays for entity damage
|
||||
for _, obj in pairs(objs) do
|
||||
local ent = obj:get_luaentity()
|
||||
|
||||
-- Ignore items to lower lag
|
||||
if obj:is_player() or (ent and ent.name ~= '__builtin.item') then
|
||||
local opos = obj:get_pos()
|
||||
local collisionbox = nil
|
||||
|
||||
if obj:is_player() then
|
||||
collisionbox = { -0.3, 0.0, -0.3, 0.3, 1.77, 0.3 }
|
||||
elseif ent.name then
|
||||
local def = minetest.registered_entities[ent.name]
|
||||
collisionbox = def.collisionbox
|
||||
end
|
||||
|
||||
if collisionbox then
|
||||
-- Create rays from random points in the collision box
|
||||
local x1 = collisionbox[1] * 2
|
||||
local y1 = collisionbox[2] * 2
|
||||
local z1 = collisionbox[3] * 2
|
||||
local x2 = collisionbox[4] * 2
|
||||
local y2 = collisionbox[5] * 2
|
||||
local z2 = collisionbox[6] * 2
|
||||
local x_len = math.abs(x2 - x1)
|
||||
local y_len = math.abs(y2 - y1)
|
||||
local z_len = math.abs(z2 - z1)
|
||||
|
||||
-- Move object position to the center of its bounding box
|
||||
opos.x = opos.x + x1 + x2
|
||||
opos.y = opos.y + y1 + y2
|
||||
opos.z = opos.z + z1 + z2
|
||||
|
||||
-- Count number of rays from collision box which are unobstructed
|
||||
local count = N_EXPOSURE_RAYS
|
||||
|
||||
for i = 1, N_EXPOSURE_RAYS do
|
||||
local rpos_x = opos.x + math.random() * x_len - x_len / 2
|
||||
local rpos_y = opos.y + math.random() * y_len - y_len / 2
|
||||
local rpos_z = opos.z + math.random() * z_len - z_len / 2
|
||||
local rdir_x = pos.x - rpos_x
|
||||
local rdir_y = pos.y - rpos_y
|
||||
local rdir_z = pos.z - rpos_z
|
||||
local rdir_len = math.hypot(rdir_x, math.hypot(rdir_y, rdir_z))
|
||||
rdir_x = rdir_x / rdir_len
|
||||
rdir_y = rdir_y / rdir_len
|
||||
rdir_z = rdir_z / rdir_len
|
||||
|
||||
for i=0, rdir_len / STEP_LENGTH do
|
||||
rpos_x = rpos_x + rdir_x * STEP_LENGTH
|
||||
rpos_y = rpos_y + rdir_y * STEP_LENGTH
|
||||
rpos_z = rpos_z + rdir_z * STEP_LENGTH
|
||||
local npos_x = math.floor(rpos_x + 0.5)
|
||||
local npos_y = math.floor(rpos_y + 0.5)
|
||||
local npos_z = math.floor(rpos_z + 0.5)
|
||||
local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
|
||||
npos_x - emin_x + 1
|
||||
|
||||
|
||||
local cid = data[idx]
|
||||
local walkable = node_walkable[cid]
|
||||
|
||||
if walkable then
|
||||
count = count - 1
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Punch entity with damage depending on explosion exposure and
|
||||
-- distance to explosion
|
||||
local exposure = count / N_EXPOSURE_RAYS
|
||||
local punch_vec = vector.subtract(opos, pos)
|
||||
local punch_dir = vector.normalize(punch_vec)
|
||||
local impact = (1 - vector.length(punch_vec) / punch_radius) * exposure
|
||||
if impact < 0 then
|
||||
impact = 0
|
||||
end
|
||||
local damage = math.floor((impact * impact + impact) * 7 * strength + 1)
|
||||
if obj:is_player() then
|
||||
local name = obj:get_player_name()
|
||||
if mod_death_messages then
|
||||
mcl_death_messages.player_damage(obj, S("@1 was caught in an explosion.", name))
|
||||
end
|
||||
if rawget(_G, "armor") and armor.last_damage_types then
|
||||
armor.last_damage_types[name] = "explosion"
|
||||
end
|
||||
end
|
||||
local source = puncher
|
||||
if not source then
|
||||
source = obj
|
||||
end
|
||||
obj:punch(source, 10, { damage_groups = { full_punch_interval = 1,
|
||||
fleshy = damage, knockback = impact * 20.0 } }, punch_dir)
|
||||
|
||||
if obj:is_player() then
|
||||
obj:add_player_velocity(vector.multiply(punch_dir, impact * 20))
|
||||
elseif ent.tnt_knockback then
|
||||
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local airs, fires = {}, {}
|
||||
|
||||
-- Remove destroyed blocks and drop items
|
||||
for hash, idx in pairs(destroy) do
|
||||
local do_drop = not creative_enabled and math.random() <= drop_chance
|
||||
local on_blast = node_on_blast[data[idx]]
|
||||
local remove = true
|
||||
|
||||
if do_drop or on_blast ~= nil then
|
||||
local npos = minetest.get_position_from_hash(hash)
|
||||
if on_blast ~= nil then
|
||||
on_blast(npos, 1.0, do_drop)
|
||||
remove = false
|
||||
else
|
||||
local name = minetest.get_name_from_content_id(data[idx])
|
||||
local drop = minetest.get_node_drops(name, "")
|
||||
|
||||
for _, item in ipairs(drop) do
|
||||
if type(item) ~= "string" then
|
||||
item = item:get_name() .. item:get_count()
|
||||
end
|
||||
minetest.add_item(npos, item)
|
||||
end
|
||||
end
|
||||
end
|
||||
if remove then
|
||||
if mod_fire and fire and math.random(1, 3) == 1 then
|
||||
table.insert(fires, minetest.get_position_from_hash(hash))
|
||||
else
|
||||
table.insert(airs, minetest.get_position_from_hash(hash))
|
||||
end
|
||||
end
|
||||
end
|
||||
-- We use bulk_set_node instead of LVM because we want to have on_destruct and
|
||||
-- on_construct being called
|
||||
if #airs > 0 then
|
||||
minetest.bulk_set_node(airs, {name="air"})
|
||||
end
|
||||
if #fires > 0 then
|
||||
minetest.bulk_set_node(fires, {name="mcl_fire:fire"})
|
||||
end
|
||||
-- Update falling nodes
|
||||
for a=1, #airs do
|
||||
local p = airs[a]
|
||||
minetest.check_for_falling({x=p.x, y=p.y+1, z=p.z})
|
||||
end
|
||||
for f=1, #fires do
|
||||
local p = fires[f]
|
||||
minetest.check_for_falling({x=p.x, y=p.y+1, z=p.z})
|
||||
end
|
||||
|
||||
-- Log explosion
|
||||
minetest.log('action', 'Explosion at ' .. minetest.pos_to_string(pos) ..
|
||||
' with strength ' .. strength .. ' and radius ' .. radius)
|
||||
|
||||
end
|
||||
|
||||
-- Create an explosion with strength at pos.
|
||||
--
|
||||
-- Parameters:
|
||||
-- pos - The position where the explosion originates from
|
||||
-- strength - The blast strength of the explosion (a TNT explosion uses 4)
|
||||
-- info - Table containing information about explosion.
|
||||
-- puncher - object that is reported as source of punches/damage (optional)
|
||||
--
|
||||
-- Values in info:
|
||||
-- drop_chance - If specified becomes the drop chance of all nodes in the
|
||||
-- explosion (defaults to 1.0 / strength)
|
||||
-- no_sound - If true then the explosion will not play a sound
|
||||
-- no_particle - If true then the explosion will not create particles
|
||||
-- fire - If true, 1/3 nodes become fire (default: false)
|
||||
function mcl_explosions.explode(pos, strength, info, puncher)
|
||||
-- The maximum blast radius (in the air)
|
||||
local radius = math.ceil(1.3 * strength / (0.3 * 0.75) * 0.3)
|
||||
|
||||
if not sphere_shapes[radius] then
|
||||
sphere_shapes[radius] = compute_sphere_rays(radius)
|
||||
end
|
||||
local shape = sphere_shapes[radius]
|
||||
|
||||
local creative_enabled = minetest.is_creative_enabled("")
|
||||
trace_explode(pos, strength, shape, radius, (info and info.drop_chance) or 1 / strength, info.fire == true, puncher, creative_enabled)
|
||||
|
||||
if not (info and info.no_particle) then
|
||||
add_particles(pos, radius)
|
||||
end
|
||||
if not (info and info.no_sound) then
|
||||
minetest.sound_play("tnt_explode", {
|
||||
pos = pos, gain = 1.0,
|
||||
max_hear_distance = strength * 16
|
||||
}, true)
|
||||
end
|
||||
end
|
2
games/mineclone2/mods/CORE/mcl_explosions/locale/mcl_explosions.de.tr
Executable file
@ -0,0 +1,2 @@
|
||||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=@1 wurde Opfer einer Explosion.
|
2
games/mineclone2/mods/CORE/mcl_explosions/locale/mcl_explosions.fr.tr
Executable file
@ -0,0 +1,2 @@
|
||||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=@1 a été pris dans une explosion.
|
2
games/mineclone2/mods/CORE/mcl_explosions/locale/mcl_explosions.ru.tr
Executable file
@ -0,0 +1,2 @@
|
||||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=@1 не удалось пережить взрыва.
|
2
games/mineclone2/mods/CORE/mcl_explosions/locale/template.txt
Executable file
@ -0,0 +1,2 @@
|
||||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=
|
4
games/mineclone2/mods/CORE/mcl_explosions/mod.conf
Executable file
@ -0,0 +1,4 @@
|
||||
name = mcl_explosions
|
||||
description = A common API to create explosions.
|
||||
depends = mcl_particles
|
||||
optional_depends = mcl_fire
|
1
games/mineclone2/mods/CORE/mcl_init/description.txt
Executable file
@ -0,0 +1 @@
|
||||
Initialization mod of MineClone 2. Defines some common shared variables and sets up initial default settings which have to be set at the beginning.
|
130
games/mineclone2/mods/CORE/mcl_init/init.lua
Executable file
@ -0,0 +1,130 @@
|
||||
-- Some global variables (don't overwrite them!)
|
||||
mcl_vars = {}
|
||||
|
||||
mcl_vars.redstone_tick = 0.1
|
||||
|
||||
--- GUI / inventory menu settings
|
||||
mcl_vars.gui_slots = "listcolors[#9990;#FFF7;#FFF0;#000;#FFF]"
|
||||
-- nonbg is added as formspec prepend in mcl_formspec_prepend
|
||||
mcl_vars.gui_nonbg = mcl_vars.gui_slots ..
|
||||
"style_type[image_button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]"..
|
||||
"style_type[button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]"..
|
||||
"style_type[field;textcolor=#323232]"..
|
||||
"style_type[label;textcolor=#323232]"..
|
||||
"style_type[textarea;textcolor=#323232]"..
|
||||
"style_type[checkbox;textcolor=#323232]"
|
||||
|
||||
-- Background stuff must be manually added by mods (no formspec prepend)
|
||||
mcl_vars.gui_bg_color = "bgcolor[#00000000]"
|
||||
mcl_vars.gui_bg_img = "background9[1,1;1,1;mcl_base_textures_background9.png;true;7]"
|
||||
|
||||
-- Legacy
|
||||
mcl_vars.inventory_header = ""
|
||||
|
||||
-- Mapgen variables
|
||||
local mg_name = minetest.get_mapgen_setting("mg_name")
|
||||
local minecraft_height_limit = 256
|
||||
local superflat = mg_name == "flat" and minetest.get_mapgen_setting("mcl_superflat_classic") == "true"
|
||||
|
||||
-- Calculate mapgen_edge_min/mapgen_edge_max
|
||||
mcl_vars.chunksize = math.max(1, tonumber(minetest.get_mapgen_setting("chunksize")) or 5)
|
||||
mcl_vars.MAP_BLOCKSIZE = math.max(1, core.MAP_BLOCKSIZE or 16)
|
||||
mcl_vars.mapgen_limit = math.max(1, tonumber(minetest.get_mapgen_setting("mapgen_limit")) or 31000)
|
||||
mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, core.MAX_MAP_GENERATION_LIMIT or 31000)
|
||||
local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2)
|
||||
local chunk_size_in_nodes = mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE
|
||||
local central_chunk_min_pos = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
|
||||
local central_chunk_max_pos = central_chunk_min_pos + chunk_size_in_nodes - 1
|
||||
local ccfmin = central_chunk_min_pos - mcl_vars.MAP_BLOCKSIZE -- Fullminp/fullmaxp of central chunk, in nodes
|
||||
local ccfmax = central_chunk_max_pos + mcl_vars.MAP_BLOCKSIZE
|
||||
local mapgen_limit_b = math.floor(math.min(mcl_vars.mapgen_limit, mcl_vars.MAX_MAP_GENERATION_LIMIT) / mcl_vars.MAP_BLOCKSIZE)
|
||||
local mapgen_limit_min = -mapgen_limit_b * mcl_vars.MAP_BLOCKSIZE
|
||||
local mapgen_limit_max = (mapgen_limit_b + 1) * mcl_vars.MAP_BLOCKSIZE - 1
|
||||
local numcmin = math.max(math.floor((ccfmin - mapgen_limit_min) / chunk_size_in_nodes), 0) -- Number of complete chunks from central chunk
|
||||
local numcmax = math.max(math.floor((mapgen_limit_max - ccfmax) / chunk_size_in_nodes), 0) -- fullminp/fullmaxp to effective mapgen limits.
|
||||
mcl_vars.mapgen_edge_min = central_chunk_min_pos - numcmin * chunk_size_in_nodes
|
||||
mcl_vars.mapgen_edge_max = central_chunk_max_pos + numcmax * chunk_size_in_nodes
|
||||
|
||||
if not superflat then
|
||||
-- Normal mode
|
||||
--[[ Realm stacking (h is for height)
|
||||
- Overworld (h>=256)
|
||||
- Void (h>=1000)
|
||||
- Realm Barrier (h=11), to allow escaping the End
|
||||
- End (h>=256)
|
||||
- Void (h>=1000)
|
||||
- Nether (h=128)
|
||||
- Void (h>=1000)
|
||||
]]
|
||||
|
||||
-- Overworld
|
||||
mcl_vars.mg_overworld_min = -62
|
||||
mcl_vars.mg_overworld_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit
|
||||
mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min
|
||||
mcl_vars.mg_bedrock_overworld_max = mcl_vars.mg_bedrock_overworld_min + 4
|
||||
mcl_vars.mg_lava_overworld_max = mcl_vars.mg_overworld_min + 10
|
||||
mcl_vars.mg_lava = true
|
||||
mcl_vars.mg_bedrock_is_rough = true
|
||||
|
||||
else
|
||||
-- Classic superflat
|
||||
local ground = minetest.get_mapgen_setting("mgflat_ground_level")
|
||||
ground = tonumber(ground)
|
||||
if not ground then
|
||||
ground = 8
|
||||
end
|
||||
mcl_vars.mg_overworld_min = ground - 3
|
||||
mcl_vars.mg_overworld_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit
|
||||
mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min
|
||||
mcl_vars.mg_bedrock_overworld_max = mcl_vars.mg_bedrock_overworld_min
|
||||
mcl_vars.mg_lava = false
|
||||
mcl_vars.mg_lava_overworld_max = mcl_vars.mg_overworld_min
|
||||
mcl_vars.mg_bedrock_is_rough = false
|
||||
end
|
||||
|
||||
mcl_vars.mg_overworld_max = 31000
|
||||
|
||||
-- The Nether (around Y = -29000)
|
||||
mcl_vars.mg_nether_min = -29067 -- Carefully chosen to be at a mapchunk border
|
||||
mcl_vars.mg_nether_max = mcl_vars.mg_nether_min + 128
|
||||
mcl_vars.mg_bedrock_nether_bottom_min = mcl_vars.mg_nether_min
|
||||
mcl_vars.mg_bedrock_nether_top_max = mcl_vars.mg_nether_max
|
||||
if not superflat then
|
||||
mcl_vars.mg_bedrock_nether_bottom_max = mcl_vars.mg_bedrock_nether_bottom_min + 4
|
||||
mcl_vars.mg_bedrock_nether_top_min = mcl_vars.mg_bedrock_nether_top_max - 4
|
||||
mcl_vars.mg_lava_nether_max = mcl_vars.mg_nether_min + 31
|
||||
else
|
||||
-- Thin bedrock in classic superflat mapgen
|
||||
mcl_vars.mg_bedrock_nether_bottom_max = mcl_vars.mg_bedrock_nether_bottom_min
|
||||
mcl_vars.mg_bedrock_nether_top_min = mcl_vars.mg_bedrock_nether_top_max
|
||||
mcl_vars.mg_lava_nether_max = mcl_vars.mg_nether_min + 2
|
||||
end
|
||||
if mg_name == "flat" then
|
||||
if superflat then
|
||||
mcl_vars.mg_flat_nether_floor = mcl_vars.mg_bedrock_nether_bottom_max + 4
|
||||
mcl_vars.mg_flat_nether_ceiling = mcl_vars.mg_bedrock_nether_bottom_max + 52
|
||||
else
|
||||
mcl_vars.mg_flat_nether_floor = mcl_vars.mg_lava_nether_max + 4
|
||||
mcl_vars.mg_flat_nether_ceiling = mcl_vars.mg_lava_nether_max + 52
|
||||
end
|
||||
end
|
||||
|
||||
-- The End (surface at ca. Y = -27000)
|
||||
mcl_vars.mg_end_min = -27073 -- Carefully chosen to be at a mapchunk border
|
||||
mcl_vars.mg_end_max_official = mcl_vars.mg_end_min + minecraft_height_limit
|
||||
mcl_vars.mg_end_max = mcl_vars.mg_overworld_min - 2000
|
||||
mcl_vars.mg_end_platform_pos = { x = 100, y = mcl_vars.mg_end_min + 74, z = 0 }
|
||||
|
||||
-- Realm barrier used to safely separate the End from the void below the Overworld
|
||||
mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max
|
||||
mcl_vars.mg_realm_barrier_overworld_end_min = mcl_vars.mg_end_max - 11
|
||||
|
||||
-- Use MineClone 2-style dungeons
|
||||
mcl_vars.mg_dungeons = true
|
||||
|
||||
-- Set default stack sizes
|
||||
minetest.nodedef_default.stack_max = 64
|
||||
minetest.craftitemdef_default.stack_max = 64
|
||||
|
||||
-- Set random seed for all other mods (Remember to make sure no other mod calls this function)
|
||||
math.randomseed(os.time())
|
1
games/mineclone2/mods/CORE/mcl_init/mod.conf
Executable file
@ -0,0 +1 @@
|
||||
name = mcl_init
|
1
games/mineclone2/mods/CORE/mcl_loot/description.txt
Executable file
@ -0,0 +1 @@
|
||||
API for filling a chest with random treasures.
|
159
games/mineclone2/mods/CORE/mcl_loot/init.lua
Executable file
@ -0,0 +1,159 @@
|
||||
mcl_loot = {}
|
||||
|
||||
--[[
|
||||
Select a number of itemstacks out of a pool of treasure definitions randomly.
|
||||
|
||||
Parameters:
|
||||
* loot_definitions: Probabilities and information about the loot to select. Syntax:
|
||||
|
||||
{
|
||||
stacks_min = 1, -- Minimum number of item stacks to get. Default: 1
|
||||
stacks_max = 3, -- Maximum number of item stacks to get. Default: 1
|
||||
items = { -- Table of possible loot items. This function selects between stacks_min and stacks_max of these.
|
||||
{
|
||||
weight = 5, -- Likelihood of this item being selected (see below). Optional (default: 1)
|
||||
|
||||
itemstack = ItemStack("example:item1"), -- Itemstack to select
|
||||
-- OR
|
||||
itemstring = "example:item1", -- Which item to select
|
||||
amount_min = 1, -- Minimum size of itemstack. Must not be larger than 6553. Optional (default: 1)
|
||||
amount_max = 10, -- Maximum size of item stack. Must not be larger than item definition's stack_max or 6553. Optional (default: 1)
|
||||
wear_min = 1, -- Minimum wear value. Must be at least 1. Optional (default: no wear)
|
||||
wear_max = 1, -- Maxiumum wear value. Must be at least 1. Optional (default: no wear)
|
||||
},
|
||||
{ -- more tables like above, one table per item stack }
|
||||
}
|
||||
}
|
||||
* pr: PseudoRandom object used for the randomness
|
||||
|
||||
How weight works: The probability of a single item stack being selected is weight/total_weight, with
|
||||
total_weight being the sum of all weight values in the items table. If you leave out the weight for
|
||||
all items, the likelihood of each item being selected is equal.
|
||||
|
||||
Returns: Table of itemstrings
|
||||
]]
|
||||
function mcl_loot.get_loot(loot_definitions, pr)
|
||||
local items = {}
|
||||
|
||||
local total_weight = 0
|
||||
for i=1, #loot_definitions.items do
|
||||
total_weight = total_weight + (loot_definitions.items[i].weight or 1)
|
||||
end
|
||||
|
||||
local stacks_min = loot_definitions.stacks_min
|
||||
local stacks_max = loot_definitions.stacks_max
|
||||
if not stacks_min then stacks_min = 1 end
|
||||
if not stacks_max then stacks_max = 1 end
|
||||
local stacks = pr:next(loot_definitions.stacks_min, loot_definitions.stacks_max)
|
||||
for s=1, stacks do
|
||||
local r = pr:next(1, total_weight)
|
||||
|
||||
local accumulated_weight = 0
|
||||
local item
|
||||
for i=1, #loot_definitions.items do
|
||||
accumulated_weight = accumulated_weight + (loot_definitions.items[i].weight or 1)
|
||||
if accumulated_weight >= r then
|
||||
item = loot_definitions.items[i]
|
||||
break
|
||||
end
|
||||
end
|
||||
if item then
|
||||
local itemstring = item.itemstring
|
||||
local itemstack = item.itemstack
|
||||
if itemstring then
|
||||
if item.amount_min and item.amount_max then
|
||||
itemstring = itemstring .. " " .. pr:next(item.amount_min, item.amount_max)
|
||||
end
|
||||
if item.wear_min and item.wear_max then
|
||||
-- Sadly, PseudoRandom only allows very narrow ranges, so we set wear in steps of 10
|
||||
local wear_min = math.floor(item.wear_min / 10)
|
||||
local wear_max = math.floor(item.wear_max / 10)
|
||||
local wear = pr:next(wear_min, wear_max) * 10
|
||||
|
||||
if not item.amount_min and not item.amount_max then
|
||||
itemstring = itemstring .. " 1"
|
||||
end
|
||||
|
||||
itemstring = itemstring .. " " .. tostring(wear)
|
||||
end
|
||||
table.insert(items, itemstring)
|
||||
elseif itemstack then
|
||||
table.insert(items, itemstack)
|
||||
else
|
||||
minetest.log("error", "[mcl_loot] INTERNAL ERROR! Failed to select random loot item!")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return items
|
||||
end
|
||||
|
||||
--[[
|
||||
Repeat mcl_loot.get_loot multiple times for various loot_definitions.
|
||||
Useful for filling chests.
|
||||
|
||||
* multi_loot_definitions: Table of loot_definitions (see mcl_loot.get_loot)
|
||||
* pr: PseudoRandom object used for the randomness
|
||||
|
||||
Returns: Table of itemstrings ]]
|
||||
function mcl_loot.get_multi_loot(multi_loot_definitions, pr)
|
||||
local items = {}
|
||||
for m=1, #multi_loot_definitions do
|
||||
local group = mcl_loot.get_loot(multi_loot_definitions[m], pr)
|
||||
for g=1, #group do
|
||||
table.insert(items, group[g])
|
||||
end
|
||||
end
|
||||
return items
|
||||
end
|
||||
|
||||
--[[
|
||||
Returns a table of length `max_slot` and all natural numbers between 1 and `max_slot`
|
||||
in a random order.
|
||||
]]
|
||||
local function get_random_slots(max_slot)
|
||||
local slots = {}
|
||||
for s=1, max_slot do
|
||||
slots[s] = s
|
||||
end
|
||||
local slots_out = {}
|
||||
while #slots > 0 do
|
||||
local r = math.random(1, #slots)
|
||||
table.insert(slots_out, slots[r])
|
||||
table.remove(slots, r)
|
||||
end
|
||||
return slots_out
|
||||
end
|
||||
|
||||
--[[
|
||||
Puts items in an inventory list into random slots.
|
||||
* inv: InvRef
|
||||
* listname: Inventory list name
|
||||
* items: table of items to add
|
||||
|
||||
Items will be added from start of the table to end.
|
||||
If the inventory already has occupied slots, or is
|
||||
too small, placement of some items might fail.
|
||||
]]
|
||||
function mcl_loot.fill_inventory(inv, listname, items)
|
||||
local size = inv:get_size(listname)
|
||||
local slots = get_random_slots(size)
|
||||
local leftovers = {}
|
||||
-- 1st pass: Add items into random slots
|
||||
for i=1, math.min(#items, size) do
|
||||
local item = items[i]
|
||||
local slot = slots[i]
|
||||
local old_item = inv:get_stack(listname, slot)
|
||||
local leftover = old_item:add_item(item)
|
||||
inv:set_stack(listname, slot, old_item)
|
||||
if not leftover:is_empty() then
|
||||
table.insert(leftovers, item)
|
||||
end
|
||||
end
|
||||
-- 2nd pass: If some items couldn't be added in first pass,
|
||||
-- try again in a non-random fashion
|
||||
for l=1, math.min(#leftovers, size) do
|
||||
inv:add_item(listname, leftovers[l])
|
||||
end
|
||||
-- If there are still items left, tough luck!
|
||||
end
|
1
games/mineclone2/mods/CORE/mcl_loot/mod.conf
Executable file
@ -0,0 +1 @@
|
||||
name = mcl_loot
|
1
games/mineclone2/mods/CORE/mcl_particles/description.txt
Executable file
@ -0,0 +1 @@
|
||||
Contains particle images of MineClone 2. No code.
|
68
games/mineclone2/mods/CORE/mcl_particles/init.lua
Executable file
@ -0,0 +1,68 @@
|
||||
mcl_particles = {}
|
||||
|
||||
-- Table of particlespawner IDs on a per-node hash basis
|
||||
-- Keys: node position hashes
|
||||
-- Values: Tables of particlespawner IDs (each node pos can have an arbitrary number of particlespawners)
|
||||
local particle_nodes = {}
|
||||
|
||||
-- Node particles can be disabled via setting
|
||||
local node_particles_allowed = minetest.settings:get("mcl_node_particles") or "none"
|
||||
|
||||
local levels = {
|
||||
high = 3,
|
||||
medium = 2,
|
||||
low = 1,
|
||||
none = 0,
|
||||
}
|
||||
|
||||
allowed_level = levels[node_particles_allowed]
|
||||
if not allowed_level then
|
||||
allowed_level = levels["none"]
|
||||
end
|
||||
|
||||
|
||||
-- Add a particlespawner that is assigned to a given node position.
|
||||
-- * pos: Node positon. MUST use integer values!
|
||||
-- * particlespawner_definition: definition for minetest.add_particlespawner
|
||||
-- * level: detail level of particles. "high", "medium", "low" or "none". High detail levels are for
|
||||
-- CPU-demanding particles, like smoke of fire (which occurs frequently)
|
||||
-- NOTE: All particlespawners are automatically removed on shutdown.
|
||||
-- Returns particlespawner ID on succcess and nil on failure
|
||||
function mcl_particles.add_node_particlespawner(pos, particlespawner_definition, level)
|
||||
if allowed_level == 0 or levels[level] > allowed_level then
|
||||
return
|
||||
end
|
||||
local poshash = minetest.hash_node_position(pos)
|
||||
if not poshash then
|
||||
return
|
||||
end
|
||||
local id = minetest.add_particlespawner(particlespawner_definition)
|
||||
if id == -1 then
|
||||
return
|
||||
end
|
||||
if not particle_nodes[poshash] then
|
||||
particle_nodes[poshash] = {}
|
||||
end
|
||||
table.insert(particle_nodes[poshash], id)
|
||||
return id
|
||||
end
|
||||
|
||||
-- Deletes all particlespawners that are assigned to a node position.
|
||||
-- If no particlespawners exist for this position, nothing happens.
|
||||
-- pos: Node positon. MUST use integer values!
|
||||
-- Returns true if particlespawner could be removed and false if not
|
||||
function mcl_particles.delete_node_particlespawners(pos)
|
||||
if allowed_level == 0 then
|
||||
return false
|
||||
end
|
||||
local poshash = minetest.hash_node_position(pos)
|
||||
local ids = particle_nodes[poshash]
|
||||
if ids then
|
||||
for i=1, #ids do
|
||||
minetest.delete_particlespawner(ids[i])
|
||||
end
|
||||
particle_nodes[poshash] = nil
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
1
games/mineclone2/mods/CORE/mcl_particles/mod.conf
Executable file
@ -0,0 +1 @@
|
||||
name = mcl_particles
|
BIN
games/mineclone2/mods/CORE/mcl_particles/textures/mcl_particles_bubble.png
Executable file
After Width: | Height: | Size: 126 B |
BIN
games/mineclone2/mods/CORE/mcl_particles/textures/mcl_particles_crit.png
Executable file
After Width: | Height: | Size: 127 B |
After Width: | Height: | Size: 91 B |
BIN
games/mineclone2/mods/CORE/mcl_particles/textures/mcl_particles_effect.png
Executable file
After Width: | Height: | Size: 137 B |
BIN
games/mineclone2/mods/CORE/mcl_particles/textures/mcl_particles_flame.png
Executable file
After Width: | Height: | Size: 145 B |
After Width: | Height: | Size: 125 B |
BIN
games/mineclone2/mods/CORE/mcl_particles/textures/mcl_particles_lava.png
Executable file
After Width: | Height: | Size: 183 B |
BIN
games/mineclone2/mods/CORE/mcl_particles/textures/mcl_particles_mob_death.png
Executable file
After Width: | Height: | Size: 262 B |
BIN
games/mineclone2/mods/CORE/mcl_particles/textures/mcl_particles_note.png
Executable file
After Width: | Height: | Size: 126 B |
BIN
games/mineclone2/mods/CORE/mcl_particles/textures/mcl_particles_smoke.png
Executable file
After Width: | Height: | Size: 126 B |
BIN
games/mineclone2/mods/CORE/mcl_particles/textures/mcl_particles_smoke_anim.png
Executable file
After Width: | Height: | Size: 216 B |
BIN
games/mineclone2/mods/CORE/mcl_particles/textures/mcl_particles_teleport.png
Executable file
After Width: | Height: | Size: 101 B |
97
games/mineclone2/mods/CORE/mcl_sounds/README.txt
Executable file
@ -0,0 +1,97 @@
|
||||
Licenses of sounds
|
||||
-----------------
|
||||
|
||||
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||
http://creativecommons.org/licenses/by-sa/3.0/
|
||||
|
||||
Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
|
||||
http://creativecommons.org/licenses/by-sa/4.0/
|
||||
|
||||
Creative Commons Attribution 3.0 Unported (CC BY-SA 3.0)
|
||||
http://creativecommons.org/licenses/by/3.0/
|
||||
|
||||
Glass breaking sounds (CC BY 3.0):
|
||||
1: http://www.freesound.org/people/cmusounddesign/sounds/71947/
|
||||
2: http://www.freesound.org/people/Tomlija/sounds/97669/
|
||||
3: http://www.freesound.org/people/lsprice/sounds/88808/
|
||||
|
||||
default_tool_breaks.ogg by EdgardEdition (CC BY 3.0), http://www.freesound.org/people/EdgardEdition
|
||||
|
||||
Mito551 (sounds) (CC BY-SA 3.0):
|
||||
default_dig_choppy.ogg
|
||||
default_dig_cracky.ogg
|
||||
default_dig_crumbly.1.ogg
|
||||
default_dig_crumbly.2.ogg
|
||||
default_dig_oddly_breakable_by_hand.ogg
|
||||
default_dug_node.1.ogg
|
||||
default_dug_node.2.ogg
|
||||
default_grass_footstep.1.ogg
|
||||
default_grass_footstep.2.ogg
|
||||
default_grass_footstep.3.ogg
|
||||
default_gravel_footstep.1.ogg
|
||||
default_gravel_footstep.2.ogg
|
||||
default_gravel_footstep.3.ogg
|
||||
default_gravel_footstep.4.ogg
|
||||
default_grass_footstep.1.ogg
|
||||
default_place_node.1.ogg
|
||||
default_place_node.2.ogg
|
||||
default_place_node.3.ogg
|
||||
default_place_node_hard.1.ogg
|
||||
default_place_node_hard.2.ogg
|
||||
default_hard_footstep.1.ogg
|
||||
default_hard_footstep.2.ogg
|
||||
default_hard_footstep.3.ogg
|
||||
default_sand_footstep.1.ogg
|
||||
default_sand_footstep.2.ogg
|
||||
default_wood_footstep.1.ogg
|
||||
default_wood_footstep.2.ogg
|
||||
default_dirt_footstep.1.ogg
|
||||
default_dirt_footstep.2.ogg
|
||||
default_glass_footstep.ogg
|
||||
|
||||
Metal sounds:
|
||||
default_dig_metal.ogg - yadronoff - CC-BY-3.0
|
||||
- https://www.freesound.org/people/yadronoff/sounds/320397/
|
||||
default_dug_metal.*.ogg - Iwan Gabovitch - qubodup - CC0
|
||||
- http://opengameart.org/users/qubodup
|
||||
default_metal_footstep.*.ogg - Ottomaani138 - CC0
|
||||
- https://www.freesound.org/people/Ottomaani138/sounds/232692/
|
||||
default_place_node_metal.*.ogg - Ogrebane - CC0
|
||||
- http://opengameart.org/content/wood-and-metal-sound-effects-volume-2
|
||||
|
||||
AGFX (CC BY 3.0)
|
||||
https://www.freesound.org/people/AGFX/packs/1253/
|
||||
default_water_footstep.1.ogg
|
||||
default_water_footstep.2.ogg
|
||||
default_water_footstep.3.ogg
|
||||
(default_water_footstep.4.ogg is silent)
|
||||
|
||||
blukotek (CC0 1.0)
|
||||
https://www.freesound.org/people/blukotek/sounds/251660/
|
||||
default_dig_snappy.ogg
|
||||
|
||||
sonictechtonic (CC BY 3.0)
|
||||
https://www.freesound.org/people/sonictechtonic/sounds/241872/
|
||||
player_damage.ogg
|
||||
|
||||
Voxelands project <http://www.voxelands.com/> (CC BY-SA 3.0)
|
||||
mcl_sounds_place_node_water.ogg
|
||||
mcl_sounds_dug_water.ogg
|
||||
|
||||
(Note: Artists from the Voxelands project include: sdzen, darkrose, sapier,
|
||||
Tom Peter, Telaron, juskiddink)
|
||||
|
||||
Michel Baradari <https://opengameart.org/content/lava-splash> (CC BY 3.0)
|
||||
|
||||
default_place_node_lava.ogg
|
||||
|
||||
Adam_N (CC0 1.0):
|
||||
player_falling_damage.ogg
|
||||
Source: <https://www.freesound.org/people/Adam_N/sounds/346692/>
|
||||
|
||||
Alecia Shepherd (CC BY-SA 4.0):
|
||||
mcl_sounds_cloth.ogg
|
||||
Source: SnowSong sound and music pack <https://opengameart.org/content/snowsong-sound-and-music-pack>
|
||||
|
||||
Unknown authors (WTFPL):
|
||||
pedology_snow_soft_footstep.*.ogg
|
1
games/mineclone2/mods/CORE/mcl_sounds/description.txt
Executable file
@ -0,0 +1 @@
|
||||
This mod contains the core sounds of MineClone 2 as well as helper function for mods to access them.
|
168
games/mineclone2/mods/CORE/mcl_sounds/init.lua
Executable file
@ -0,0 +1,168 @@
|
||||
--
|
||||
-- Sounds
|
||||
--
|
||||
|
||||
mcl_sounds = {}
|
||||
|
||||
function mcl_sounds.node_sound_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="", gain=1.0}
|
||||
table.dug = table.dug or
|
||||
{name="default_dug_node", gain=0.25}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_oddly_breakable_by_hand", gain=1.0}
|
||||
table.place = table.place or
|
||||
{name="default_place_node_hard", gain=1.0}
|
||||
return table
|
||||
end
|
||||
|
||||
function mcl_sounds.node_sound_stone_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="default_hard_footstep", gain=0.5}
|
||||
table.dug = table.dug or
|
||||
{name="default_hard_footstep", gain=1.0}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_cracky", gain=1.0}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
||||
function mcl_sounds.node_sound_metal_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="default_metal_footstep", gain=0.5}
|
||||
table.dug = table.dug or
|
||||
{name="default_dug_metal", gain=1.0}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_metal", gain=1.0}
|
||||
table.place = table.place or
|
||||
{name="default_place_node_metal", gain=1.0}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
||||
function mcl_sounds.node_sound_dirt_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="default_dirt_footstep", gain=1.0}
|
||||
table.dug = table.dug or
|
||||
{name="default_dirt_footstep", gain=1.5}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_crumbly", gain=1.0}
|
||||
table.place = table.place or
|
||||
{name="default_place_node", gain=1.0}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
||||
function mcl_sounds.node_sound_sand_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="default_sand_footstep", gain=0.5}
|
||||
table.dug = table.dug or
|
||||
{name="default_sand_footstep", gain=1.0}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_crumbly", gain=1.0}
|
||||
table.place = table.place or
|
||||
{name="default_place_node", gain=1.0}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
||||
function mcl_sounds.node_sound_snow_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="pedology_snow_soft_footstep", gain=0.5}
|
||||
table.dug = table.dug or
|
||||
{name="pedology_snow_soft_footstep", gain=1.0}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_crumbly", gain=1.0}
|
||||
table.place = table.place or
|
||||
{name="default_place_node", gain=1.0}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
||||
function mcl_sounds.node_sound_wood_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="default_wood_footstep", gain=0.5}
|
||||
table.dug = table.dug or
|
||||
{name="default_wood_footstep", gain=1.0}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_choppy", gain=1.0}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
||||
function mcl_sounds.node_sound_wool_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="mcl_sounds_cloth", gain=0.5}
|
||||
table.dug = table.dug or
|
||||
{name="mcl_sounds_cloth", gain=1.0}
|
||||
table.dig = table.dig or
|
||||
{name="mcl_sounds_cloth", gain=0.9}
|
||||
table.place = table.dig or
|
||||
{name="mcl_sounds_cloth", gain=1.0}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
||||
function mcl_sounds.node_sound_leaves_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="default_grass_footstep", gain=0.1325}
|
||||
table.dug = table.dug or
|
||||
{name="default_grass_footstep", gain=0.425}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_snappy", gain=0.4}
|
||||
table.place = table.place or
|
||||
{name="default_place_node", gain=1.0}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
||||
function mcl_sounds.node_sound_glass_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="default_glass_footstep", gain=0.5}
|
||||
table.dug = table.dug or
|
||||
{name="default_break_glass", gain=1.0}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_cracky", gain=1.0}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
||||
function mcl_sounds.node_sound_water_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name = "default_water_footstep", gain = 0.2}
|
||||
table.place = table.place or
|
||||
{name = "mcl_sounds_place_node_water", gain = 1.0}
|
||||
table.dug = table.dug or
|
||||
{name = "mcl_sounds_dug_water", gain = 1.0}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
||||
function mcl_sounds.node_sound_lava_defaults(table)
|
||||
table = table or {}
|
||||
-- TODO: Footstep
|
||||
table.place = table.place or
|
||||
{name = "default_place_node_lava", gain = 1.0}
|
||||
table.dug = table.dug or
|
||||
{name = "default_place_node_lava", gain = 1.0}
|
||||
-- TODO: Different dug sound
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
||||
-- Player death sound
|
||||
minetest.register_on_dieplayer(function(player)
|
||||
-- TODO: Add separate death sound
|
||||
minetest.sound_play({name="player_damage", gain = 1.0}, {pos=player:get_pos(), max_hear_distance=16}, true)
|
||||
end)
|
1
games/mineclone2/mods/CORE/mcl_sounds/mod.conf
Executable file
@ -0,0 +1 @@
|
||||
name = mcl_sounds
|