Merge pull request #16 from HybridDog/hversion

add a shell script to automatically update some mods and use this script
This commit is contained in:
GunshipPenguin 2015-06-15 20:24:38 -07:00
commit 8d53620625
84 changed files with 4319 additions and 1169 deletions

4
mods/builtin_item/.gitignore vendored Normal file
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## Generic ignorable patterns and files
*~
.*.swp
debug.txt

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minetest.register_entity(":__builtin:item", {
initial_properties = {
hp_max = 1,
physical = true,
collisionbox = {-0.17,-0.17,-0.17, 0.17,0.17,0.17},
visual = "sprite",
visual_size = {x=0.5, y=0.5},
textures = {""},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
is_visible = false,
timer = 0,
},
itemstring = '',
physical_state = true,
local time = tonumber(os.clock())+10
local lastpos = vector.zero or {x=0, y=0, z=0}
local last_tab, always_test
set_item = function(self, itemstring)
self.itemstring = itemstring
local stack = ItemStack(itemstring)
local itemtable = stack:to_table()
local itemname = nil
if itemtable then
itemname = stack:to_table().name
if not core.get_gravity then
local gravity,grav_updating = 10
function core.get_gravity()
if not grav_updating then
gravity = tonumber(core.setting_get("movement_gravity")) or gravity
grav_updating = true
core.after(50, function()
grav_updating = false
end)
end
local item_texture = nil
local item_type = ""
if minetest.registered_items[itemname] then
item_texture = minetest.registered_items[itemname].inventory_image
item_type = minetest.registered_items[itemname].type
return gravity
end
local set_setting = core.setting_set
function core.setting_set(name, v, ...)
if name == "gravity" then
name = "movement_gravity"
gravity = tonumber(v) or gravity
end
prop = {
is_visible = true,
visual = "sprite",
textures = {"unknown_item.png"}
}
if item_texture and item_texture ~= "" then
prop.visual = "sprite"
prop.textures = {item_texture}
prop.visual_size = {x=0.50, y=0.50}
else
prop.visual = "wielditem"
prop.textures = {itemname}
prop.visual_size = {x=0.20, y=0.20}
prop.automatic_rotate = math.pi * 0.25
return set_setting(name, v, ...)
end
local get_setting = core.setting_get
function core.setting_get(name, ...)
if name == "gravity" then
name = "movement_gravity"
end
self.object:set_properties(prop)
end,
return get_setting(name, ...)
end
end
get_staticdata = function(self)
--return self.itemstring
return minetest.serialize({
itemstring = self.itemstring,
always_collect = self.always_collect,
timer = self.timer,
local function get_nodes(pos)
if not always_test then
local rnd_pos = vector.round(pos)
local t = tonumber(os.clock())
if vector.equals(rnd_pos, lastpos)
and t-time < 10 then
return last_tab
end
time = t
lastpos = rnd_pos
local near_objects = minetest.get_objects_inside_radius(pos, 1)
if #near_objects >= 2 then
always_test = true
minetest.after(10, function() always_test = false end)
end
end
local tab,n = {},1
for i = -1,1,2 do
for _,p in pairs({
{x=pos.x+i, y=pos.y, z=pos.z},
{x=pos.x, y=pos.y, z=pos.z+i}
}) do
tab[n] = {p, minetest.get_node(p)}
n = n+1
end
end
if not always_test then
last_tab = tab
end
return tab
end
local function get_flowing_dir(pos)
local data = get_nodes(pos)
local param2 = minetest.get_node(pos).param2
if param2 > 7 then
return
end
for _,i in pairs(data) do
local nd = i[2]
local name = nd.name
local par2 = nd.param2
if name == "default:water_flowing"
and par2 < param2 then
return i[1]
end
end
for _,i in pairs(data) do
local nd = i[2]
local name = nd.name
local par2 = nd.param2
if name == "default:water_flowing"
and par2 >= 11 then
return i[1]
end
end
for _,i in pairs(data) do
local nd = i[2]
local name = nd.name
local par2 = nd.param2
local tmp = minetest.registered_nodes[name]
if tmp
and not tmp.walkable
and name ~= "default:water_flowing" then
return i[1]
end
end
end
local item_entity = minetest.registered_entities["__builtin:item"]
local old_on_step = item_entity.on_step or function()end
item_entity.on_step = function(self, dtime)
old_on_step(self, dtime)
local p = self.object:getpos()
local name = minetest.get_node(p).name
if name == "default:lava_flowing"
or name == "default:lava_source" then
minetest.sound_play("builtin_item_lava", {pos=p})
minetest.add_particlespawner({
amount = 3,
time = 0.1,
minpos = {x=p.x, y=p.y, z=p.z},
maxpos = {x=p.x, y=p.y+0.2, z=p.z},
minacc = {x=-0.5,y=5,z=-0.5},
maxacc = {x=0.5,y=5,z=0.5},
minexptime = 0.1,
minsize = 2,
maxsize = 4,
texture = "smoke_puff.png"
})
minetest.add_particlespawner ({
amount = 1, time = 0.4,
minpos = {x = p.x, y= p.y + 0.25, z= p.z},
maxpos = {x = p.x, y= p.y + 0.5, z= p.z},
minexptime = 0.2, maxexptime = 0.4,
minsize = 4, maxsize = 6,
collisiondetection = false,
vertical = false,
texture = "fire_basic_flame.png",
})
end,
on_activate = function(self, staticdata, dtime_s)
if string.sub(staticdata, 1, string.len("return")) == "return" then
local data = minetest.deserialize(staticdata)
if data and type(data) == "table" then
self.itemstring = data.itemstring
self.always_collect = data.always_collect
self.timer = data.timer
if not self.timer then
self.timer = 0
end
self.timer = self.timer+dtime_s
end
else
self.itemstring = staticdata
end
self.object:set_armor_groups({immortal=1})
self.object:setvelocity({x=0, y=2, z=0})
self.object:setacceleration({x=0, y=-10, z=0})
self:set_item(self.itemstring)
end,
on_step = function(self, dtime)
local time = minetest.setting_get("remove_items")
if not time then
time = 300
end
if not self.timer then
self.timer = 0
end
self.timer = self.timer + dtime
if time ~= 0 and (self.timer > time) then
self.object:remove()
end
local p = self.object:getpos()
local name = minetest.env:get_node(p).name
if name == "default:lava_flowing" or name == "default:lava_source" then
minetest.sound_play("builtin_item_lava", {pos=self.object:getpos()})
self.object:remove()
return
end
if minetest.registered_nodes[name].liquidtype == "flowing" then
get_flowing_dir = function(self)
local pos = self.object:getpos()
local param2 = minetest.env:get_node(pos).param2
for i,d in ipairs({-1, 1, -1, 1}) do
if i<3 then
pos.x = pos.x+d
else
pos.z = pos.z+d
end
local name = minetest.env:get_node(pos).name
local par2 = minetest.env:get_node(pos).param2
if name == "default:water_flowing" and par2 < param2 then
return pos
end
if i<3 then
pos.x = pos.x-d
else
pos.z = pos.z-d
end
end
end
local vec = get_flowing_dir(self)
if vec then
local v = self.object:getvelocity()
if vec and vec.x-p.x > 0 then
self.object:setvelocity({x=0.5,y=v.y,z=0})
elseif vec and vec.x-p.x < 0 then
self.object:setvelocity({x=-0.5,y=v.y,z=0})
elseif vec and vec.z-p.z > 0 then
self.object:setvelocity({x=0,y=v.y,z=0.5})
elseif vec and vec.z-p.z < 0 then
self.object:setvelocity({x=0,y=v.y,z=-0.5})
end
self.object:setacceleration({x=0, y=-10, z=0})
self.physical_state = true
self.object:set_properties({
physical = true
})
return
end
end
p.y = p.y - 0.3
local nn = minetest.env:get_node(p).name
-- If node is not registered or node is walkably solid
if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable then
if self.physical_state then
self.object:setvelocity({x=0,y=0,z=0})
self.object:setacceleration({x=0, y=0, z=0})
self.physical_state = false
self.object:set_properties({
physical = false
})
end
else
if not self.physical_state then
self.object:setvelocity({x=0,y=0,z=0})
self.object:setacceleration({x=0, y=-10, z=0})
self.physical_state = true
self.object:set_properties({
physical = true
})
end
end
end,
on_punch = function(self, hitter)
if self.itemstring ~= '' then
hitter:get_inventory():add_item("main", self.itemstring)
end
self.object:remove()
end,
})
return
end
local tmp = minetest.registered_nodes[name]
if tmp
and tmp.liquidtype == "flowing" then
local vec = get_flowing_dir(self.object:getpos())
if vec then
local v = self.object:getvelocity()
if vec.x-p.x > 0 then
self.object:setvelocity({x=0.5,y=v.y,z=0})
elseif vec.x-p.x < 0 then
self.object:setvelocity({x=-0.5,y=v.y,z=0})
elseif vec.z-p.z > 0 then
self.object:setvelocity({x=0,y=v.y,z=0.5})
elseif vec.z-p.z < 0 then
self.object:setvelocity({x=0,y=v.y,z=-0.5})
end
self.object:setacceleration({x=0, y=-core.get_gravity(), z=0})
self.physical_state = true
self.object:set_properties({
physical = true
})
end
end
end
minetest.register_entity(":__builtin:item", item_entity)
if minetest.setting_get("log_mods") then
minetest.log("action", "builtin_item loaded")

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mods/item_drop/.gitignore vendored Normal file
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## Generic ignorable patterns and files
*~
.*.swp
debug.txt

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local timer = -1
local item_entity = minetest.registered_entities["__builtin:item"]
local old_on_activate = item_entity.on_activate or function()end
item_entity.on_activate = function(self, staticdata, dtime_s)
old_on_activate(self, staticdata, dtime_s)
timer = -1
end
minetest.register_globalstep(function(dtime)
timer = timer+dtime
if timer < 0.1 then
return
end
timer = 0
for _,player in ipairs(minetest.get_connected_players()) do
if player:get_hp() > 0 and minetest.get_player_privs(player:get_player_name()).interact then
local pname = player:get_player_name()
if minetest.get_player_privs(pname).interact then
local pos = player:getpos()
pos.y = pos.y+0.5
local inv = player:get_inventory()
for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, 0.5)) do
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
if object:get_luaentity().itemstring ~= "" then
for _,object in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
if not object:is_player()
and object:get_luaentity()
and object:get_luaentity().name == "__builtin:item" then
local str = object:get_luaentity().itemstring
local item = ItemStack(str)
if inv
and inv:room_for_item("main", item) then
if str ~= "" then
minetest.sound_play("item_drop_pickup", {
to_player = player:get_player_name(),
to_player = pname,
})
object:get_luaentity().itemstring = ""
inv:add_item("main", item)
end
object:get_luaentity().itemstring = ""
object:remove()
end
end
end
for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, 1.5)) do
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
if object:get_luaentity().collect then
if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
local pos1 = pos
pos1.y = pos1.y+0.2
local pos2 = object:getpos()
local vec = {x=pos1.x-pos2.x, y=pos1.y-pos2.y, z=pos1.z-pos2.z}
vec.x = vec.x*3
vec.y = vec.y*3
vec.z = vec.z*3
object:setvelocity(vec)
minetest.after(1, function(args)
local lua = object:get_luaentity()
if object == nil or lua == nil or lua.itemstring == nil then
return
end
if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
if object:get_luaentity().itemstring ~= "" then
minetest.sound_play("item_drop_pickup", {
to_player = player:get_player_name(),
})
end
object:get_luaentity().itemstring = ""
object:remove()
else
object:setvelocity({x=0,y=0,z=0})
end
end, {player, object})
end
end
end
end
end
end
end)
function minetest.handle_node_drops(pos, drops, digger)
for _,item in ipairs(drops) do
local count, name
if type(item) == "string" then
count = 1
name = item
else
count = item:get_count()
name = item:get_name()
end
for i=1,count do
local obj = minetest.env:add_item(pos, name)
if obj ~= nil then
obj:get_luaentity().collect = true
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
-- FIXME this doesnt work for deactiveted objects
if minetest.setting_get("remove_items") and tonumber(minetest.setting_get("remove_items")) then
minetest.after(tonumber(minetest.setting_get("remove_items")), function(obj)
obj:remove()
end, obj)
end
end
end
end
end
if minetest.setting_get("log_mods") then
minetest.log("action", "item_drop loaded")

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mods/snow/.gitignore vendored Normal file
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config.txt
debug.txt
*~

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~ LazyJ, 2014_06_01
~~~~~~~~~~~~~~~~~~~~
List of Changes
~~~~~~~~~~~~~~~~~~~~
##### MapGen
I did *not* fix Snow's mapgen issue with "PlantLife" (another great, Minetest
standard) based mods. Mapgen stuff is far beyond my current skill level.
What little changes I did make were to switch-out Snow nodes that Minetest
now has as defaults (dirt_with_snow, snow, ice). My thoughts being that
texture packs and other mods that may use these nodes as recipe items are more
likely to support default nodes. I also added a line above and below in the
"mapgen.lua" file indicating where to put the comment symbols to
comment-out/disable Snow's mapgen. Mods based on VanessaE's excellent
"PlantLife" mod will not produce if Snow's mapgen is active.
*Snow's mapgen is active by default.*
I did not disable it, merely indicated were the comment symbols are
to be placed. To compensate for the loss of snow resources when Snow's mapgen
is disabled, I created crafting recipes that allows players to craft more
snow, ice, and moss. This not only encourages snow builds, but also allows
the players to create snow biomes where they want and whatever size they are
willing to make them.
##### Fixed
* Pine saplings are now replaced with tree trunks when the tree grows.
* Snowballs no longer pass through solid objects. Griefers can no
longer flood the interiors of builds by throwing snowballs through the
walls hoping to either leave a snowy mess inside or that a heat source
would melt the snow and flood the interior.
* Snowballs no longer destroy nodes when thrown at the sides.
* Falling snow no longer destroys nodes (same problem snowballs had).
* Snow bricks now, instead of disappearing like before, melt
into water sources.
* Christmas tree saplings once again will drop when pine needles
are harvested.
* Dirt_with_snow changes to dirt when a solid, non-light permeating
(sunlight_propagates) block is set on top of it.
##### Changed
* All snow and ice stuff (including the stairs, slabs, panels, and
microblocks) will freeze dirt and dirt_with_grass into dirt_with_snow.
* All snow and most ice stuff will freeze water into ice, including
the stairs, slabs, panels, and microblocks. The exception is the
full-sized ice blocks will *not* freeze water into ice.
* Snow brick texture reworked and based off of the default stone brick
texture (and less purple in the grout).
* Ice stuff is now semi-transparent.
* Christmas trees now have blinking lights that give off a
low level of light.
* Christmas tree stars now give off a high level of light and the
light can be punched on or off.
* Combined default snow and snowballs. Now snow can be
thrown (left-click) or placed (right-click).
* Snow stuff now has "snow" sounds instead of "grass" sounds.
* Melting - Full-sized snow blocks, snow brick, snow cobble, and ice
will melt into water sources. The down-side is this makes a big,
permanent mess. The up-side, this is a convenient way to carry water,
if buckets are disabled on your server, by keeping full-sized snow
stuff and ice blocks in your inventory to, later, melt where you
need water.
* Melting - Partial and small-sized blocks like snow (snowballs),
basic stairs and slabs for snow stuff and ice, and circular saw-made
snow stuff and ice things will melt into a water source for 2 seconds,
then switch from a water source to flowing water, and after a moment
the flowing water dries-up (small, temporary mess).
##### Added
* New block-type: "Snow Cobble". Just like regular cobble from regular
stone, snow cobble comes from digging snow blocks.
* All snow and ice blocks can be crafted into basic slabs and stairs.
The default slabs stack and change back into full-sized blocks
("More Blocks" slabs won't do this).
* Soft dependency on a recent release Calinou's MoreBlocks so all
snow and ice blocks are compatible with the circular saw. If you don't
have MoreBlocks installed, Snow will ignore the code for those fancy
blocks and use basic stairs and slabs instead.
* All snow and ice stuff works with the screwdriver.
* Crafting, recycling, and cooking recipes for snow blocks,
ice, and moss.
* Snow bricks craft-recycle back into 4 snow blocks.
* 2 snow blocks craft into 3 snow blocks. This is to make up
for when the mapgen for snow biomes is disabled.
* 2 snow cobble craft-recycle into 3 snow blocks.
* 4 pine needles craft into 1 moss
* Snow blocks, snow cobble, and snow bricks can be cooked in a
furnace to make ice.
* Snowballs can be thrown (left-click) to build up layers. After the
11th layer, the bottom 9 layers change into a snow block. At a very
close distance, throwing snowballs can be used as a technique to
build-up gradual slopes. If you have lots and lots of snow balls,
with rapid-fire throwing, you can, very briefly, "white-out" another
player's view if your aim is good enough to hit them in the face.
* Snowballs can be placed (right-click) but will not stack into
multiple layers. Just one layer only. Placing snow is more reliable
and accurate than throwing snow from a distance. By placing snow,
players are able to create their own, personal, snow biomes.
* Vertical clearance check for tree growth. The nine blocks above the
spot where the sapling is placed must be free and clear of all
obstructions or else the sapling will not be allowed to grow.
Griefers could place the saplings in builds and when the tree grows
it may not destroy nodes but it fills the available air space leaving
a mess for the build's owner to clean-up. Now the trees will only grow
inside if there is 9, free-and-clear spaces from floor to ceiling.
Because pine trees (and Christmas trees) will grow on any solid surface,
their saplings are handy to take with you when deep mining. Just before
you run out of tool wood, dig out a space large enough for a tree to
grow, plant a pine or Christmas tree sapling then place 2 torches on
either side, right next to the sapling. After the tree grows harvest
the trunk for tool wood, the leaves for short-run fuel in the furnace
and for saplings to renew your tool wood supply again.
* Aliases to help make WorldEdit and "give" commands easier:
"default_snow" = "default:snow"
"snowball" = "default:snow"
"snowballs" = "default:snow"
"snow_ball" = "default:snow"
"ice" = "default:ice"
"default_ice" = "default:ice"
"dirtwithsnow" = "default:dirt_with_snow"
"snowdirt" = "default:dirt_with_snow"
"snowydirt" = "default:dirt_with_snow"
"snowblocks" = "default:snowblock"
"snowbrick" = "snow:snow_brick"
"bricksnow" = "snow:snow_brick"
"snowbricks" = "snow:snow_brick"
"snowybricks" = "snow:snow_brick"
"snowcobble" = "snow:snow_cobble"
"snowycobble" = "snow:snow_cobble"
"cobblesnow" = "snow:snow_cobble"
~~~~~~
TODO
~~~~~~
Falling Snow:
* Add code to prevent snowfall from depositing snow on or near torches,
active furnaces, and lava.
* Add code to prevent snowfall from depositing snow on
'walkable = false' defined nodes.
Sled:
* Figure out why the player avatars remain in a seated position,
even after getting off the sled, if they flew while on the sled.
'default.player_set_animation', where is a better explanation for this and what
are it's available options?

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CHANGELOG:
------------
Version 3.2
Update compatibility to the latest minetest.
Version 0.3.1
Paramat's rewrite of mapgenv6.lua: bugfixes, use noisemaps for big speed increase
Version 3.0
LazyJ's big changes (see LazyJ-changelog.txt)
Ice freezes-over.
Better leveled snow.
PLUS MORE! (see commit log)
Version 2.0
Uses default namespace.
Sleds.
Bugfixes.
Version 1.8
Mapgen_v7 support.
Better config system.
Falling snow.
Version 1.4
New biomes, snowy and plain
Christmas Trees
Snowfall
Version 1.3
Smooth transitions
Snow Bricks
Version 1.2
Pine trees
Moss
Alpine biomes
Dry shrubs
Version 1.1
Better mapgen
Version 1.0
Initial release

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--This file contains configuration options for snow mod.
--Enables falling snow.
snow.enable_snowfall = false
--Enables debuging.
snow.debug = false
--Enables smooth transition of biomes.
snow.smooth = true

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default
moreblocks?

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--[[
--==============================
--==========================================================
LazyJ's Fork of Splizard's "Snow Biomes" Mod
by LazyJ
version: Umpteen-hundred and 7/5ths something or another.
2014_04_12
~~~
"Snow Biomes" Mod
By Splizard
Download:
http//forum.minetest.net/viewtopic.php?id=2290
http://github.com/Splizard/minetest-mod-snow/
--==========================================================
--==============================
Snow Biomes
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
MA 02110-1301, USA.
]]--
snow = {}
dofile(minetest.get_modpath("snow").."/mapgen.lua")
dofile(minetest.get_modpath("snow").."/config.lua")
--Replace leaves so snow gets removed on decay.
local leaves = {}
for k,v in pairs(minetest.registered_nodes["default:leaves"]) do
leaves[k] = v
-- Original Lua Files
--dofile(minetest.get_modpath("snow").."/util.lua")
--dofile(minetest.get_modpath("snow").."/mapgen.lua")
--dofile(minetest.get_modpath("snow").."/sled.lua")
-- "falling_snow.lua" disabled since weather functions minetest.get_heat(pos) and minetest.get_humidity(pos)
-- have been removed from Minetest.
-- Until something else can be figured out, use paramat's "Snowdrift" mod instead.
-- dofile(minetest.get_modpath("snow").."/falling_snow.lua")
-- Original init.lua File Broken into Smaller Files
dofile(minetest.get_modpath("snow").."/src/abms.lua")
dofile(minetest.get_modpath("snow").."/src/aliases.lua")
dofile(minetest.get_modpath("snow").."/src/basic_stairs_slabs.lua")
dofile(minetest.get_modpath("snow").."/src/crafting.lua")
dofile(minetest.get_modpath("snow").."/src/snowball.lua")
-- The formspec menu didn't work when util.lua was the very first "dofile" so I moved
-- it and all the other original "dofiles", in order, to the bottom of the list. ~ LazyJ
-- Minetest would crash if the mapgen was called upon before the rest of other snow lua files so
-- I put it lower on the list and that seems to do the trick. ~ LazyJ
dofile(minetest.get_modpath("snow").."/src/util.lua")
-- To get Xmas tree saplings, the "christmas_content", true or false, in "util.lua" has to be determined first.
-- That means "nodes.lua", where the saplings are controlled, has to come after "util.lua". ~ LazyJ
dofile(minetest.get_modpath("snow").."/src/nodes.lua")
dofile(minetest.get_modpath("snow").."/src/mapgen.lua")
dofile(minetest.get_modpath("snow").."/src/sled.lua")
dofile(minetest.get_modpath("snow").."/src/falling_snow.lua")
-- Check for "MoreBlocks". If not found, skip this next "dofile".
if minetest.get_modpath("moreblocks") then
dofile(minetest.get_modpath("snow").."/src/stairsplus.lua")
end
leaves.after_destruct = function(pos, node, digger)
pos.y = pos.y + 1
local nodename = minetest.env:get_node(pos).name
if nodename == "snow:snow" then
minetest.env:remove_node(pos)
--This function places snow checking at the same time for snow level and increasing as needed.
--This also takes into account sourrounding snow and makes snow even.
function snow.place(pos)
local node = minetest.get_node_or_nil(pos)
--Oops, maybe there is no node?
if not node
or not minetest.registered_nodes[node.name] then
return
end
end
minetest.register_node(":default:leaves", leaves)
--Pine leaves.
minetest.register_node("snow:needles", {
description = "Pine Needles",
drawtype = "allfaces_optional",
visual_scale = 1.3,
tiles = {"snow_needles.png"},
paramtype = "light",
groups = {snappy=3, leafdecay=3, flammable=2,oddly_breakable_by_hand=2},
drop = {
max_items = 1,
items = {
{
-- player will get xmas tree with 1/50 chance
items = {'snow:xmas_tree'},
rarity = 50,
},
{
-- player will get sapling with 1/20 chance
items = {'snow:sapling_pine'},
rarity = 20,
},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
items = {'snow:needles'},
}
}
},
--Remove snow above leaves after decay.
after_destruct = function(pos, node, digger)
pos.y = pos.y + 1
local nodename = minetest.env:get_node(pos).name
if nodename == "snow:snow" then
minetest.env:remove_node(pos)
end
end,
sounds = default.node_sound_leaves_defaults(),
})
--Decorated Pine leaves.
minetest.register_node("snow:needles_decorated", {
description = "Decorated Pine Needles",
drawtype = "allfaces_optional",
tiles = {"snow_needles_decorated.png"},
paramtype = "light",
groups = {snappy=3, leafdecay=3, flammable=2,oddly_breakable_by_hand=2},
drop = {
max_items = 1,
items = {
{
-- player will get xmas tree with 1/20 chance
items = {'snow:xmas_tree'},
rarity = 50,
},
{
-- player will get sapling with 1/20 chance
items = {'snow:sapling_pine'},
rarity = 20,
},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
items = {'snow:needles_decorated'},
}
}
},
--Remove snow above leaves after decay.
after_destruct = function(pos, node, digger)
pos.y = pos.y + 1
local nodename = minetest.env:get_node(pos).name
if nodename == "snow:snow" then
minetest.env:remove_node(pos)
end
end,
sounds = default.node_sound_leaves_defaults(),
})
minetest.register_node("snow:xmas_tree", {
description = "Christmas Tree",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"snow_xmas_tree.png"},
inventory_image = "snow_xmas_tree.png",
wield_image = "snow_xmas_tree.png",
paramtype = "light",
walkable = false,
groups = {snappy=2,dig_immediate=3,flammable=2},
sounds = default.node_sound_defaults(),
})
minetest.register_node("snow:sapling_pine", {
description = "Pine Sapling",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"snow_sapling_pine.png"},
inventory_image = "snow_sapling_pine.png",
wield_image = "snow_sapling_pine.png",
paramtype = "light",
walkable = false,
groups = {snappy=2,dig_immediate=3,flammable=2},
sounds = default.node_sound_defaults(),
})
minetest.register_node("snow:star", {
description = "Star",
drawtype = "torchlike",
tiles = {"snow_star.png"},
inventory_image = "snow_star.png",
wield_image = "snow_star.png",
paramtype = "light",
walkable = false,
groups = {snappy=2,dig_immediate=3},
sounds = default.node_sound_defaults(),
})
minetest.register_craft({
type = "fuel",
recipe = "snow:needles",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "snow:sapling_pine",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "snow:needles_decorated",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "snow:xmas_tree",
burntime = 10,
})
--Snowballs
-------------
snowball_GRAVITY=9
snowball_VELOCITY=19
--Shoot snowball.
local snow_shoot_snowball=function (item, player, pointed_thing)
local playerpos=player:getpos()
local obj=minetest.env:add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, "snow:snowball_entity")
local dir=player:get_look_dir()
obj:setvelocity({x=dir.x*snowball_VELOCITY, y=dir.y*snowball_VELOCITY, z=dir.z*snowball_VELOCITY})
obj:setacceleration({x=dir.x*-3, y=-snowball_GRAVITY, z=dir.z*-3})
item:take_item()
return item
end
--The snowball Entity
snow_snowball_ENTITY={
physical = false,
timer=0,
textures = {"snow_snowball.png"},
lastpos={},
collisionbox = {0,0,0,0,0,0},
}
--Snowball_entity.on_step()--> called when snowball is moving.
snow_snowball_ENTITY.on_step = function(self, dtime)
self.timer=self.timer+dtime
local pos = self.object:getpos()
local node = minetest.env:get_node(pos)
--Become item when hitting a node.
if self.lastpos.x~=nil then --If there is no lastpos for some reason.
if node.name ~= "air" then
minetest.env:place_node(self.lastpos,{name="snow:snow"})
self.object:remove()
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z} -- Set lastpos-->Node will be added at last pos outside the node
end
minetest.register_entity("snow:snowball_entity", snow_snowball_ENTITY)
--Snowball.
minetest.register_craftitem("snow:snowball", {
description = "Snowball",
inventory_image = "snow_snowball.png",
on_use = snow_shoot_snowball,
})
--Snow.
minetest.register_node("snow:snow", {
description = "Snow",
tiles = {"snow_snow.png"},
drawtype = "nodebox",
sunlight_propagates = true,
paramtype = "light",
param2 = nil,
--param2 is reserved for what vegetation is hiding inside.
--mapgen defines the vegetation.
--1 = Moss
groups = {crumbly=3,melts=3,oddly_breakable_by_hand=2},
buildable_to = true,
drop = 'snow:snowball',
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.35, 0.5}
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.35, 0.5}
},
},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_gravel_footstep", gain=0.45},
}),
--Update dirt node underneath snow.
after_destruct = function(pos, node, digger)
if node.param2 == 1 then
local n = minetest.env:get_node(pos).name
if n == "air" or n == "default:water_flowing" or n == "default:water_source" then
minetest.env:add_node(pos,{name="snow:moss",param2=1})
local bnode = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z})
if node.name == "default:snow" then
local level = minetest.get_node_level(pos)
if level < 63 then
if minetest.get_item_group(bnode.name, "leafdecay") == 0
and not snow.is_uneven(pos) then
minetest.sound_play("default_snow_footstep", {pos=pos})
minetest.add_node_level(pos, 7)
end
elseif level == 63 then
local p = minetest.find_node_near(pos, 10, "default:dirt_with_grass")
if p
and minetest.get_node_light(p, 0.5) == 15 then
minetest.sound_play("default_grass_footstep", {pos=pos})
minetest.place_node({x=pos.x, y=pos.y+1, z=pos.z}, {name="default:snow"})
else
minetest.sound_play("default_snow_footstep", {pos=pos})
minetest.add_node(pos, {name="default:snowblock"})
end
end
pos.y = pos.y - 1
local nodename = minetest.env:get_node(pos).name
if nodename == "snow:dirt_with_snow" then
minetest.env:add_node(pos,{name="default:dirt_with_grass"})
end
end,
on_construct = function(pos, newnode)
pos.y = pos.y - 1
local nodename = minetest.env:get_node(pos).name
if nodename == "default:dirt_with_grass" then
minetest.env:remove_node(pos)
minetest.env:add_node(pos,{name="snow:dirt_with_snow"})
elseif nodename == "air" then
pos.y = pos.y + 1
minetest.env:remove_node(pos)
end
end,
})
--Snow with dirt.
minetest.register_node("snow:dirt_with_snow", {
description = "Dirt with Snow",
tiles = {"snow_snow.png", "default_dirt.png", "default_dirt.png^snow_snow_side.png"},
is_ground_content = true,
groups = {crumbly=3},
drop = 'default:dirt',
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.4},
}),
--Place snow above this node when placed.
after_place_node = function(pos, newnode)
pos.y = pos.y + 1
local nodename = minetest.env:get_node(pos).name
if nodename == "air" then
minetest.env:add_node(pos,{name="snow:snow"})
end
end,
})
--Gets rid of snow when the node underneath is dug.
local unsnowify = function(pos, node, digger)
if node.name == "default:dry_shrub" then
pos.y = pos.y - 1
local nodename = minetest.env:get_node(pos).name
if nodename == "snow:dirt_with_snow" then
minetest.env:add_node(pos,{name="default:dirt_with_grass"})
end
pos.y = pos.y + 1
end
pos.y = pos.y + 1
local nodename = minetest.env:get_node(pos).name
if nodename == "snow:snow" then
minetest.env:remove_node(pos)
local obj=minetest.env:add_entity({x=pos.x,y=pos.y,z=pos.z}, "snow:snowball_entity")
obj:setacceleration({x=0, y=-snowball_GRAVITY, z=0})
end
end
minetest.register_on_dignode(unsnowify)
--Snow block.
minetest.register_node("snow:snow_block", {
description = "Snow",
tiles = {"snow_snow.png"},
--param2 is reserved for what vegetation is hiding inside.
--mapgen defines the vegetation.
--1 = Moss
--2 = Papyrus
--3 = Dry shrub
is_ground_content = true,
groups = {crumbly=3,melts=2,falling_node=1},
drop = 'snow:snow_block',
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.4},
}),
--Update dirt node underneath snow.
after_destruct = function(pos, node, digger)
if node.param2 == 1 then
local n = minetest.env:get_node(pos).name
if n == "air" or n == "default:water_flowing" or n == "default:water_source" then
minetest.env:add_node(pos,{name="snow:moss",param2=1})
end
elseif node.param2 == 2 then
local n = minetest.env:get_node(pos).name
if n == "air" or n == "default:water_flowing" or n == "default:water_source" then
minetest.env:add_node(pos,{name="default:papyrus"})
pos.y = pos.y + 1
local n = minetest.env:get_node(pos)
if n.name == "snow:snow_block" and n.param2 == 2 then
minetest.env:remove_node(pos)
pos.y = pos.y - 1
minetest.env:add_node(pos,{name="snow:snow_block",param2=2})
elseif node.name ~= "default:ice"
and bnode.name ~= "air" then
local data = minetest.registered_nodes[node.name]
local drawtype = data.drawtype
if drawtype == "normal"
or drawtype == "allfaces_optional" then
pos.y = pos.y+1
local sound = data.sounds
if sound then
sound = sound.footstep
if sound then
minetest.sound_play(sound.name, {pos=pos, gain=sound.gain})
end
end
elseif node.param2 == 3 then
local n = minetest.env:get_node(pos).name
if n == "air" or n == "default:water_flowing" or n == "default:water_source" then
minetest.env:add_node(pos,{name="default:dry_shrub"})
minetest.place_node(pos, {name="default:snow"})
elseif drawtype == "plantlike" then
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass" then
minetest.sound_play("default_grass_footstep", {pos=pos})
minetest.add_node(pos, {name="default:dirt_with_snow"})
end
end
end,
})
--Snow brick.
minetest.register_node("snow:snow_brick", {
description = "Snow Brick",
tiles = {"snow_snow_brick.png"},
is_ground_content = true,
groups = {crumbly=3,melts=2},
drop = 'snow:snow_brick',
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.4},
}),
})
--Ice.
minetest.register_node("snow:ice", {
description = "Ice",
tiles = {"snow_ice.png"},
is_ground_content = true,
groups = {snappy=2,cracky=3,melts=1},
drop = 'snow:ice',
paramtype = "light",
sunlight_propagates = true,
sounds = default.node_sound_glass_defaults({
footstep = {name="default_stone_footstep", gain=0.4},
}),
})
--Moss.
minetest.register_node("snow:moss", {
description = "Moss",
tiles = {"snow_moss.png"},
drawtype = "signlike",
paramtype = "light",
paramtype2 = "wallmounted",
walkable = false,
selection_box = {
type = "wallmounted",
},
is_ground_content = true,
groups = {crumbly=3, flammable=2, attached_node=1},
})
minetest.register_craft({
output = 'snow:snow_block',
recipe = {
{'snow:snowball', 'snow:snowball'},
{'snow:snowball', 'snow:snowball'},
},
})
minetest.register_craft({
output = 'snow:snow_brick',
recipe = {
{'snow:snow_block', 'snow:snow_block'},
{'snow:snow_block', 'snow:snow_block'},
},
})
--Melting
--Any node part of the group melting will melt when near warm nodes such as lava, fire, torches, etc.
--The amount of water that replaces the node is defined by the number on the group:
--1: one water_source
--2: four water_flowings
--3: one water_flowing
minetest.register_abm({
nodenames = {"group:melts"},
neighbors = {"group:igniter","default:torch","default:furnace_active","group:hot"},
interval = 2,
chance = 2,
action = function(pos, node, active_object_count, active_object_count_wider)
local intensity = minetest.get_item_group(node.name,"melts")
if intensity == 1 then
minetest.env:add_node(pos,{name="default:water_source"})
elseif intensity == 2 then
local check_place = function(pos,node)
if minetest.env:get_node(pos).name == "air" then
minetest.env:place_node(pos,node)
end
end
minetest.env:add_node(pos,{name="default:water_flowing"})
check_place({x=pos.x+1,y=pos.y,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x-1,y=pos.y,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x,y=pos.y+1,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x,y=pos.y-1,z=pos.z},{name="default:water_flowing"})
elseif intensity == 3 then
minetest.env:add_node(pos,{name="default:water_flowing"})
end
nodeupdate(pos)
end,
})
--Freezing
--Water freezes when in contact with snow.
minetest.register_abm({
nodenames = {"default:water_source"},
neighbors = {"snow:snow", "snow:snow_block"},
interval = 20,
chance = 4,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.env:add_node(pos,{name="snow:ice"})
end,
})
--Spread moss to cobble.
minetest.register_abm({
nodenames = {"default:cobble"},
neighbors = {"snow:moss"},
interval = 20,
chance = 6,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.env:add_node(pos,{name="default:mossycobble"})
end,
})
--Grow saplings
minetest.register_abm({
nodenames = {"snow:sapling_pine"},
interval = 10,
chance = 50,
action = function(pos, node, active_object_count, active_object_count_wider)
snow.make_pine(pos,false)
end,
})
--Grow saplings
minetest.register_abm({
nodenames = {"snow:xmas_tree"},
interval = 10,
chance = 50,
action = function(pos, node, active_object_count, active_object_count_wider)
snow.make_pine(pos,false,true)
end,
})
if snow.enable_snowfall then
--Snowing
snow_fall=function (pos)
local obj=minetest.env:add_entity(pos, "snow:fall_entity")
obj:setvelocity({x=0, y=-1, z=0})
end
-- The snowfall Entity
snow_fall_ENTITY={
physical = true,
timer=0,
textures = {"snow_snowfall.png"},
lastpos={},
collisionbox = {0,0,0,0,0,0},
}
-- snowfall_entity.on_step()--> called when snow is falling
snow_fall_ENTITY.on_step = function(self, dtime)
self.timer=self.timer+dtime
local pos = self.object:getpos()
local node = minetest.env:get_node(pos)
if self.lastpos and self.object:getvelocity().y == 0 then
if minetest.env:get_node({x=self.lastpos.x,z=self.lastpos.z,y=self.lastpos.y}).name == "snow:moss" then
minetest.env:add_node({x=self.lastpos.x,z=self.lastpos.z,y=self.lastpos.y},{name="snow:snow",param2=1})
self.object:remove()
return
end
minetest.env:place_node(self.lastpos,{name="snow:snow"})
self.object:remove()
end
if self.timer > 120 then
self.object:remove()
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z} -- Set lastpos-->Node will be added at last pos outside the node
end
minetest.register_entity("snow:fall_entity", snow_fall_ENTITY)
--Regenerate Snow
minetest.register_abm({
nodenames = {"default:dirt_with_grass", "default:desert_sand", "snow:moss"},
interval = 50,
chance = 150,
action = function(pos, node, active_object_count, active_object_count_wider)
--Check we are in the right biome
local env = minetest.env
local perlin1 = env:get_perlin(112,3, 0.5, 150)
local test = perlin1:get2d({x=pos.x, y=pos.z})
local in_biome = false
local smooth = snow.smooth
if smooth and (test > 0.73 or (test > 0.43 and math.random(0,29) > (0.73 - test) * 100 )) then
in_biome = true
elseif not smooth and test > 0.53 then
in_biome = true
end
if in_biome then
--Check if block is under cover
local ground_y = nil
for y=15,0,-1 do
if env:get_node({x=pos.x,y=y+pos.y,z=pos.z}).name ~= "air" then
ground_y = pos.y+y
break
end
end
if ground_y then
local n = env:get_node({x=pos.x,y=ground_y,z=pos.z})
if (n.name ~= "snow:snow" and n.name ~= "snow:snow_block" and n.name ~= "snow:ice" and n.name ~= "default:water_source" and n.name ~= "default:papyrus") then
local obj = minetest.env:get_objects_inside_radius({x=pos.x,y=ground_y+20,z=pos.z}, 15)
for i,v in pairs(obj) do
e = v:get_luaentity()
if e ~= nil and e.name == "snow:fall_entity" then
return
end
end
snow_fall({x=pos.x,y=ground_y+15,z=pos.z})
if snow.debug then
print("snowfall at x"..pos.x.." y"..pos.z)
end
end
end
end
end
})
end
-- Checks if the snow level is even at any given pos.
-- Smooth Snow
local function is_uneven(pos)
local num = minetest.get_node_level(pos)
local get_node = minetest.get_node
local add_node = minetest.add_node
local found
local foundx
local foundy
local foundz
for z = -1,1 do
for x = -1,1 do
local p = {x=pos.x+x, y=pos.y, z=pos.z+z}
local node = get_node(p)
p.y = p.y-1
local bnode = get_node(p)
if node
and minetest.registered_nodes[node.name]
and minetest.registered_nodes[node.name].drawtype == "plantlike"
and bnode.name == "default:dirt_with_grass" then
add_node(p, {name="default:dirt_with_snow"})
return true
end
p.y = p.y+1
if not (x == 0 and z == 0)
and node.name == "default:snow"
and minetest.get_node_level(p) < num then
found = true
foundx = x
foundz = z
elseif node.name == "air"
and bnode.name ~= "air"
and bnode.name ~= "default:snow" then
p.y = p.y-1
snow.place(p)
return true
end
end
end
if found then
local p = {x=pos.x+foundx, y=pos.y, z=pos.z+foundz}
if is_uneven(p) ~= true then
minetest.add_node_level(p, 7)
end
return true
end
end
function snow.is_uneven(pos)
if snow.smooth_snow then
return is_uneven(pos)
end
end

View File

@ -1,304 +0,0 @@
--Makes pine tree
function snow.make_pine(pos,snow,xmas)
local env = minetest.env
local perlin1 = env:get_perlin(112,3, 0.5, 150)
local try_node = function(pos, node)
local n = env:get_node(pos).name
if n == "air" or n == "snow:needles" or n == "default:leaves" or n == "snow:sapling_pine" or n == "snow:snow" or "snow:needles_decorated" then
env:add_node(pos,node)
end
end
local leaves = "snow:needles"
if xmas then leaves = "snow:needles_decorated" end
--Clear ground.
for x=-1,1 do
for z=-1,1 do
if env:get_node({x=pos.x+x,y=pos.y,z=pos.z+z}).name == "snow:snow" then
env:remove_node({x=pos.x+x,y=pos.y,z=pos.z+z})
end
if env:get_node({x=pos.x+x,y=pos.y,z=pos.z+z}).name == "snow:snow_block" then
env:remove_node({x=pos.x+x,y=pos.y,z=pos.z+z})
end
end
end
--Make tree.
for i=0, 4 do
local env = minetest.env
if i==1 or i==2 then
for x=-1,1 do
for z=-1,1 do
local x = pos.x + x
local z = pos.z + z
try_node({x=x,y=pos.y+i,z=z},{name=leaves})
if snow and x ~= 0 and z ~= 0 and perlin1:get2d({x=x,y=z}) > 0.53 then
try_node({x=x,y=pos.y+i+1,z=z},{name="snow:snow"})
end
end
end
end
if i==3 or i==4 then
local x = pos.x
local y = pos.y+i
local z = pos.z
try_node({x=x+1,y=y,z=z},{name=leaves})
try_node({x=x-1,y=y,z=z},{name=leaves})
try_node({x=x,y=y,z=z+1},{name=leaves})
try_node({x=x,y=y,z=z-1},{name=leaves})
if snow then
if perlin1:get2d({x=x+1,y=z}) > 0.53 then
try_node({x=x+1,y=y+1,z=z},{name="snow:snow"})
end
if perlin1:get2d({x=x+1,y=z}) > 0.53 then
try_node({x=x-1,y=y+1,z=z},{name="snow:snow"})
end
if perlin1:get2d({x=x,y=z+1}) > 0.53 then
try_node({x=x,y=y+1,z=z+1},{name="snow:snow"})
end
if perlin1:get2d({x=x,y=z-1}) > 0.53 then
try_node({x=x,y=y+1,z=z-1},{name="snow:snow"})
end
end
end
try_node({x=pos.x,y=pos.y+i,z=pos.z},{name="default:tree"})
end
try_node({x=pos.x,y=pos.y+5,z=pos.z},{name=leaves})
try_node({x=pos.x,y=pos.y+6,z=pos.z},{name=leaves})
if xmas then
try_node({x=pos.x,y=pos.y+7,z=pos.z},{name="snow:star"})
elseif snow and perlin1:get2d({x=pos.x,y=pos.z}) > 0.53 then
try_node({x=pos.x,y=pos.y+7,z=pos.z},{name="snow:snow"})
end
end
--Snow biomes are found at 0.53 and greater perlin noise.
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.y >= -10 then
local debug = snow.debug
--Should make things a bit faster.
local env = minetest.env
--Get map specific perlin
local perlin1 = env:get_perlin(112,3, 0.5, 150)
-- Assume X and Z lengths are equal
local divlen = 16
local divs = (maxp.x-minp.x);
local x0 = minp.x
local z0 = minp.z
local x1 = maxp.x
local z1 = maxp.z
--Speed hack: checks the corners and middle of the chunk for "snow biome".
if not ( perlin1:get2d( {x=x0, y=z0} ) > 0.53 ) --top left
and not ( perlin1:get2d( { x = x0 + ( (x1-x0)/2), y=z0 } ) > 0.53 )--top middle
and not (perlin1:get2d({x=x1, y=z1}) > 0.53) --bottom right
and not (perlin1:get2d({x=x1, y=z0+((z1-z0)/2)}) > 0.53) --right middle
and not (perlin1:get2d({x=x0, y=z1}) > 0.53) --bottom left
and not (perlin1:get2d({x=x1, y=z0}) > 0.53) --top right
and not (perlin1:get2d({x=x0+((x1-x0)/2), y=z1}) > 0.53) --left middle
and not (perlin1:get2d({x=(x1-x0)/2, y=(z1-z0)/2}) > 0.53) --middle
and not (perlin1:get2d({x=x0, y=z1+((z1-z0)/2)}) > 0.53) then --bottom middle
return
end
--Choose a biome types.
local pr = PseudoRandom(seed+57)
local biome
--Land biomes
biome = pr:next(1, 5)
local snowy = biome == 1 --spawns alot of snow
local plain = biome == 2 --spawns not much
local alpine = biome == 3 --rocky terrain
-- biome == 4 or biome == 5 -- normal biome
--Water biomes
biome2 = pr:next(1, 5)
local cool = biome == 1 --only spawns ice on edge of water
local icebergs = biome == 2
local icesheet = biome == 3
local icecave = biome == 4
local icehole = biome == 5 --icesheet with holes
--Misc biome settings.
local icy = pr:next(1, 2) == 2 --If enabled spawns ice in sand instead of snow blocks.
local mossy = pr:next(1,2) == 1 --Spawns moss in snow.
local shrubs = pr:next(1,2) == 1 --Spawns dry shrubs in snow.
local pines = pr:next(1,2) == 1 --spawns pines.
--Debugging function
local biomeToString = function(num,num2)
local biome, biome2
if num == 1 then biome = "snowy"
elseif num == 2 then biome = "plain"
elseif num == 3 then biome = "alpine"
elseif num == 4 or num == 5 then biome = "normal"
else biome = "unknown "..num end
if num2 == 1 then biome2 = "cool"
elseif num2 == 2 then biome2 = "icebergs"
elseif num2 == 3 then biome2 = "icesheet"
elseif num2 == 4 then biome2 = "icecave"
elseif num2 == 5 then biome2 = "icehole"
else biome2 = "unknown "..num end
return biome, biome2
end
local make_pine = snow.make_pine
local smooth = snow.smooth
--Reseed random.
pr = PseudoRandom(seed+68)
if alpine then
local trees = env:find_nodes_in_area(minp, maxp, {"default:leaves","default:tree"})
for i,v in pairs(trees) do
env:remove_node(v)
end
end
--Loop through chunk.
for j=0,divs do
for i=0,divs do
local x = x0+i
local z = z0+j
--Check if we are in a "Snow biome"
local in_biome = false
local test = perlin1:get2d({x=x, y=z})
if smooth and (not snowy) and (test > 0.73 or (test > 0.43 and pr:next(0,29) > (0.73 - test) * 100 )) then
in_biome = true
elseif (not smooth or snowy) and test > 0.53 then
in_biome = true
end
if in_biome then
if not plain or pr:next(1,12) == 1 then
-- Find ground level (0...15)
local ground_y = nil
for y=maxp.y,minp.y+1,-1 do
if env:get_node({x=x,y=y,z=z}).name ~= "air" then
ground_y = y
break
end
end
-- Snowy biome stuff
local node = env:get_node({x=x,y=ground_y,z=z})
if ground_y and (node.name == "default:dirt_with_grass" or node.name == "default:junglegrass") then
local veg
if mossy and pr:next(1,10) == 1 then veg = 1 end
if alpine then
--Gets rid of dirt
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow",param2=veg})
for y=ground_y,-6,-1 do
if env:get_node({x=x,y=y,z=z}) and env:get_node({x=x,y=y,z=z}).name == "default:stone" then
break
else
env:add_node({x=x,y=y,z=z},{name="default:stone"})
end
end
elseif (shrubs and pr:next(1,28) == 1) or node.name == "default:junglegrass" then
--Spawns dry shrubs.
env:add_node({x=x,y=ground_y,z=z}, {name="snow:dirt_with_snow"})
if snowy then
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow_block", param2=3})
else
env:add_node({x=x,y=ground_y+1,z=z}, {name="default:dry_shrub"})
end
elseif pines and pr:next(1,36) == 1 then
--Spawns pines.
env:add_node({x=x,y=ground_y,z=z}, {name="default:dirt_with_grass"})
make_pine({x=x,y=ground_y+1,z=z},true)
elseif snowy then
--Spawns snow blocks.
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow_block"})
env:add_node({x=x,y=ground_y+2,z=z}, {name="snow:snow",param2=veg})
else
--Spawns snow.
env:add_node({x=x,y=ground_y,z=z}, {name="snow:dirt_with_snow"})
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow",param2=veg})
end
elseif ground_y and node.name == "default:sand" then
--Spawns ice in sand if icy, otherwise spawns snow on top.
if not icy then
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow"})
env:add_node({x=x,y=ground_y,z=z}, {name="snow:snow_block"})
else
env:add_node({x=x,y=ground_y,z=z}, {name="snow:ice"})
end
elseif ground_y and env:get_node({x=x,y=ground_y,z=z}).name == "default:leaves" then
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow"})
elseif ground_y and env:get_node({x=x,y=ground_y,z=z}).name == "default:papyrus" then
for i=ground_y, ground_y-4, -1 do
if env:get_node({x=x,y=i,z=z}).name == "default:papyrus" then
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow"})
env:add_node({x=x,y=i,z=z}, {name="snow:snow_block", param2=2})
end
end
elseif ground_y and node.name == "default:water_source" then
if not icesheet and not icecave and not icehole then
--Coastal ice.
local x1 = env:get_node({x=x+1,y=ground_y,z=z}).name
local z1 = env:get_node({x=x,y=ground_y,z=z+1}).name
local xz1 = env:get_node({x=x+1,y=ground_y,z=z+1}).name
local xz2 = env:get_node({x=x-1,y=ground_y,z=z-1}).name
local x2 = env:get_node({x=x-1,y=ground_y,z=z}).name
local z2 = env:get_node({x=x,y=ground_y,z=z-1}).name
local y = env:get_node({x=x,y=ground_y-1,z=z}).name
local rand = pr:next(1,4) == 1
if
((x1 and x1 ~= "default:water_source" and x1 ~= "snow:ice" and x1 ~= "air" and x1 ~= "ignore") or ((cool or icebergs) and x1 == "snow:ice" and rand)) or
((z1 and z1 ~= "default:water_source" and z1 ~= "snow:ice" and z1 ~= "air" and z1 ~= "ignore") or ((cool or icebergs) and z1 == "snow:ice" and rand)) or
((xz1 and xz1 ~= "default:water_source" and xz1 ~= "snow:ice" and xz1 ~= "air"and xz1 ~= "ignore") or ((cool or icebergs) and xz1 == "snow:ice" and rand)) or
((xz2 and xz2 ~= "default:water_source" and xz2 ~= "snow:ice" and xz2 ~= "air"and xz2 ~= "ignore") or ((cool or icebergs) and xz2 == "snow:ice" and rand)) or
((x2 and x2 ~= "default:water_source" and x2 ~= "snow:ice" and x2 ~= "air" and x2 ~= "ignore") or ((cool or icebergs) and x2 == "snow:ice" and rand)) or
((z2 and z2 ~= "default:water_source" and z2 ~= "snow:ice" and z2 ~= "air" and z2 ~= "ignore") or ((cool or icebergs) and z2 == "snow:ice" and rand)) or
(y ~= "default:water_source" and y ~= "snow:ice" and y ~= "air") or (pr:next(1,6) == 1 and icebergs) then
env:add_node({x=x,y=ground_y,z=z}, {name="snow:ice"})
end
else
--Icesheets, Broken icesheet, Icecaves
if (icehole and pr:next(1,10) > 1) or icecave or icesheet then
env:add_node({x=x,y=ground_y,z=z}, {name="snow:ice"})
end
if icecave then
--Gets rid of water underneath ice
for y=ground_y-1,-60,-1 do
if env:get_node({x=x,y=y,z=z}) and env:get_node({x=x,y=y,z=z}).name ~= "default:water_source" then
break
else
env:remove_node({x=x,y=y,z=z})
end
end
end
end
--~ elseif ground_y and node.name == "snow:snow" and node.name ~= "snow:ice" then
--~ --Abort genaration.
--~ local name = env:get_node({x=x,y=ground_y-1,z=z}).name
--~ if name ~= "default:leaves" and name ~= "snow:needles" then
--~ if debug then
--~ print(biomeToString(biome)..": snow found ABORTED!")
--~ end
--~ return
--~ end
end
end
end
end
end
if debug then
biome_string,biome2_string = biomeToString(biome,biome2)
print(biome_string.." and "..biome2_string..": Snow Biome Genarated near x"..minp.x.." z"..minp.z)
end
end
end
)

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-1.000000; 0.000000; 0.000000;,
-1.000000; 0.000000; 0.000000;,
-1.000000; 0.000000; 0.000000;,
-0.000000;-1.000000; 0.000000;,
-0.000000;-1.000000; 0.000000;,
-0.000000;-1.000000; 0.000000;,
-0.000000;-1.000000; 0.000000;,
-0.000000; 1.000000; 0.000000;,
-0.000000; 1.000000; 0.000000;,
-0.000000; 1.000000; 0.000000;,
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0.000000; 1.000000; 0.000000;,
0.000000; 1.000000; 0.000000;,
0.000000; 1.000000; 0.000000;,
0.000000; 1.000000; 0.000000;,
-0.000000; 0.000000;-1.000000;,
-0.000000; 0.000000;-1.000000;,
-0.000000; 0.000000;-1.000000;,
-0.000000; 0.000000;-1.000000;,
-1.000000; 0.000000; 0.000000;,
-1.000000; 0.000000; 0.000000;,
-1.000000; 0.000000; 0.000000;,
-1.000000; 0.000000; 0.000000;,
0.000000;-1.000000;-0.000000;,
0.000000;-1.000000;-0.000000;,
0.000000;-1.000000;-0.000000;,
0.000000;-1.000000;-0.000000;,
1.000000; 0.000000; 0.000000;,
1.000000; 0.000000; 0.000000;,
1.000000; 0.000000; 0.000000;,
1.000000; 0.000000; 0.000000;;
22;
4;0;1;2;3;,
4;4;5;6;7;,
4;8;9;10;11;,
4;12;13;14;15;,
4;16;17;18;19;,
4;20;21;22;23;,
4;24;25;26;27;,
4;28;29;30;31;,
4;32;33;34;35;,
4;36;37;38;39;,
4;40;41;42;43;,
4;44;45;46;47;,
4;48;49;50;51;,
4;52;53;54;55;,
4;56;57;58;59;,
4;60;61;62;63;,
4;64;65;66;67;,
4;68;69;70;71;,
4;72;73;74;75;,
4;76;77;78;79;,
4;80;81;82;83;,
4;84;85;86;87;;
} //End of Cube_003 Normals
MeshMaterialList { //Cube_003 Material List
1;
22;
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0;;
Material Material {
0.640000; 0.640000; 0.640000; 1.000000;;
96.078431;
0.500000; 0.500000; 0.500000;;
0.000000; 0.000000; 0.000000;;
}
} //End of Cube_003 Material List
MeshTextureCoords { //Cube_003 UV Coordinates
88;
0.973358; 0.999965;,
0.975236; 0.387889;,
0.986704; 0.387924;,
0.984826; 1.000000;,
0.706578; 0.081368;,
0.706614; 0.092836;,
0.695086; 0.092871;,
0.695051; 0.081403;,
0.593305; 0.387924;,
0.680706; 0.387656;,
0.682584; 0.999732;,
0.595183; 1.000000;,
0.794015; 0.092568;,
0.706614; 0.092836;,
0.706578; 0.081368;,
0.793980; 0.081100;,
0.882261; 1.000000;,
0.794859; 0.999732;,
0.796737; 0.387656;,
0.884139; 0.387924;,
0.806422; 0.375920;,
0.893824; 0.376188;,
0.893789; 0.387656;,
0.806387; 0.387388;,
0.000000; 0.387924;,
0.011468; 0.387889;,
0.013346; 0.999965;,
0.001878; 1.000000;,
0.795764; 0.092553;,
0.807291; 0.092589;,
0.806422; 0.375920;,
0.794894; 0.375885;,
0.682584; 0.999732;,
0.680706; 0.387656;,
0.692234; 0.387621;,
0.694112; 0.999696;,
0.794859; 0.387353;,
0.794894; 0.375885;,
0.806422; 0.375920;,
0.806387; 0.387388;,
0.306218; 0.386985;,
0.308096; 0.999061;,
0.296677; 0.999096;,
0.294799; 0.387020;,
0.593305; 0.387924;,
0.591427; 1.000000;,
0.308096; 0.999131;,
0.309974; 0.387055;,
0.294799; 0.387020;,
0.296677; 0.999096;,
0.013346; 0.999965;,
0.011468; 0.387889;,
0.695086; 0.092871;,
0.706614; 0.092836;,
0.707483; 0.376167;,
0.695955; 0.376202;,
0.707518; 0.387656;,
0.705640; 0.999732;,
0.694112; 0.999697;,
0.695990; 0.387621;,
0.695955; 0.376202;,
0.707483; 0.376167;,
0.707518; 0.387586;,
0.695990; 0.387621;,
0.795799; 0.081135;,
0.807326; 0.081170;,
0.807291; 0.092589;,
0.795764; 0.092553;,
0.807291; 0.092589;,
0.807326; 0.081170;,
0.894668; 0.081438;,
0.894633; 0.092856;,
0.988581; 1.000000;,
0.986704; 0.387924;,
0.998122; 0.387889;,
1.000000; 0.999965;,
0.794859; 0.387924;,
0.792981; 1.000000;,
0.705640; 0.999732;,
0.707518; 0.387656;,
0.707518; 0.387586;,
0.707483; 0.376167;,
0.794824; 0.375899;,
0.794859; 0.387318;,
0.884138; 0.999732;,
0.886016; 0.387656;,
0.973358; 0.387924;,
0.971480; 1.000000;;
} //End of Cube_003 UV Coordinates
} //End of Cube_003 Mesh
} //End of Cube_001
} //End of Root Frame

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@ -4,18 +4,49 @@
\___ \| '_ \ / _ \ \ /\ / / | |\/| |/ _ \ / _` |
____) | | | | (_) \ V V / | | | | (_) | (_| |
|_____/|_| |_|\___/ \_/\_/ |_| |_|\___/ \__,_|
By Splizard, bob and cornernote.
Version 3.2
By Splizard and LazyJ.
Minetest version: 0.4.9
Depends: default
License: GPL v2
Complimentary Mods:
---------------------
* "Snowdrift" by paramat
* "More Blocks" by Calinou (2014_05_11 or newer)
* "Skins" by Zeg9
Install:
Forum post: http://minetest.net/forum/viewtopic.php?id=2290
Github: https://github.com/Splizard/minetest-mod-snow
Website: http://splizard.com/minetest/mods/snow/
INSTALL:
----------
Place this folder in your minetest mods folder.
(http://dev.minetest.net/Installing_Mods)
* After downloading, unzip the file.
* Rename the directory "minetest-mod-snow-master" to "snow"
* Copy the "snow" directory into either
../minetest/worlds/yourworld'sname/worldmods/
or
../minetest/mods/
* If you put "snow" in the ../minetest/mods/ directory, either
enable the mod from within Minetest's "Configure" button
(main menu, bottom right) or by adding this line to the
world's "world.mt" file:
load_mod_snow = true
NOTICE
While this mod is installed you may experience slow map loading while a snow biome is generated.
While this mod is installed you may experience slower map loading while a snow biome is generated.
USAGE:
-------
@ -32,58 +63,41 @@ There are nine biome types:
* Snowy
* Plain
Snow can be picked up and thrown as snowballs or crafted into snow blocks.
Snow can be picked up and thrown as snowballs or stacked into snow blocks.
Snow and ice melts when near warm blocks such as torches or igniters such as lava.
Snow blocks freeze water source blocks around them.
Moss can be found in the snow, when moss is placed near cobble it spreads.
Christmas trees can be found when digging pine needles.
Sleds allow for faster travel on snow.
CRAFTING:
-----------
Snow Block:
Snowball Snowball
Snowball Snowball
Snow Brick:
Snow Block Snow Block
Snow Block Snow Block
Sled:
Stick
Wood Wood Wood
Icy Snow:
Snow Ice
Ice Snow
MAPGEN_V7:
------------
If you are using minetest 0.4.8 or the latest dev version of minetest you can choose to generate a v7 map.
This option can be found when creating a new map from the menu.
Snow Biomes has support for this though you might need a couple other biomes too otherwise you will only spawn snow.
There are a couple of bugs and limitations with this such as no ice being generated at the moment.
Config file:
------------
After starting a game in minetest with snow mod, a config file will be placed in this folder that contains the various options for snow mod.
As admin you can use the /snow command in-game to make various changes.
UNINSTALL:
------------
Simply delete the folder snow from the mods folder.
CHANGELOG:
------------
Version 1.4
New biomes, snowy and plain
Christmas Trees
Snowfall
Version 1.3
Smooth transitions
Snow Bricks
Version 1.2
Pine trees
Moss
Alpine biomes
Dry shrubs
Version 1.1
Better mapgen
Version 1.0
Initial release

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204
mods/snow/src/abms.lua Normal file
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@ -0,0 +1,204 @@
--Backwards Compatability.
minetest.register_abm({
nodenames = {"snow:snow1","snow:snow2","snow:snow3","gsnow4","snow:snow5","snow:snow6","snow:snow7","snow:snow8"},
interval = 1,
chance = 1,
action = function(pos, node)
minetest.add_node(pos,{name="default:snow"})
minetest.set_node_level(pos, 7*(tonumber(node.name:sub(-1))))
end,
})
-- Added to change dirt_with_snow to dirt if covered with blocks that don't let light through (sunlight_propagates) or have a light paramtype and liquidtype combination. ~ LazyJ, 2014_03_08
minetest.register_abm({
nodenames = {"default:dirt_with_snow"},
interval = 2,
chance = 20,
action = function(pos, node)
local name = minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name
local nodedef = minetest.registered_nodes[name]
if name ~= "ignore"
and nodedef
and not (
(nodedef.sunlight_propagates or nodedef.paramtype == "light")
and nodedef.liquidtype == "none"
) then
minetest.set_node(pos, {name = "default:dirt"})
end
end
})
--Melting
--Any node part of the group melting will melt when near warm nodes such as lava, fire, torches, etc.
--The amount of water that replaces the node is defined by the number on the group:
--1: one water_source
--2: four water_flowings
--3: one water_flowing
minetest.register_abm({
nodenames = {"group:melts"},
neighbors = {"group:igniter","default:torch","default:furnace_active","group:hot"},
interval = 2,
chance = 2,
action = function(pos, node)
local intensity = minetest.get_item_group(node.name,"melts")
if intensity == 1 then
minetest.add_node(pos,{name="default:water_source"})
elseif intensity == 2 then
minetest.add_node(pos,{name="default:water_flowing", param2=7})
--[[ LazyJ, you need to add param2, which defines the amount of the flowing water ~ HybridDog 2015_03_06
This was causing "melts=2" nodes to just disappear so I changed it to replace the
node with a water_source for a couple seconds and then replace the water_source with
air. This way it made a watery mess that quickly evaporated. ~ LazyJ 2014_04_24
local check_place = function(pos,node)
if minetest.get_node(pos).name == "air" then
minetest.place_node(pos,node)
end
end
minetest.add_node(pos,{name="default:water_flowing"})
check_place({x=pos.x+1,y=pos.y,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x-1,y=pos.y,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x,y=pos.y+1,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x,y=pos.y-1,z=pos.z},{name="default:water_flowing"})
elseif intensity == 3 then
--]
minetest.add_node(pos,{name="default:water_source"})
minetest.after(2, function() -- 2 seconds gives just enough time for
-- the water to flow and spread before the
-- water_source is changed to air. ~ LazyJ
if minetest.get_node(pos).name == "default:water_source" then
minetest.add_node(pos,{name="air"})
end
end)
--]]
end
nodeupdate(pos)
end,
})
--Freezing
--Water freezes when in contact with snow.
minetest.register_abm({
nodenames = {"default:water_source"},
-- Added "group:icemaker" and snowbrick. ~ LazyJ
neighbors = {"default:snow", "default:snowblock", "snow:snow_brick", "group:icemaker"},
interval = 20,
chance = 4,
action = function(pos)
minetest.add_node(pos,{name="default:ice"})
end,
})
--Freeze Ice according to it's param2 value.
minetest.register_abm({
nodenames = {"default:ice"},
neighbors = {"default:water_source"},
interval = 20,
chance = 4,
action = function(pos, node)
if node.param2 > 0 then
for l = 0,1 do
for i = -1,1,2 do
for _,p in pairs({
{x=pos.x+i, z=pos.z-l*i},
{x=pos.x+l*i, z=pos.z+i}
}) do
if math.random(2) == 2 then
p.y = pos.y
if minetest.get_node(p).name == "default:water_source" then
minetest.add_node(p,{name="default:ice", param2 = math.random(0,node.param2-1)})
end
end
end
end
end
if math.random(8) == 8 then
minetest.add_node(pos, {name="default:water_source"})
else
minetest.add_node(pos, {name="default:ice", param2 = 0})
end
end
end,
})
--Spread moss to cobble.
minetest.register_abm({
nodenames = {"default:cobble"},
neighbors = {"snow:moss"},
interval = 20,
chance = 6,
action = function(pos, node)
node.name = "default:mossycobble"
minetest.add_node(pos, node)
end,
})
--Grow Pine Saplings
minetest.register_abm({
nodenames = {"snow:sapling_pine"},
interval = 10,
chance = 50,
action = function(pos, node)
-- Check if there is enough vertical-space for the sapling to grow without
-- hitting anything else. ~ LazyJ, 2014_04_10
-- 'If' there is air in each of the 8 nodes dirctly above the sapling,... ~LazyJ
for i = 1,8 do
if minetest.get_node({x=pos.x, y=pos.y+i, z=pos.z}).name ~= "air" then
return
end
end
-- 'then' let the sapling grow into a tree. ~ LazyJ
snow.make_pine(pos,false)
-- This finds the sapling under the grown tree. ~ LazyJ
if minetest.get_node(pos).name == "snow:sapling_pine" then
-- This switches the sapling to a tree trunk. ~ LazyJ
minetest.set_node(pos, {name="default:pinetree"})
-- This is more for testing but it may be useful info to some admins when
-- grepping the server logs too. ~ LazyJ
minetest.log("action", "A pine sapling grows into a tree at "..minetest.pos_to_string(pos))
end
end
})
--Grow Christmas Tree Saplings
minetest.register_abm({
nodenames = {"snow:xmas_tree"},
interval = 10,
chance = 50,
action = function(pos, node, active_object_count, active_object_count_wider)
-- 'If' there is air in each of the 8 nodes dirctly above the sapling,... ~LazyJ
for i = 1,8 do
if minetest.get_node({x=pos.x, y=pos.y+i, z=pos.z}).name ~= "air" then
return
end
end
-- 'then' let the sapling grow into a tree. ~ LazyJ
snow.make_pine(pos,false,true)
minetest.log("action", "A pine sapling grows into a Christmas tree at "..minetest.pos_to_string(pos)) -- ~ LazyJ
--else -- 'Else', if there isn't air in each of the 8 nodes above the sapling,
-- then don't anything; including not allowing the sapling to grow.
-- ~ LazyJ, 2014_04_10
--end
end
})

104
mods/snow/src/aliases.lua Normal file
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@ -0,0 +1,104 @@
-- Some aliases for compatibility switches and some to make "/give" commands
-- a little easier
minetest.register_alias("snow:snow", "default:snow")
minetest.register_alias("default_snow", "default:snow")
minetest.register_alias("snow:snowball", "default:snow")
minetest.register_alias("snowball", "default:snow")
minetest.register_alias("snowballs", "default:snow")
minetest.register_alias("snow_ball", "default:snow")
minetest.register_alias("snow:ice", "default:ice")
minetest.register_alias("ice", "default:ice")
minetest.register_alias("default_ice", "default:ice")
minetest.register_alias("snow:dirt_with_snow", "default:dirt_with_snow")
minetest.register_alias("dirtwithsnow", "default:dirt_with_snow")
minetest.register_alias("snowdirt", "default:dirt_with_snow")
minetest.register_alias("snowydirt", "default:dirt_with_snow")
minetest.register_alias("snow:snow_block", "default:snowblock")
minetest.register_alias("default:snow_block", "default:snowblock")
minetest.register_alias("snowblocks", "default:snowblock")
minetest.register_alias("snowbrick", "snow:snow_brick")
minetest.register_alias("bricksnow", "snow:snow_brick")
minetest.register_alias("snowbricks", "snow:snow_brick")
minetest.register_alias("snowybricks", "snow:snow_brick")
minetest.register_alias("icysnow", "snow:snow_cobble")
minetest.register_alias("snowcobble", "snow:snow_cobble")
minetest.register_alias("snowycobble", "snow:snow_cobble")
minetest.register_alias("cobblesnow", "snow:snow_cobble")
-- To clean up my first stairsplus attempt.
-- Stair
minetest.register_alias(":default:stair_snowblock", "moreblocks:stair_snowblock")
minetest.register_alias(":default:stair_snowblock_half", "moreblocks:stair_snowblock_half")
minetest.register_alias(":default:stair_snowblock_right_half", "moreblocks:stair_snowblock_right_half")
minetest.register_alias(":default:stair_snowblock_inner", "moreblocks:stair_snowblock_inner")
minetest.register_alias(":default:stair_snowblock_outer", "moreblocks:stair_snowblock_outer")
minetest.register_alias(":default:stair_snowblock_alt", "moreblocks:stair_snowblock_alt")
minetest.register_alias(":default:stair_snowblock_alt_1", "moreblocks:stair_snowblock_alt_1")
minetest.register_alias(":default:stair_snowblock_alt_2", "moreblocks:stair_snowblock_2")
minetest.register_alias(":default:stair_snowblock_alt_4", "moreblocks:stair_snowblock_alt_4")
minetest.register_alias(":default:stair_ice", "moreblocks:stair_ice")
minetest.register_alias(":default:stair_ice_half", "moreblocks:stair_ice_half")
minetest.register_alias(":default:stair_ice_right_half", "moreblocks:stair_ice_right_half")
minetest.register_alias(":default:stair_ice_inner", "moreblocks:stair_ice_inner")
minetest.register_alias(":default:stair_ice_outer", "moreblocks:stair_ice_outer")
minetest.register_alias(":default:stair_ice_alt", "moreblocks:stair_ice_alt")
minetest.register_alias(":default:stair_ice_alt_1", "moreblocks:stair_ice_alt_1")
minetest.register_alias(":default:stair_ice_alt_2", "moreblocks:stair_ice_2")
minetest.register_alias(":default:stair_ice_alt_4", "moreblocks:stair_ice_alt_4")
-- Slab
minetest.register_alias(":default:slab_snowblock", "moreblocks:slab_snowblock")
minetest.register_alias(":default:slab_snowblock_quarter", "moreblocks:slab_snowblock_quarter")
minetest.register_alias(":default:slab_snowblock_three_quarter", "moreblocks:slab_snowblock_three_quarter")
minetest.register_alias(":default:slab_snowblock_1", "moreblocks:slab_snowblock_1")
minetest.register_alias(":default:slab_snowblock_2", "moreblocks:slab_snowblock_2")
minetest.register_alias(":default:slab_snowblock_14", "moreblocks:slab_snowblock_14")
minetest.register_alias(":default:slab_snowblock_15", "moreblocks:slab_snowblock_15")
minetest.register_alias(":default:slab_ice", "moreblocks:slab_ice")
minetest.register_alias(":default:slab_ice_quarter", "moreblocks:slab_ice_quarter")
minetest.register_alias(":default:slab_ice_three_quarter", "moreblocks:slab_ice_three_quarter")
minetest.register_alias(":default:slab_ice_1", "moreblocks:slab_ice_1")
minetest.register_alias(":default:slab_ice_2", "moreblocks:slab_ice_2")
minetest.register_alias(":default:slab_ice_14", "moreblocks:slab_ice_14")
minetest.register_alias(":default:slab_ice_15", "moreblocks:slab_ice_15")
-- Panel
minetest.register_alias(":default:panel_snowblock", "moreblocks:panel_snowblock")
minetest.register_alias(":default:panel_snowblock_1", "moreblocks:panel_snowblock_1")
minetest.register_alias(":default:panel_snowblock_2", "moreblocks:panel_snowblock_2")
minetest.register_alias(":default:panel_snowblock_4", "moreblocks:panel_snowblock_4")
minetest.register_alias(":default:panel_snowblock_12", "moreblocks:panel_snowblock_12")
minetest.register_alias(":default:panel_snowblock_14", "moreblocks:panel_snowblock_14")
minetest.register_alias(":default:panel_snowblock_15", "moreblocks:panel_snowblock_15")
minetest.register_alias(":default:panel_ice", "moreblocks:panel_ice")
minetest.register_alias(":default:panel_ice_1", "moreblocks:panel_ice_1")
minetest.register_alias(":default:panel_ice_2", "moreblocks:panel_ice_2")
minetest.register_alias(":default:panel_ice_4", "moreblocks:panel_ice_4")
minetest.register_alias(":default:panel_ice_12", "moreblocks:panel_ice_12")
minetest.register_alias(":default:panel_ice_14", "moreblocks:panel_ice_14")
minetest.register_alias(":default:panel_ice_15", "moreblocks:panel_ice_15")
-- Micro
minetest.register_alias(":default:micro_snowblock", "moreblocks:micro_snowblock")
minetest.register_alias(":default:micro_snowblock_1", "moreblocks:micro_snowblock_1")
minetest.register_alias(":default:micro_snowblock_2", "moreblocks:micro_snowblock_2")
minetest.register_alias(":default:micro_snowblock_4", "moreblocks:micro_snowblock_4")
minetest.register_alias(":default:micro_snowblock_12", "moreblocks:micro_snowblock_12")
minetest.register_alias(":default:micro_snowblock_14", "moreblocks:micro_snowblock_14")
minetest.register_alias(":default:micro_snowblock_15", "moreblocks:micro_snowblock_15")
minetest.register_alias(":default:micro_ice", "moreblocks:micro_ice")
minetest.register_alias(":default:micro_ice_1", "moreblocks:micro_ice_1")
minetest.register_alias(":default:micro_ice_2", "moreblocks:micro_ice_2")
minetest.register_alias(":default:micro_ice_4", "moreblocks:micro_ice_4")
minetest.register_alias(":default:micro_ice_12", "moreblocks:micro_ice_12")
minetest.register_alias(":default:micro_ice_14", "moreblocks:micro_ice_14")
minetest.register_alias(":default:micro_ice_15", "moreblocks:micro_ice_15")

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-- Based on
-- Minetest 0.4 mod: stairs
-- See README.txt for licensing and other information.
-- ADD CHECK FOR MOREBLOCKS/SKIP IF NOT FOUND CODE STUFF HERE
snow_stairs = {} -- This is a little trick. Without it Minetest will complain
-- "attempt to index global 'snow' (a nil value)" and
-- refuse to load. So a value without definition "={}"is assigned to snow.
-- Node will be called snow:stair_<subname>
function snow_stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
minetest.register_node("snow:stair_" .. subname, {
description = description,
drawtype = "nodebox",
tiles = images,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = true,
groups = groups,
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dig = {name="default_dig_crumbly", gain=0.4},
dug = {name="default_snow_footstep", gain=0.75},
place = {name="default_place_node", gain=1.0}
}),
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, 0, 0.5, 0.5, 0.5},
},
},
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local p0 = pointed_thing.under
local p1 = pointed_thing.above
local param2 = 0
local placer_pos = placer:getpos()
if placer_pos then
local dir = {
x = p1.x - placer_pos.x,
y = p1.y - placer_pos.y,
z = p1.z - placer_pos.z
}
param2 = minetest.dir_to_facedir(dir)
end
if p0.y-1 == p1.y then
param2 = param2 + 20
if param2 == 21 then
param2 = 23
elseif param2 == 23 then
param2 = 21
end
end
return minetest.item_place(itemstack, placer, pointed_thing, param2)
end,
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass"
-- Thinking in terms of layers, dirt_with_snow could also double as
-- dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ, 2014_04_04
or minetest.get_node(pos).name == "default:dirt" then
minetest.set_node(pos, {name="default:dirt_with_snow"})
end
end
})
--[[
-- for replace ABM
minetest.register_node("snow:stair_" .. subname.."upside_down", {
replace_name = "snow:stair_" .. subname,
groups = {slabs_replace=1},
})
--]]
minetest.register_craft({
output = 'snow:stair_' .. subname .. ' 6',
recipe = {
{recipeitem, "", ""},
{recipeitem, recipeitem, ""},
{recipeitem, recipeitem, recipeitem},
},
})
-- Flipped recipe
minetest.register_craft({
output = 'snow:stair_' .. subname .. ' 6',
recipe = {
{"", "", recipeitem},
{"", recipeitem, recipeitem},
{recipeitem, recipeitem, recipeitem},
},
})
end
-- Node will be called snow:slab_<subname>
function snow_stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
minetest.register_node("snow:slab_" .. subname, {
description = description,
drawtype = "nodebox",
tiles = images,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = true,
groups = groups,
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dig = {name="default_dig_crumbly", gain=0.4},
dug = {name="default_snow_footstep", gain=0.75},
place = {name="default_place_node", gain=1.0}
}),
node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
},
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
-- If it's being placed on an another similar one, replace it with
-- a full block
local slabpos = nil
local slabnode = nil
local p0 = pointed_thing.under
local p1 = pointed_thing.above
local n0 = minetest.get_node(p0)
local n1 = minetest.get_node(p1)
local param2 = 0
local n0_is_upside_down = (n0.name == "snow:slab_" .. subname and
n0.param2 >= 20)
if n0.name == "snow:slab_" .. subname and not n0_is_upside_down and p0.y+1 == p1.y then
slabpos = p0
slabnode = n0
elseif n1.name == "snow:slab_" .. subname then
slabpos = p1
slabnode = n1
end
if slabpos then
-- Remove the slab at slabpos
minetest.remove_node(slabpos)
-- Make a fake stack of a single item and try to place it
local fakestack = ItemStack(recipeitem)
fakestack:set_count(itemstack:get_count())
pointed_thing.above = slabpos
local success
fakestack, success = minetest.item_place(fakestack, placer, pointed_thing)
-- If the item was taken from the fake stack, decrement original
if success then
itemstack:set_count(fakestack:get_count())
-- Else put old node back
else
minetest.set_node(slabpos, slabnode)
end
return itemstack
end
-- Upside down slabs
if p0.y-1 == p1.y then
-- Turn into full block if pointing at a existing slab
if n0_is_upside_down then
-- Remove the slab at the position of the slab
minetest.remove_node(p0)
-- Make a fake stack of a single item and try to place it
local fakestack = ItemStack(recipeitem)
fakestack:set_count(itemstack:get_count())
pointed_thing.above = p0
local success
fakestack, success = minetest.item_place(fakestack, placer, pointed_thing)
-- If the item was taken from the fake stack, decrement original
if success then
itemstack:set_count(fakestack:get_count())
-- Else put old node back
else
minetest.set_node(p0, n0)
end
return itemstack
end
-- Place upside down slab
param2 = 20
end
-- If pointing at the side of a upside down slab
if n0_is_upside_down and p0.y+1 ~= p1.y then
param2 = 20
end
return minetest.item_place(itemstack, placer, pointed_thing, param2)
end,
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass"
-- Thinking in terms of layers, dirt_with_snow could also double as
-- dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ, 2014_04_04
or minetest.get_node(pos).name == "default:dirt" then
minetest.set_node(pos, {name="default:dirt_with_snow"})
end
end
})
--[[
-- for replace ABM
minetest.register_node("snow:slab_" .. subname.."upside_down", {
replace_name = "snow:slab_"..subname,
groups = {slabs_replace=1},
})
--]]
minetest.register_craft({
output = 'snow:slab_' .. subname .. ' 6',
recipe = {
{recipeitem, recipeitem, recipeitem},
},
})
end
--[[
-- Replace old "upside_down" nodes with new param2 versions
minetest.register_abm({
nodenames = {"group:slabs_replace"},
interval = 1,
chance = 1,
action = function(pos, node)
node.name = minetest.registered_nodes[node.name].replace_name
node.param2 = node.param2 + 20
if node.param2 == 21 then
node.param2 = 23
elseif node.param2 == 23 then
node.param2 = 21
end
minetest.set_node(pos, node)
end,
})
--]]
-- Snow stairs and slabs require extra definitions because of their extra
-- features (freezing, melting, and how they change dirt and dirt_with_grass). ~ LazyJ
-- Nodes will be called snow:{stair,slab}_<subname>
function snow_stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, freezemelt, liquidtype, paramtype, sunlight_propagates)
snow_stairs.register_stair(subname, recipeitem, groups, images, desc_stair, freezemelt, liquidtype, paramtype, sunlight_propagates)
snow_stairs.register_slab(subname, recipeitem, groups, images, desc_slab, freezemelt, liquidtype, paramtype, sunlight_propagates)
end
list_of_snow_stuff = {
--{"row[1] = first item in row",
-- "row[2] = second item in row",
-- "row[3] = third item in row", and so on, and so on...}, ~ LazyJ
{"ice", "default:ice", "default_ice.png", "Ice Stairs", "Ice Slabs"},
{"snowblock", "default:snowblock", "default_snow.png", "Snowblock Stairs", "Snowblock Slabs"},
{"snow_cobble", "snow:snow_cobble", "snow_snow_cobble.png", "Snow Cobble Stairs", "Snow Cobble Slabs"},
{"snow_brick", "snow:snow_brick", "snow_snow_brick.png", "Snow Brick Stair", "Snow Brick Slab"},
}
for _, row in ipairs(list_of_snow_stuff) do
local snow_subname = row[1]
local snow_recipeitem = row[2]
local snow_images = row[3]
local snow_desc_stair = row[4]
local snow_desc_slab = row[5]
snow_stairs.register_stair_and_slab(snow_subname, snow_recipeitem,
{cracky=2, crumbly=2, choppy=2, oddly_breakable_by_hand=2, melts=1, icemaker=1},
{snow_images},
snow_desc_stair,
snow_desc_slab,
"default:water_source",
"none",
"light",
true
)
end -- End the "list of snow stuff" part of the above section. ~ LazyJ
-- Snow stairs and slabs should be easier to break than the more dense and
-- manufactured, other snow-type nodes in the list above. ~ lazyJ
minetest.override_item("snow:stair_snowblock", {
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=2, icemaker=1},
})
minetest.override_item("snow:slab_snowblock", {
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=2, icemaker=1},
})
-- Everything above is made of snow and uses snow sounds, ice, however, should sound more like glass
-- and be harder to dig. ~ LazyJ
minetest.override_item("snow:stair_ice", {
groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1, melts=2, icemaker=1},
use_texture_alpha = true,
sounds = default.node_sound_glass_defaults(),
})
minetest.override_item("snow:slab_ice", {
groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1, melts=2, icemaker=1},
use_texture_alpha = true,
sounds = default.node_sound_glass_defaults(),
})

234
mods/snow/src/crafting.lua Normal file
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--[[
Crafting Sections (in order, top to bottom):
1. Fuel
2. Cooking
3. Crafting and Recycling
The crafting recipe for the sled is in the sled.lua file.
~ LazyJ
--]]
-- 1. Fuel
minetest.register_craft({
type = "fuel",
recipe = "snow:needles",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "snow:sapling_pine",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "snow:needles_decorated",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "snow:xmas_tree",
burntime = 10,
})
-- 2. Cooking
--[[
"Cooks_into_ice" is a custom group I assigned to full-sized, snow-stuff nodes
(snow bricks, snow cobble, snow blocks, etc.) so I wouldn't have to write an individual cooking
recipe for each one.
~ LazyJ
--]]
minetest.register_craft({
type = "cooking",
cooktime = 12,
output = "default:ice",
recipe = "group:cooks_into_ice",
})
-- 3. Crafting and Recycling
-- Let's make moss craftable so players can more easily create mossycobble and
-- gives another useful purpose to pine needles. ~ LazyJ
minetest.register_craft({
output = 'snow:moss',
recipe = {
{'snow:needles', 'snow:needles'},
{'snow:needles', 'snow:needles'},
},
})
--[[
Most snow biomes are too small to provide enough snow as a building material and
still have enough landscape snow to create the wintry surroundings of a
snow village or castle. So I added this snowblock crafting recipe as a way for
players to increase their snow supply in small increments. I considered making
the output 9 but that would make it all too quick and easy (especially for griefers) to create lots
of snowblocks (and then use them to water-grief by melting the snow blocks).
~ LazyJ
--]]
minetest.register_craft({
type = "shapeless",
output = 'default:snowblock 2',
recipe = {
'snow:snow_cobble',
'snow:snow_cobble'
}
})
--[[minetest.register_craft({
type = "shapeless",
output = 'default:snowblock 3',
recipe = {
'default:snowblock',
'default:snowblock'
}
})]]
minetest.register_craft({
output = 'snow:snow_brick',
recipe = {
{'default:snowblock', 'default:snowblock'},
{'default:snowblock', 'default:snowblock'}
}
})
--Craft icy snow.
minetest.register_craft({
type = "shapeless",
output = 'snow:snow_cobble 6',
recipe = {
'default:snow',
'default:snow',
'default:snow',
'default:snow',
'default:snow',
'default:snow',
'default:ice',
'default:ice',
'default:ice'
}
})
minetest.register_craft({
type = "shapeless",
output = 'snow:snow_cobble 4',
recipe = {
'default:snow',
'default:snow',
'default:snow',
'default:snow',
'default:ice',
'default:ice'
}
})
minetest.register_craft({
type = "shapeless",
output = 'snow:snow_cobble 2',
recipe = {
'default:snow',
'default:snow',
'default:ice'
}
})
minetest.register_craft({
type = "shapeless",
output = 'snow:snow_cobble',
recipe = {
'default:snow',
'default:ice'
}
})
-- Why not recycle snow_bricks back into snowblocks? ~ LazyJ
minetest.register_craft({
output = 'default:snowblock 4',
recipe = {
{'snow:snow_brick'}
}
})
-- Recycle basic, half-block, slabs back into full blocks
-- A little "list" magic here. Instead of writing four crafts I only have to write two. ~ LazyJ
local recycle_default_slabs = {
"ice",
"snowblock",
}
for _, name in pairs(recycle_default_slabs) do
local subname_default = name
-- This craft is for default snowblocks and default ice.
-- 1 crafting recipe handles 2, default blocks. ~ LazyJ
minetest.register_craft({
type = "shapeless",
output = "default:"..subname_default,
recipe = {
"snow:slab_"..subname_default,
"snow:slab_"..subname_default,
}
})
end
-- Similar list magic here too. I couldn't successfully combine these in the first list
-- because we are dealing with slabs/blocks from two different mods, the "Snow" mod and
-- minetest_game's "Default" mod. ~ LazyJ
local recycle_snowmod_slabs = {
"snow_brick",
"snow_cobble",
}
for _, name in pairs(recycle_snowmod_slabs) do
local subname_snowmod = name
-- This craft is for the Snow mod's full-sized blocks.
-- 1 crafting recipe handles 2, or more, Snow mod blocks. ~ LazyJ
minetest.register_craft({
type = "shapeless",
output = "snow:"..subname_snowmod,
recipe = {
"snow:slab_"..subname_snowmod,
"snow:slab_"..subname_snowmod,
}
})
end

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--[[
--=================
--======================================
LazyJ's Fork of Splizard's "Snow" Mod
by LazyJ
version: Umpteen and 7/5ths something or another.
2014_04_12
--======================================
--=================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THE LIST OF CHANGES I'VE MADE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Falling snow would destroy nodes it deposited snow on. I figured out that if
I switched the 'snow.place' with 'minetest.place_node' and increased the
y position by 2, then the nodes were nolonger destroyed and the snow
would start to pile up.
~~~~~~
TODO
~~~~~~
* Add code to prevent snowfall from depositing snow on or
near torches and lava.
* Add code to prevent snowfall from depositing snow on
'walkable = false' defined nodes.
--]]
--=============================================================
-- CODE STUFF
--=============================================================
local weather_legacy
local read_weather_legacy = function ()
local file = io.open(minetest.get_worldpath().."/weather_v6", "r")
if not file then return end
local readweather = file:read()
file:close()
return readweather
end
--Weather for legacy versions of minetest.
local save_weather_legacy = function ()
local file = io.open(minetest.get_worldpath().."/weather_v6", "w+")
file:write(weather_legacy)
file:close()
end
weather_legacy = read_weather_legacy() or ""
minetest.register_globalstep(function(dtime)
if weather_legacy == "snow" then
if math.random(1, 10000) == 1 then
weather_legacy = "none"
save_weather_legacy()
end
else
if math.random(1, 50000) == 2 then
weather_legacy = "snow"
save_weather_legacy()
end
end
end)
-- copied from meru mod
local SEEDDIFF3 = 9130 -- 9130 -- Values should match minetest mapgen desert perlin.
local OCTAVES3 = 3 -- 3
local PERSISTENCE3 = 0.5 -- 0.5
local SCALE3 = 250 -- 250
--Get snow at position.
local function get_snow(pos)
--Legacy support.
if weather_legacy == "snow" then
local perlin1 = minetest.get_perlin(112,3, 0.5, 150)
if perlin1:get2d({x=pos.x, y=pos.z}) <= 0.53 then
return false
end
-- disable falling snow in desert
local desert_perlin = minetest.get_perlin(SEEDDIFF3, OCTAVES3, PERSISTENCE3, SCALE3)
local noise3 = desert_perlin:get2d({x=pos.x+150,y=pos.z+50}) -- Offsets must match minetest mapgen desert perlin.
if noise3 > 0.35 then -- Smooth transition 0.35 to 0.45.
return false
end
return true
end
return false
end
local addvectors = vector and vector.add
--Returns a random position between minp and maxp.
local function randpos(minp, maxp)
local x,z
if minp.x > maxp.x then
x = math.random(maxp.x,minp.x)
else
x = math.random(minp.x,maxp.x)
end
if minp.z > maxp.z then
z = math.random(maxp.z,minp.z)
else
z = math.random(minp.z,maxp.z)
end
return {x=x,y=minp.y,z=z}
end
local default_snow_particle = {
amount = 3,
time = 0.5,
exptime = 5,
size = 50,
collisiondetection = false,
vertical = false,
}
local function get_snow_particledef(data)
for n,i in pairs(default_snow_particle) do
data[n] = data[n] or i
end
for _,i in pairs({"vel", "acc", "exptime", "size"}) do
data["min"..i] = data[i]
data["max"..i] = data[i]
end
data.texture = "weather_snow.png^[transform"..math.random(0,7)
return data
end
local function snow_fall(pos, player, animate)
local ground_y = nil
for y=pos.y+10,pos.y+20,1 do
local n = minetest.get_node({x=pos.x,y=y,z=pos.z}).name
if n ~= "air" and n ~= "ignore" then
return
end
end
for y=pos.y+10,pos.y-15,-1 do
local n = minetest.get_node({x=pos.x,y=y,z=pos.z}).name
if n ~= "air" and n ~= "ignore" then
ground_y = y
break
end
end
if not ground_y then
return
end
pos = {x=pos.x, y=ground_y, z=pos.z}
if get_snow(pos) then
if animate then
local spos = {x=pos.x, y=ground_y+10, z=pos.z}
minetest.add_particlespawner(get_snow_particledef({
minpos = addvectors(spos, {x=-9, y=3, z=-9}),
maxpos = addvectors(spos, {x= 9, y=5, z= 9}),
vel = {x=0, y=-1, z=-1},
acc = {x=0, y=0, z=0},
playername = player:get_player_name()
}))
end
snow.place(pos, true)
--minetest.place_node({x=pos.x, y=pos.y+2, z=pos.z}, {name="default:snow"}) -- LazyJ
end
end
-- Snow
local function calc_snowfall()
for _, player in pairs(minetest.get_connected_players()) do
local ppos = player:getpos()
-- Make sure player is not in a cave/house...
if get_snow(ppos)
and minetest.get_node_light(ppos, 0.5) == 15 then
local animate
if not snow.lighter_snowfall then
local vel = {x=0, y=-1, z=-1}
local acc = {x=0, y=0, z=0}
minetest.add_particlespawner(get_snow_particledef({
amount = 5,
minpos = addvectors(ppos, {x=-9, y=3, z=-9}),
maxpos = addvectors(ppos, {x= 9, y=5, z= 9}),
vel = vel,
acc = acc,
size = 25,
playername = player:get_player_name()
}))
minetest.add_particlespawner(get_snow_particledef({
amount = 4,
minpos = addvectors(ppos, {x=-5, y=3.2, z=-5}),
maxpos = addvectors(ppos, {x= 5, y=1.6, z= 5}),
vel = vel,
acc = acc,
exptime = 4,
size = 25,
playername = player:get_player_name()
}))
animate = false
else
animate = true
end
if math.random(1,5) == 4 then
snow_fall(
randpos(
addvectors(ppos, {x=-20, y=0, z=-20}),
addvectors(ppos, {x= 20, y=0, z= 20})
),
player,
animate
)
end
end
end
end
minetest.register_globalstep(function(dtime)
if snow.enable_snowfall then
calc_snowfall()
end
end)

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--[[
If you want to run PlantLife and mods that depend on it, i.e. MoreTrees, Disable the mapgen by
commenting-out the lines starting with "local mgname = " through "end" (I left a note were to start
and stop) Disabling "Snow's" mapgen allows MoreTrees and PlantLife to do their thing until the
issue is figured out. However, the pine and xmas tree code is still needed for when those
saplings grow into trees. --]]
--The *starting* comment looks like this: --[[
--The *closing* comment looks like this: --]]
-- ~ LazyJ, 2014_05_13
-- Part 1: To disable the mapgen, add the *starting* comment under this line.
--Identify the mapgen.
minetest.register_on_mapgen_init(function(MapgenParams)
local mgname = MapgenParams.mgname
if not mgname then
io.write("[MOD] Snow Biomes: WARNING! mapgen could not be identifyed!\n")
end
if mgname == "v7" then
--Load mapgen_v7 compatibility.
dofile(minetest.get_modpath("snow").."/src/mapgen_v7.lua")
else
--Load mapgen_v6 compatibility.
dofile(minetest.get_modpath("snow").."/src/mapgen_v6.lua")
end
end)
-- To complete the commenting-out add the *closing* comment under this line.
local pine_tree = {
axiom="TABff",
rules_a="[&T+f+ff+ff+ff+f]GA",
rules_b="[&T+f+Gf+Gf+Gf]GB",
trunk="default:pinetree",
leaves="snow:needles",
angle=90,
iterations=1,
random_level=0,
trunk_type="single",
thin_branches=true,
}
local xmas_tree = {
axiom="TABff",
rules_a="[&T+f+ff+ff+ff+f]GA",
rules_b="[&T+f+Gf+Gf+Gf]GB",
trunk="default:pinetree",
leaves="snow:needles_decorated",
angle=90,
iterations=1,
random_level=0,
trunk_type="single",
thin_branches=true,
}
--Makes pine tree
function snow.make_pine(pos,snow,xmas)
local minetest = minetest
local perlin1 = minetest.get_perlin(112,3, 0.5, 150)
local try_node = function(pos, node)
local n = minetest.get_node(pos).name
if n == "air"
or n == "ignore" then
minetest.add_node(pos, node)
end
end
--Clear ground.
for z = -1,1 do
for x = -1,1 do
local p = {x=pos.x+x,y=pos.y,z=pos.z+z}
local nd = minetest.get_node(p).name
if nd == "default:snow"
or nd == "default:snowblock" then
minetest.remove_node(p)
end
end
end
if xmas then
minetest.remove_node(pos)
minetest.spawn_tree(pos, xmas_tree)
else
minetest.spawn_tree(pos, pine_tree)
end
if snow then
local x,z = pos.x,pos.z
try_node({x=x+1,y=pos.y+3,z=z+1},{name="default:snow"})
try_node({x=x-1,y=pos.y+3,z=z-1},{name="default:snow"})
try_node({x=x-1,y=pos.y+3,z=z+1},{name="default:snow"})
try_node({x=x+1,y=pos.y+3,z=z-1},{name="default:snow"})
try_node({x=x+1,y=pos.y+5,z=z},{name="default:snow"})
try_node({x=x-1,y=pos.y+5,z=z},{name="default:snow"})
try_node({x=x,y=pos.y+5,z=z+1},{name="default:snow"})
try_node({x=x,y=pos.y+5,z=z-1},{name="default:snow"})
end
if xmas then
try_node({x=pos.x,y=pos.y+7,z=pos.z},{name="snow:star_lit"}) -- Added lit star. ~ LazyJ
elseif snow
and perlin1:get2d({x=pos.x,y=pos.z}) > 0.53 then
try_node({x=pos.x,y=pos.y+7,z=pos.z},{name="default:snow"})
end
end
--Makes pine tree
function snow.voxelmanip_pine(pos,a,data)
local c_snow = minetest.get_content_id("default:snow")
local c_pine_needles = minetest.get_content_id("snow:needles")
local c_pinetree = minetest.get_content_id("default:pinetree")
local c_air = minetest.get_content_id("air")
local perlin1 = minetest.get_perlin(112,3, 0.5, 150)
for z = -1,1 do
local z = pos.z + z
for x = -1,1 do
local x = pos.x + x
--Clear ground.
local node = a:index(x,pos.y,z)
if data[node] == c_snow then
data[node] = c_air
end
--Make tree.
for i = 1,2 do
local node = a:index(x,pos.y+i,z)
data[node] = c_pine_needles
if snow
and x ~= 0
and z ~= 0
and perlin1:get2d({x=x,y=z}) > 0.53 then
local abovenode = a:index(x,pos.y+i+1,z)
data[abovenode] = c_snow
end
end
end
end
for i=3, 4 do
local x = pos.x
local y = pos.y+i
local z = pos.z
data[a:index(x+1,y,z)] = c_pine_needles
data[a:index(x-1,y,z)] = c_pine_needles
data[a:index(x,y,z+1)] = c_pine_needles
data[a:index(x,y,z-1)] = c_pine_needles
if snow then
if perlin1:get2d({x=x+1,y=z}) > 0.53 then
data[a:index(x+1,y+1,z)] = c_snow
end
if perlin1:get2d({x=x+1,y=z}) > 0.53 then
data[a:index(x-1,y+1,z)] = c_snow
end
if perlin1:get2d({x=x,y=z+1}) > 0.53 then
data[a:index(x,y+1,z+1)] = c_snow
end
if perlin1:get2d({x=x,y=z-1}) > 0.53 then
data[a:index(x,y+1,z-1)] = c_snow
end
end
end
for i=0, 4 do
data[a:index(pos.x,pos.y+i,pos.z)] = c_pinetree
end
data[a:index(pos.x,pos.y+5,pos.z)] = c_pine_needles
data[a:index(pos.x,pos.y+6,pos.z)] = c_pine_needles
if snow
and perlin1:get2d({x=pos.x,y=pos.z}) > 0.53 then
data[a:index(pos.x,pos.y+7,pos.z)] = c_snow
end
end

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-- 2D noise for coldness
local np_cold = {
offset = 0,
scale = 1,
spread = {x=150, y=150, z=150},
seed = 112,
octaves = 3,
persist = 0.5
}
-- 2D noise for icetype
local np_ice = {
offset = 0,
scale = 1,
spread = {x=80, y=80, z=80},
seed = 322345,
octaves = 3,
persist = 0.5
}
-- Debugging function
local biome_strings = {
{"snowy", "plain", "alpine", "normal", "normal"},
{"cool", "icebergs", "icesheet", "icecave", "icehole"}
}
local function biome_to_string(num,num2)
local biome = biome_strings[1][num] or "unknown "..num
return biome
end
local function do_ws_func(a, x)
local n = x/(16000)
local y = 0
for k=1,1000 do
y = y + 1000*(math.sin(math.pi * k^a * n)/(math.pi * k^a))
end
return y
end
local ws_lists = {}
local function get_ws_list(a,x)
ws_lists[a] = ws_lists[a] or {}
local v = ws_lists[a][x]
if v then
return v
end
v = {}
for x=x,x + (80 - 1) do
local y = do_ws_func(a, x)
v[x] = y
end
ws_lists[a][x] = v
return v
end
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
local t1 = os.clock()
local x0 = minp.x
local z0 = minp.z
local x1 = maxp.x
local z1 = maxp.z
local spawn_pine = snow.voxelmanip_pine
local smooth = snow.smooth_biomes
local c_dirt_with_grass = minetest.get_content_id("default:dirt_with_grass")
local c_dirt = minetest.get_content_id("default:dirt")
local c_tree = minetest.get_content_id("default:tree")
local c_apple = minetest.get_content_id("default:apple")
local c_snow = minetest.get_content_id("default:snow")
local c_snow_block = minetest.get_content_id("default:snowblock")
local c_dirt_with_snow = minetest.get_content_id("default:dirt_with_snow")
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local c_stone = minetest.get_content_id("default:stone")
local c_dry_shrub = minetest.get_content_id("default:dry_shrub")
local c_leaves = minetest.get_content_id("default:leaves")
local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
local c_junglegrass = minetest.get_content_id("default:junglegrass")
local c_ice = minetest.get_content_id("default:ice")
local c_water = minetest.get_content_id("default:water_source")
local c_papyrus = minetest.get_content_id("default:papyrus")
local c_sand = minetest.get_content_id("default:sand")
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(minp, maxp)
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local data = vm:get_data()
local snow_tab,num = {},1
local sidelen = x1 - x0 + 1
local chulens = {x=sidelen, y=sidelen, z=sidelen}
local nvals_cold = minetest.get_perlin_map(np_cold, chulens):get2dMap_flat({x=x0, y=z0})
local nvals_ice = minetest.get_perlin_map(np_ice, chulens):get2dMap_flat({x=x0, y=z0})
-- Choose biomes
local pr = PseudoRandom(seed+57)
-- Land biomes
local biome = pr:next(1, 5)
local snowy = biome == 1 -- spawns alot of snow
local alpine = biome == 3 -- rocky terrain
-- Misc biome settings
local icy = pr:next(1, 2) == 2 -- if enabled spawns ice in sand instead of snow blocks
local shrubs = pr:next(1,2) == 1 -- spawns dry shrubs in snow
local pines = pr:next(1,2) == 1 -- spawns pines
-- Reseed random
pr = PseudoRandom(seed+68)
-- Loop through columns in chunk
local write_to_map = false
local ni = 1
for z = z0, z1 do
for x = x0, x1 do
local in_biome = false
local test = nvals_cold[ni]
if smooth and (not snowy)
and (test > 0.73 or (test > 0.43 and pr:next(0,29) > (0.73 - test) * 100 )) then
in_biome = true
elseif (not smooth or snowy) and test > 0.53 then
in_biome = true
end
if not in_biome then
if alpine and test > 0.43 then
local ground_y = nil
for y = maxp.y, minp.y, -1 do
local nodid = data[area:index(x, y, z)]
if nodid ~= c_air
and nodid ~= c_ignore then
ground_y = y
break
end
end
if ground_y then
local vi = area:index(x, ground_y, z)
if data[vi] == c_leaves or data[vi] == c_jungleleaves then
for y = ground_y, -16, -1 do
local vi = area:index(x, y, z)
local id = data[vi]
if id ~= c_air then
if id == c_leaves
or id == c_jungleleaves
or id == c_tree
or id == c_apple then
data[vi] = c_air
else
break
end
end
end
end
end
end
elseif in_biome then
write_to_map = true
local icetype = nvals_ice[ni]
local cool = icetype > 0 -- only spawns ice on edge of water
local icebergs = icetype > -0.2 and icetype <= 0
local icehole = icetype > -0.4 and icetype <= -0.2 -- icesheet with holes
local icesheet = icetype > -0.6 and icetype <= -0.4
local icecave = icetype <= -0.6
local ground_y = nil
for y = maxp.y, minp.y, -1 do
local nodid = data[area:index(x, y, z)]
if nodid ~= c_air and nodid ~= c_ignore then
ground_y = y
break
end
end
if ground_y then
local node = area:index(x, ground_y, z)
local abovenode = area:index(x, ground_y+1, z)
local belownode = area:index(x, ground_y-1, z)
if ground_y and data[node] == c_dirt_with_grass then
if alpine and test > 0.53 then
snow_tab[num] = {abovenode, z, x, test}
num = num+1
for y = ground_y, -6, -1 do
local vi = area:index(x, y, z)
if data[vi] == c_stone then
break
else
data[vi] = c_stone
end
end
elseif (shrubs and pr:next(1,28) == 1) then
data[node] = c_dirt_with_snow
data[abovenode] = c_dry_shrub
elseif pines and pr:next(1,36) == 1 then
data[node] = c_dirt_with_snow
spawn_pine({x=x, y=ground_y+1, z=z}, area, data)
elseif snowy and test > 0.63 then
data[abovenode] = c_snow_block
else
data[node] = c_dirt_with_snow
snow_tab[num] = {abovenode, z, x, test}
num = num+1
end
elseif ground_y and data[node] == c_sand then
if not icy then
snow_tab[num] = {abovenode, z, x, test}
num = num+1
else
data[node] = c_ice
end
elseif ground_y and data[node] == c_leaves
or data[node] == c_jungleleaves or data[node] == c_apple then
if alpine then
snow_tab[num] = {abovenode, z, x, test}
num = num+1
for y = ground_y, -6, -1 do
local stone = area:index(x, y, z)
if data[stone] == c_stone then
break
else
data[stone] = c_stone
end
end
else
snow_tab[num] = {abovenode, z, x, test}
num = num+1
end
elseif ground_y
and data[node] == c_junglegrass then
data[node] = c_dry_shrub
elseif ground_y
and data[node] == c_papyrus then
for y = ground_y, ground_y-4, -1 do
local vi = area:index(x, y, z)
if data[vi] == c_papyrus then
snow_tab[num] = {area:index(x, ground_y, z), z, x, test}
num = num+1
data[vi] = c_snow_block
end
end
elseif ground_y
and data[node] == c_water then
if not icesheet
and not icecave
and not icehole then
local x1 = data[area:index(x+1, ground_y, z)]
local z1 = data[area:index(x, ground_y, z+1)]
local xz1 = data[area:index(x+1, ground_y, z+1)]
local xz2 = data[area:index(x-1, ground_y, z-1)]
local x2 = data[area:index(x-1, ground_y, z)]
local z2 = data[area:index(x, ground_y, z-1)]
local rand = (pr:next(1,4) == 1) and (cool or icebergs)
local ice
if rand then
for _,i in ipairs({x1,z1,xz1,xz2,x2,z2}) do
if i == c_ice then
ice = true
break
end
end
end
if not ice then
for _,i in ipairs({x1,z1,xz1,xz2,x2,z2}) do
if i ~= c_water
and i ~= c_ice
and i ~= c_air
and i ~= c_ignore then
ice = true
break
end
end
end
local y = data[area:index(x, ground_y-1, z)]
if ice
or (y ~= c_water and y ~= c_ice) -- and y ~= "air") …I don't think y can be a string here ~HybridDog
or (icebergs and pr:next(1,6) == 1) then
data[node] = c_ice
end
else
if (icehole and pr:next(1,10) > 1)
or icecave
or icesheet then
data[node] = c_ice
end
if icecave then
for y = ground_y-1, -33, -1 do
local vi = area:index(x, y, z)
if data[vi] ~= c_water then
break
else
data[vi] = c_air
end
end
end
end
end
end
end
ni = ni + 1
end
end
local param2s
if num ~= 1 then
local wsz, wsx
for _,i in pairs(snow_tab) do
local p,z,x,test = unpack(i)
data[p] = c_snow
test = test-0.73
if test > 0 then
local minh = math.floor(test*4*9)%9+1
if minh ~= 1 then
if not wsz then
wsz = get_ws_list(5, z0)
wsx = get_ws_list(2, x0)
param2s = vm:get_param2_data()
end
local h = math.min(minh, math.floor(wsx[x]+wsz[z]*5)%9+1)
if h ~= 1 then
if h == 9 then
h = 4
end
param2s[p] = h*7
end
end
end
end
end
vm:set_data(data)
if param2s then
vm:set_param2_data(param2s)
end
vm:set_lighting({day=0, night=0})
vm:calc_lighting()
vm:write_to_map()
if write_to_map
and snow.debug then -- print if any column of mapchunk was snow biome
local biome_string = biome_to_string(biome)
local chugent = math.ceil((os.clock() - t1) * 1000)
print("[snow] "..biome_string.." x "..minp.x.." z "..minp.z.." time "..chugent.." ms")
end
end)

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minetest.register_biome({
name = "snow_biome_default",
node_top = "default:dirt_with_snow",
depth_top = 1,
node_filler = "default:dirt",
depth_filler = 2,
height_min = snow.min_height,
height_max = snow.min_height+60,
heat_point = 10.0,
humidity_point = 40.0,
})
minetest.register_biome({
name = "snow_biome_forest",
node_top = "default:dirt_with_snow",
depth_top = 1,
node_filler = "default:dirt",
depth_filler = 2,
height_min = snow.min_height,
height_max = snow.min_height+60,
heat_point = 10.0,
humidity_point = 55.0,
})
minetest.register_biome({
name = "snow_biome_lush",
node_top = "default:dirt_with_snow",
depth_top = 1,
node_filler = "default:dirt",
depth_filler = 2,
height_min = snow.min_height,
height_max = snow.min_height+60,
heat_point = 10.0,
humidity_point = 70.0,
})
minetest.register_biome({
name = "snow_biome_alpine",
node_top = "default:stone",
depth_top = 1,
node_filler = "default:stone",
height_min = snow.min_height+60,
height_max = 31000,
heat_point = 10.0,
humidity_point = 40.0,
})
minetest.register_biome({
name = "snow_biome_sand",
node_top = "default:sand",
depth_top = 3,
node_filler = "default:stone",
depth_filler = 0,
height_min = -31000,
height_max = 2,
heat_point = 10.0,
humidity_point = 40.0,
})
--Pine tree.
minetest.register_decoration({
deco_type = "schematic",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 0.005,
biomes = {"snow_biome_default"},
schematic = minetest.get_modpath("snow").."/schematics/pine.mts",
flags = "place_center_x, place_center_z",
})
minetest.register_decoration({
deco_type = "schematic",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 0.05,
biomes = {"snow_biome_forest"},
schematic = minetest.get_modpath("snow").."/schematics/pine.mts",
flags = "place_center_x, place_center_z",
})
minetest.register_decoration({
deco_type = "schematic",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 0.1,
biomes = {"snow_biome_lush"},
schematic = minetest.get_modpath("snow").."/schematics/pine.mts",
flags = "place_center_x, place_center_z",
})
--Dry shrubs.
minetest.register_decoration({
deco_type = "simple",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 0.005,
biomes = {"snow_biome_default"},
decoration = "default:dry_shrub",
})
minetest.register_decoration({
deco_type = "simple",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 0.05,
biomes = {"snow_biome_forest", "snow_biome_lush"},
decoration = "default:dry_shrub",
})
--Snow.
minetest.register_decoration({
deco_type = "simple",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 10,
biomes = {"snow_biome_default", "snow_biome_forest", "snow_biome_lush"},
decoration = "default:snow",
})
minetest.register_decoration({
deco_type = "simple",
place_on = "default:stone",
sidelen = 16,
fill_ratio = 10,
biomes = {"snow_biome_alpine"},
decoration = "default:snow",
})

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-- NODES
-- Pine Needles
minetest.register_node("snow:needles",{
description = "Pine Needles",
drawtype = "allfaces_optional",
visual_scale = 1.3,
tiles = {"snow_needles.png"},
waving = 1,
paramtype = "light",
groups = {snappy=3, leafdecay=5},
drop = {
max_items = 1,
items = {
{
-- player will get sapling with 1/20 chance
items = {'snow:sapling_pine'},
rarity = 20,
},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
items = {'snow:needles'},
}
}
},
sounds = default.node_sound_leaves_defaults(),
})
--[[
If christmas_content is enabled, then this next part will override the pine needles' drop code
(in the code section above) and adds Xmas tree saplings to the items that are dropped.
The Xmas tree needles are registred and defined a farther down in this nodes.lua file.
~ LazyJ
--]]
if snow.christmas_content then
--Christmas trees
minetest.override_item("snow:needles", {
drop = {
max_items = 1,
items = {
{
-- player will get xmas tree with 1/120 chance
items = {'snow:xmas_tree'},
rarity = 120,
},
{
-- player will get sapling with 1/20 chance
items = {'snow:sapling_pine'},
rarity = 20,
},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
items = {'snow:needles'},
}
}
}
})
end
--Christmas easter egg
minetest.register_on_mapgen_init( function()
if rawget(_G, "skins") then
skins.add("character_snow_man")
end
end
)
--[[
Original, static Xmas lights. Keep so people can "turn off" the
animation if it is too much for them. ~ LazyJ
--Decorated Pine leaves
minetest.register_node("snow:needles_decorated", {
description = "Decorated Pine Needles",
drawtype = "allfaces_optional",
tiles = {"snow_needles_decorated.png"},
paramtype = "light",
groups = {snappy=3, leafdecay=3},
drop = {
max_items = 1,
items = {
{
-- player will get xmas tree with 1/20 chance
items = {'snow:xmas_tree'},
rarity = 50,
},
{
-- player will get sapling with 1/20 chance
items = {'snow:sapling_pine'},
rarity = 20,
},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
items = {'snow:needles_decorated'},
}
}
},
sounds = default.node_sound_leaves_defaults(),
})
--]]
-- Animated, "blinking lights" version. ~ LazyJ
-- Decorated Pine Leaves
minetest.register_node("snow:needles_decorated", {
description = "Decorated Pine Needles",
drawtype = "allfaces_optional",
light_source = 5,
inventory_image = minetest.inventorycube("snow_needles_decorated.png"),
--tiles = {"snow_needles_decorated.png"},
tiles = {
{name="snow_needles_decorated_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=20.0}}
},
paramtype = "light",
groups = {snappy=3, leafdecay=5},
drop = {
max_items = 1,
items = {
{
-- player will get xmas tree with 1/120 chance
items = {'snow:xmas_tree'},
rarity = 120,
},
{
-- player will get sapling with 1/20 chance
items = {'snow:sapling_pine'},
rarity = 20,
},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
items = {'snow:needles_decorated'},
}
}
},
sounds = default.node_sound_leaves_defaults(),
})
-- Xmas Tree Sapling
minetest.register_node("snow:xmas_tree", {
description = "Christmas Tree",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"snow_xmas_tree.png"},
inventory_image = "snow_xmas_tree.png",
wield_image = "snow_xmas_tree.png",
paramtype = "light",
walkable = false,
groups = {snappy=2,dig_immediate=3},
sounds = default.node_sound_defaults(),
})
-- Pine Sapling
minetest.register_node("snow:sapling_pine", {
description = "Pine Sapling",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"snow_sapling_pine.png"},
inventory_image = "snow_sapling_pine.png",
wield_image = "snow_sapling_pine.png",
paramtype = "light",
walkable = false,
groups = {snappy=2,dig_immediate=3},
sounds = default.node_sound_defaults(),
})
-- Star on Xmas Trees
minetest.register_node("snow:star", {
description = "Star",
--drawtype = "torchlike",
drawtype = "plantlike", -- Stars disappeared when viewed at the right angle. "Plantlike" solved the visual problem. ~ LazyJ
tiles = {"snow_star.png"},
inventory_image = "snow_star.png",
wield_image = "snow_star.png",
paramtype = "light",
walkable = false,
--groups = {snappy=2,dig_immediate=3},
groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1}, -- Don't want the ornament breaking too easily because you have to punch it to turn it on and off. ~ LazyJ
sounds = default.node_sound_glass_defaults({dig = {name="default_glass_footstep", gain=0.2}}), -- Breaking "glass" sound makes it sound like a real, broken, Xmas tree ornament (Sorry, Mom!). ;)- ~ LazyJ
on_punch = function(pos, node) -- Added a "lit" star that can be punched on or off depending on your preference. ~ LazyJ
node.name = "snow:star_lit"
minetest.set_node(pos, node)
nodeupdate(pos)
end,
})
-- Star (Lit Version) on Xmas Trees
minetest.register_node("snow:star_lit", {
description = "Star Lighted",
drawtype = "plantlike",
light_source = LIGHT_MAX,
tiles = {"snow_star_lit.png"},
wield_image = "snow_star.png",
paramtype = "light",
walkable = false,
drop = "snow:star",
groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1, not_in_creative_inventory=1},
sounds = default.node_sound_glass_defaults({dig = {name="default_glass_footstep", gain=0.2}}),
on_punch = function(pos, node)
node.name = "snow:star"
minetest.set_node(pos, node)
nodeupdate(pos)
end,
})
-- Moss
minetest.register_node("snow:moss", {
description = "Moss",
inventory_image = "snow_moss.png",
tiles = {"snow_moss.png"},
drawtype = "signlike",
paramtype = "light",
paramtype2 = "wallmounted",
walkable = false,
selection_box = {
type = "wallmounted",
},
is_ground_content = true,
groups = {crumbly=3, attached_node=1},
})
local function snow_onto_dirt(pos)
pos.y = pos.y - 1
local node = minetest.get_node(pos)
if node.name == "default:dirt_with_grass"
or node.name == "default:dirt" then
node.name = "default:dirt_with_snow"
minetest.set_node(pos, node)
end
end
-- Snow Brick
minetest.register_node("snow:snow_brick", {
description = "Snow Brick",
tiles = {"snow_snow_brick.png"},
is_ground_content = true,
freezemelt = "default:water_source",
liquidtype = "none",
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "facedir", -- Allow blocks to be rotated with the screwdriver or
-- by player position. ~ LazyJ
-- I made this a little harder to dig than snow blocks because
-- I imagine snow brick as being much more dense and solid than fluffy snow. ~ LazyJ
groups = {cracky=2, crumbly=2, choppy=2, oddly_breakable_by_hand=2, melts=1, icemaker=1, cooks_into_ice=1},
--Let's use the new snow sounds instead of the old grass sounds. ~ LazyJ
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dig = {name="default_dig_crumbly", gain=0.4},
dug = {name="default_snow_footstep", gain=0.75},
place = {name="default_place_node", gain=1.0}
}),
-- The "on_construct" part below, thinking in terms of layers, dirt_with_snow could also
-- double as dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ
on_construct = snow_onto_dirt
})
-- Snow Cobble ~ LazyJ
-- Described as Icy Snow
minetest.register_node("snow:snow_cobble", {
description = "Icy Snow",
tiles = {"snow_snow_cobble.png"},
is_ground_content = true,
liquidtype = "none",
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "facedir",
-- I made this a little harder to dig than snow blocks because
-- I imagine snow brick as being much more dense and solid than fluffy snow. ~ LazyJ
groups = {cracky=2, crumbly=2, choppy=2, oddly_breakable_by_hand=2, melts=1, icemaker=1, cooks_into_ice=1},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dig = {name="default_dig_crumbly", gain=0.4},
dug = {name="default_snow_footstep", gain=0.75},
place = {name="default_place_node", gain=1.0}
}),
-- The "on_construct" part below, thinking in terms of layers, dirt_with_snow could also
-- double as dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ
on_construct = snow_onto_dirt
})
-- Override Default Nodes to Add Extra Functions
-- This adds code to the existing default ice. ~ LazyJ
minetest.override_item("default:ice", {
-- The Lines: 1. Alpah to make semi-transparent ice, 2 to work with
-- the dirt_with_grass/snow/just dirt ABMs. ~ LazyJ, 2014_03_09
use_texture_alpha = true, -- 1
param2 = 0,
--param2 is reserved for how much ice will freezeover.
sunlight_propagates = true, -- 2
drawtype = "glasslike",
inventory_image = minetest.inventorycube("default_ice.png").."^[brighten",
liquidtype = "none",
-- I made this a lot harder to dig than snow blocks because ice is much more dense
-- and solid than fluffy snow. ~ LazyJ
groups = {cracky=2, crumbly=1, choppy=1, --[[oddly_breakable_by_hand=1,]] melts=1},
on_construct = snow_onto_dirt,
liquids_pointable = true,
--Make ice freeze over when placed by a maximum of 10 blocks.
after_place_node = function(pos)
minetest.set_node(pos, {name="default:ice", param2=math.random(0,10)})
end
})
-- This adds code to the existing, default snowblock. ~ LazyJ
minetest.override_item("default:snowblock", {
liquidtype = "none", -- LazyJ to make dirt below change to dirt_with_snow (see default, nodes.lua, dirt ABM)
paramtype = "light", -- LazyJ to make dirt below change to dirt_with_snow (see default, nodes.lua, dirt ABM)
sunlight_propagates = true, -- LazyJ to make dirt below change to dirt_with_snow (see default, nodes.lua, dirt ABM)
-- Snow blocks should be easy to dig because they are just fluffy snow. ~ LazyJ
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=1, icemaker=1, cooks_into_ice=1, falling_node=1},
--drop = "snow:snow_cobble",
on_construct = snow_onto_dirt
-- Thinking in terms of layers, dirt_with_snow could also double as
-- dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ, 2014_04_04
})

231
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--[[
--=================
--======================================
LazyJ's Fork of Splizard's "Snow" Mod
by LazyJ
version: Umpteen and 7/5ths something or another.
2014_04_12
--======================================
--=================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THE LIST OF CHANGES I'VE MADE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* The HUD message that displayed when a player sat on the sled would not go away after the player
got off the sled. I spent hours on trial-and-error while reading the lua_api.txt and scrounging
the Internet for a needle-in-the-haystack solution as to why the hud_remove wasn't working.
Turns out Splizard's code was mostly correct, just not assembled in the right order.
The key to the solution was found in the code of leetelate's scuba mod:
http://forum.minetest.net/viewtopic.php?id=7175
* Changed the wording of the HUD message for clarity.
~~~~~~
TODO
~~~~~~
* Figure out why the player avatars remain in a seated position, even after getting off the sled,
if they flew while on the sled. 'default.player_set_animation', where is a better explanation
for this and what are it's available options?
* Go through, clean-up my notes and get them better sorted. Some are in the code, some are
scattered in my note-taking program. This "Oh, I'll just make a little tweak here and a
little tweak there" project has evolved into something much bigger and more complex
than I originally planned. :p ~ LazyJ
* find out why the sled disappears after rightclicking it ~ HybridDog
--]]
--=============================================================
-- CODE STUFF
--=============================================================
--
-- Helper functions
--
vector.zero = vector.zero or {x=0, y=0, z=0}
local function table_find(t, v)
for i = 1,#t do
if t[i] == v then
return true
end
end
return false
end
local function is_water(pos)
return minetest.get_item_group(minetest.get_node(pos).name, "water") ~= 0
end
--
-- Sled entity
--
local sled = {
physical = true,
collisionbox = {-0.6,-0.25,-0.6, 0.6,0.3,0.6},
visual = "mesh",
mesh = "sled.x",
textures = {"sled.png"},
}
local players_sled = {}
local function join_sled(self, player)
local pos = self.object:getpos()
player:setpos(pos)
local name = player:get_player_name()
players_sled[name] = true
default.player_attached[name] = true
default.player_set_animation(player, "sit" , 30)
self.driver = name
self.object:set_attach(player, "", {x=0,y=-9,z=0}, {x=0,y=90,z=0})
self.object:setyaw(player:get_look_yaw())-- - math.pi/2)
end
local function leave_sled(self, player)
local name = player:get_player_name()
players_sled[name] = false
self.driver = nil
player:set_detach()
default.player_attached[name] = false
default.player_set_animation(player, "stand" , 30)
player:set_physics_override({
speed = 1,
jump = 1,
})
player:hud_remove(self.HUD) -- And here is part 2. ~ LazyJ
self.object:remove()
--Give the sled back again
player:get_inventory():add_item("main", "snow:sled")
end
function sled:on_rightclick(player)
if self.driver
or not snow.sleds then
return
end
join_sled(self, player)
player:set_physics_override({
speed = 2, -- multiplier to default value
jump = 0, -- multiplier to default value
})
-- Here is part 1 of the fix. ~ LazyJ
self.HUD = player:hud_add({
hud_elem_type = "text",
position = {x=0.5, y=0.89},
name = "sled",
scale = {x=2, y=2},
text = "You are on the sled! Press the sneak key to get off the sled.", -- LazyJ
direction = 0,
})
-- End part 1
end
function sled:on_activate(staticdata, dtime_s)
self.object:set_armor_groups({immortal=1})
self.object:setacceleration({x=0, y=-10, z=0})
if staticdata then
self.v = tonumber(staticdata)
end
end
function sled:get_staticdata()
return tostring(self.v)
end
function sled:on_punch(puncher)
self.object:remove()
if puncher
and puncher:is_player() then
puncher:get_inventory():add_item("main", "snow:sled")
end
end
local driveable_nodes = {"default:snow","default:snowblock","default:ice","default:dirt_with_snow", "group:icemaker"}
local function accelerating_possible(pos)
if is_water(pos) then
return false
end
if table_find(driveable_nodes, minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name) then
return true
end
return false
end
local timer = 0
function sled:on_step(dtime)
if not self.driver then
return
end
timer = timer+dtime
if timer < 1 then
return
end
timer = 0
local player = minetest.get_player_by_name(self.driver)
if not player then
return
end
if player:get_player_control().sneak
or not accelerating_possible(vector.round(self.object:getpos())) then
leave_sled(self, player)
end
end
minetest.register_entity("snow:sled", sled)
minetest.register_craftitem("snow:sled", {
description = "Sled",
inventory_image = "snow_sled.png",
wield_image = "snow_sled.png",
wield_scale = {x=2, y=2, z=1},
liquids_pointable = true,
stack_max = 1,
on_use = function(itemstack, placer)
if players_sled[placer:get_player_name()] then
return
end
local pos = placer:getpos()
if accelerating_possible(vector.round(pos)) then
pos.y = pos.y+0.5
--Get on the sled and remove it from inventory.
minetest.add_entity(pos, "snow:sled"):right_click(placer)
itemstack:take_item(); return itemstack
end
end,
})
minetest.register_craft({
output = "snow:sled",
recipe = {
{"", "", ""},
{"group:stick", "", ""},
{"group:wood", "group:wood", "group:wood"},
},
})
minetest.register_craft({
output = "snow:sled",
recipe = {
{"", "", ""},
{"", "", "group:stick"},
{"group:wood", "group:wood", "group:wood"},
},
})

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--============
--Snowballs
--============
-- Snowballs were destroying nodes if the snowballs landed just right.
-- Quite a bit of trial-and-error learning here and it boiled down to a
-- small handful of code lines making the difference. ~ LazyJ
local creative_mode = minetest.setting_getbool("creative_mode")
local function get_gravity()
local grav = tonumber(minetest.setting_get("movement_gravity")) or 9.81
return grav*snow.snowball_gravity
end
local someone_throwing
local timer = 0
--Shoot snowball
local function snow_shoot_snowball(item, player)
local addp = {y = 1.625} -- + (math.random()-0.5)/5}
local dir = player:get_look_dir()
local dif = 2*math.sqrt(dir.z*dir.z+dir.x*dir.x)
addp.x = dir.z/dif -- + (math.random()-0.5)/5
addp.z = -dir.x/dif -- + (math.random()-0.5)/5
local pos = vector.add(player:getpos(), addp)
local obj = minetest.add_entity(pos, "snow:snowball_entity")
obj:setvelocity(vector.multiply(dir, snow.snowball_velocity))
obj:setacceleration({x=dir.x*-3, y=-get_gravity(), z=dir.z*-3})
if creative_mode then
if not someone_throwing then
someone_throwing = true
timer = -0.5
end
return
end
item:take_item()
return item
end
if creative_mode then
local function update_step(dtime)
timer = timer+dtime
if timer < 0.006 then
return
end
timer = 0
local active
for _,player in pairs(minetest.get_connected_players()) do
if player:get_player_control().LMB then
local item = player:get_wielded_item()
local itemname = item:get_name()
if itemname == "default:snow" then
snow_shoot_snowball(nil, player)
active = true
break
end
end
end
-- disable the function if noone currently throws them
if not active then
someone_throwing = false
end
end
-- do automatic throwing using a globalstep
minetest.register_globalstep(function(dtime)
-- only if one holds left click
if someone_throwing then
update_step(dtime)
end
end)
end
--The snowball Entity
local snow_snowball_ENTITY = {
physical = false,
timer = 0,
collisionbox = {-5/16,-5/16,-5/16, 5/16,5/16,5/16},
}
function snow_snowball_ENTITY.on_activate(self)
self.object:set_properties({textures = {"default_snowball.png^[transform"..math.random(0,7)}})
self.object:setacceleration({x=0, y=-get_gravity(), z=0})
self.lastpos = self.object:getpos()
minetest.after(0.1, function(obj)
if not obj then
return
end
local vel = obj:getvelocity()
if vel
and vel.y ~= 0 then
return
end
minetest.after(0, function(obj)
if not obj then
return
end
local vel = obj:getvelocity()
if not vel
or vel.y == 0 then
obj:remove()
end
end, obj)
end, self.object)
end
--Snowball_entity.on_step()--> called when snowball is moving.
function snow_snowball_ENTITY.on_step(self, dtime)
self.timer = self.timer+dtime
if self.timer > 600 then
-- 10 minutes are too long for a snowball to fly somewhere
self.object:remove()
end
if self.physical then
local fell = self.object:getvelocity().y == 0
if not fell then
return
end
local pos = vector.round(self.object:getpos())
if minetest.get_node(pos).name == "air" then
pos.y = pos.y-1
if minetest.get_node(pos).name == "air" then
return
end
end
snow.place(pos)
self.object:remove()
return
end
local pos = vector.round(self.object:getpos())
if vector.equals(pos, self.lastpos) then
return
end
if minetest.get_node(pos).name ~= "air" then
self.object:setacceleration({x=0, y=-get_gravity(), z=0})
--self.object:setvelocity({x=0, y=0, z=0})
pos = self.lastpos
self.object:setpos(pos)
local gain = vector.length(self.object:getvelocity())/30
minetest.sound_play("default_snow_footstep", {pos=pos, gain=gain})
self.object:set_properties({physical = true})
self.physical = true
return
end
self.lastpos = vector.new(pos)
end
minetest.register_entity("snow:snowball_entity", snow_snowball_ENTITY)
-- Snowball and Default Snowball Merged
-- They both look the same, they do basically the same thing (except one is a leftclick throw
-- and the other is a rightclick drop),... Why not combine snow:snowball with default:snow and
-- benefit from both? ~ LazyJ, 2014_04_08
--[[ Save this for reference and occasionally compare to the default code for any updates.
minetest.register_node(":default:snow", {
description = "Snow",
tiles = {"default_snow.png"},
inventory_image = "default_snowball.png",
wield_image = "default_snowball.png",
is_ground_content = true,
paramtype = "light",
buildable_to = true,
leveled = 7,
drawtype = "nodebox",
freezemelt = "default:water_flowing",
node_box = {
type = "leveled",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.5+2/16, 0.5},
},
},
groups = {crumbly=3,falling_node=1, melts=1, float=1},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dug = {name="default_snow_footstep", gain=0.75},
}),
on_construct = function(pos)
if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt_with_grass" or minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt" then
minetest.set_node({x=pos.x, y=pos.y-1, z=pos.z}, {name="default:dirt_with_snow"})
end
-- Now, let's turn the snow pile into a snowblock. ~ LazyJ
if minetest.get_node({x=pos.x, y=pos.y-2, z=pos.z}).name == "default:snow" and -- Minus 2 because at the end of this, the layer that triggers the change to a snowblock is the second layer more than a full block, starting into a second block (-2) ~ LazyJ, 2014_04_11
minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow" then
minetest.set_node({x=pos.x, y=pos.y-2, z=pos.z}, {name="default:snowblock"})
end
end,
on_use = snow_shoot_snowball -- This line is from the 'Snow' mod, the reset is default Minetest.
})
--]]
minetest.override_item("default:snow", {
drop = {
max_items = 2,
items = {
{items = {'snow:moss'}, rarity = 20,},
{items = {'default:snow'},}
}
},
leveled = 7,
node_box = {
type = "leveled",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.5, 0.5},
},
},
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, falling_node=1, melts=2, float=1},
sunlight_propagates = true,
--Disable placement prediction for snow.
node_placement_prediction = "",
on_construct = function(pos)
pos.y = pos.y-1
local node = minetest.get_node(pos)
if node.name == "default:dirt_with_grass"
or node.name == "default:dirt" then
node.name = "default:dirt_with_snow"
minetest.set_node(pos, node)
end
end,
--Handle node drops due to node level.
on_dig = function(pos, node, digger)
local level = minetest.get_node_level(pos)
minetest.node_dig(pos, node, digger)
if minetest.get_node(pos).name ~= node.name then
local inv = digger:get_inventory()
if not inv then
return
end
local left = inv:add_item("main", "default:snow "..tostring(level/7-1))
if not left:is_empty() then
minetest.add_item({
x = pos.x + math.random()/2-0.25,
y = pos.y + math.random()/2-0.25,
z = pos.z + math.random()/2-0.25,
}, left)
end
end
end,
--Manage snow levels.
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local oldnode_under = minetest.get_node_or_nil(under)
local above = pointed_thing.above
if not oldnode_under
or not above then
return
end
local olddef_under = ItemStack({name=oldnode_under.name}):get_definition()
olddef_under = olddef_under or minetest.nodedef_default
local place_to
-- If node under is buildable_to, place into it instead (eg. snow)
if olddef_under.buildable_to then
place_to = under
else
-- Place above pointed node
place_to = above
end
local level = minetest.get_node_level(place_to)
if level == 63 then
minetest.set_node(place_to, {name="default:snowblock"})
else
minetest.set_node_level(place_to, level+7)
end
if minetest.get_node(place_to).name ~= "default:snow" then
local itemstack, placed = minetest.item_place_node(itemstack, placer, pointed_thing)
return itemstack, placed
end
itemstack:take_item()
return itemstack
end,
on_use = snow_shoot_snowball
})
--[[
A note about default torches, melting, and "buildable_to = true" in default snow.
On servers where buckets are disabled, snow and ice stuff is used to set water for crops and
water stuff like fountains, pools, ponds, ect.. It is a common practice to set a default torch on
the snow placed where the players want water to be.
If you place a default torch *on* default snow to melt it, instead of melting the snow is
*replaced* by the torch. Using "buildable_to = false" would fix this but then the snow would no
longer pile-up in layers; the snow would stack like thin shelves in a vertical column.
I tinkered with the default torch's code (see below) to check for snow at the position and one
node above (layered snow logs as the next y position above) but default snow's
"buildable_to = true" always happened first. An interesting exercise to better learn how Minetest
works, but otherwise not worth it. If you set a regular torch near snow, the snow will melt
and disappear leaving you with nearly the same end result anyway. I say "nearly the same"
because if you set a default torch on layered snow, the torch will replace the snow and be
lit on the ground. If you were able to set a default torch *on* layered snow, the snow would
melt and the torch would become a dropped item.
~ LazyJ
--]]
-- Some of the ideas I tried. ~ LazyJ
--[[
local can_place_torch_on_top = function(pos)
if minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow"
or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow" then
minetest.override_item("default:snow", {buildable_to = false,})
end
end
--]]
--[[
minetest.override_item("default:torch", {
--on_construct = function(pos)
on_place = function(itemstack, placer, pointed_thing)
--if minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow"
-- Even though layered snow doesn't look like it's in the next position above (y+1)
-- it registers in that position. Check the terminal's output to see the coord change.
--or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow"
if pointed_thing.name == "default:snow"
then minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z}, {name="default:torch"})
end
end
})
--]]

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@ -0,0 +1,342 @@
-- ===============================================================================
-- StairsPlus Bonus!
-- ===============================================================================
--[[
This section of code that makes blocks compatible with MoreBlocks' circular saw.
I've added circular saw compatible code for default snowblocks and ice. :D
A big thanks to Calinou and ShadowNinja for making this possible.
Because StairsPlus creates partial blocks, it didn't seem quite right that the
smallest microblocks would produce a full-sized water_source node when melted.
So I toned them down a bit by changing their melt to a temporary,
2-second water_source. See "melts" in abms.lua file for the various intensities.
___...::: ATTENTION MINETEST SERVER OPERATORS :::...___
You may or may not have noticed in your server logs that MoreBlocks stairs/slabs/
panels/microblocks are not recorded as to when, who, what, and where. This is
important information when trying to determine if a player who dug these blocks
is the owner (the player who placed the block) or is a griefer stealing the block.
There is an option that will log when these blocks are placed but it comes at the
cost of losing the auto-rotation of those blocks when placed. They can still be
rotated with a screwdriver but if screwdrivers are disabled on your server your
players won't be able to position MoreBlocks, saw-made blocks.
To enable logging the placement of these blocks, un-comment these lines:
--on_place = minetest.item_place
There is one in each of the "stairsplus.register_all" sections.
~ LazyJ
-- ===============================================================================
--]]
--snow_stairsplus = {}
-- Check for infinite stacks
--if minetest.get_modpath("unified_inventory") or not minetest.setting_getbool("creative_mode") then
-- snow_stairsplus.expect_infinite_stacks = false
--else
-- snow_stairsplus.expect_infinite_stacks = true
--end
-- First, let's run a check to see if MoreBlocks is installed; we're going to need it for the
-- next section of stairsplus stuff. ~LazyJ
if (minetest.get_modpath("moreblocks"))
and rawget(_G, "stairsplus")
-- 'If' MoreBlocks was found and stairsplus is available, well, 'then' go ahead with this next part:
then
--[[ Leave commented out - For reference only. ~ LazyJ
function stairsplus.register_all(modname, subname, recipeitem, fields)
--stairsplus.register_stair_slab_panel_micro(modname, subname, recipeitem, fields)
stairsplus:register_stair(modname, subname, recipeitem, fields)
stairsplus:register_slab(modname, subname, recipeitem, fields)
stairsplus:register_panel(modname, subname, recipeitem, fields)
stairsplus:register_micro(modname, subname, recipeitem, fields)
end
Leave commented out
--]]
-- Leave commented out. Another, possible piece of the puzzle, as to why the placement of
-- stairsplus nodes aren't recorded in the logs. Shelved till I can concentrate on it again.
-- ~ LazyJ
--ItemStack({name=nodename}):get_definition()
--itemstack ={}
--[[
local def = itemstack:get_definition()
function minetest.item_place_node(itemstack, placer, pointed_thing, param2)
minetest.log("action", placer:get_player_name() .. " places node "
.. def.name .. " at " .. minetest.pos_to_string(place_to))
end
Leave commented out
--]]
-- Leave commented out
--[[ FIGURE OUT HOW TO GET THE SLABS TO SHOW UP IN THE LOG ON PLACEMENT
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
-- If it's being placed on an another similar one, replace it with
-- a full block
local slabpos = nil
local slabnode = nil
local p0 = pointed_thing.under
local p1 = pointed_thing.above
local n0 = minetest.get_node(p0)
local n1 = minetest.get_node(p1)
local param2 = 0
local n0_is_upside_down = (n0.name == "snow:slab_" .. subname and
n0.param2 >= 20)
if n0.name == "snow:slab_" .. subname and not n0_is_upside_down and p0.y+1 == p1.y then
slabpos = p0
slabnode = n0
elseif n1.name == "snow:slab_" .. subname then
slabpos = p1
slabnode = n1
end
if slabpos then
-- Remove the slab at slabpos
minetest.remove_node(slabpos)
-- Make a fake stack of a single item and try to place it
local fakestack = ItemStack(recipeitem)
fakestack:set_count(itemstack:get_count())
pointed_thing.above = slabpos
local success
fakestack, success = minetest.item_place(fakestack, placer, pointed_thing)
-- If the item was taken from the fake stack, decrement original
if success then
itemstack:set_count(fakestack:get_count())
-- Else put old node back
else
minetest.set_node(slabpos, slabnode)
end
return itemstack
end
-- Upside down slabs
if p0.y-1 == p1.y then
-- Turn into full block if pointing at a existing slab
if n0_is_upside_down then
-- Remove the slab at the position of the slab
minetest.remove_node(p0)
-- Make a fake stack of a single item and try to place it
local fakestack = ItemStack(recipeitem)
fakestack:set_count(itemstack:get_count())
pointed_thing.above = p0
local success
fakestack, success = minetest.item_place(fakestack, placer, pointed_thing)
-- If the item was taken from the fake stack, decrement original
if success then
itemstack:set_count(fakestack:get_count())
-- Else put old node back
else
minetest.set_node(p0, n0)
end
return itemstack
end
-- Place upside down slab
param2 = 20
end
-- If pointing at the side of a upside down slab
if n0_is_upside_down and p0.y+1 ~= p1.y then
param2 = 20
end
return minetest.item_place(itemstack, placer, pointed_thing, param2)
end
Leave commented out
--]]
--[[
Below, in the "groups" line there is a "melts" category. Back in the ABMs lua file, melting
code, melts=1 will produce a water_source when the full-sized snow/ice block is melted making
a big, watery mess. melts=2 will produce a water_source only for a moment, then it changes back
to water_flowing and then dries-up and disappears. I gave these stairs/slabs/panels/microblocks
a melts value of 2 instead of 1 because they are not full blocks.
~ LazyJ
--]]
-- Default snowblock and ice stairs/slabs/panels/microblocks.
local ndef = minetest.registered_nodes["default:ice"]
local groups = {}
for k, v in pairs(ndef.groups) do groups[k] = v end
stairsplus:register_all("moreblocks", "ice", "default:ice", {
description = ndef.description,
paramtype2 = "facedir",
-- Added "icemaker=1" in groups. This ties into the freezing
-- function in the ABMs.lua file. ~ LazyJ
groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1, melts=2, icemaker=1},
sounds = default.node_sound_glass_defaults(),
tiles = ndef.tiles,
-- Because of the "use_texture_alpha" line, that gives ice transparency, I couldn't combine
-- default ice and default snowblocks in a list like MoreBlocks does. ~ LazyJ
use_texture_alpha = true,
sunlight_propagates = true,
-- This "on_place" line makes placing these nodes recorded in the logs.
-- Useful for investigating griefings and determining ownership
-- BUT these nodes will nolonger auto-rotate into position. ~ LazyJ
--on_place = minetest.item_place,
-- The "on_construct" part below, thinking in terms of layers, dirt_with_snow could
-- also double as dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass"
or minetest.get_node(pos).name == "default:dirt" then
minetest.set_node(pos, {name="default:dirt_with_snow"})
end
end
})
--end
local ndef = minetest.registered_nodes["default:snowblock"]
local groups = {}
for k, v in pairs(ndef.groups) do groups[k] = v end
stairsplus:register_all("moreblocks", "snowblock", "default:snowblock", {
description = ndef.description,
paramtype2 = "facedir",
-- Added "icemaker=1" in groups. This ties into the freezing function
-- in the ABMs.lua file. ~ LazyJ
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=2, icemaker=1},
tiles = ndef.tiles,
sunlight_propagates = true,
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dig = {name="default_dig_crumbly", gain=0.4},
dug = {name="default_snow_footstep", gain=0.75},
place = {name="default_place_node", gain=1.0}
}),
-- This "on_place" line makes placing these nodes recorded in the logs.
-- Useful for investigating griefings and determining ownership
-- BUT these nodes will nolonger auto-rotate into position. ~ LazyJ
--on_place = minetest.item_place,
-- The "on_construct" part below, thinking in terms of layers,
-- dirt_with_snow could also double as dirt_with_frost
-- which adds subtlety to the winterscape. ~ LazyJ
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass"
or minetest.get_node(pos).name == "default:dirt" then
minetest.set_node(pos, {name="default:dirt_with_snow"})
end
end
})
-- Snow stairs/slabs/panels/microblocks.
local snow_nodes = {
"snow_brick",
"snow_cobble",
}
for _, name in pairs(snow_nodes) do
local nodename = "snow:"..name
local ndef = minetest.registered_nodes[nodename]
local groups = {}
for k, v in pairs(ndef.groups) do groups[k] = v end
stairsplus:register_all("moreblocks", name, nodename, {
description = ndef.description,
drop = drop,
groups = {cracky=2, crumbly=2, choppy=2, oddly_breakable_by_hand=2, melts=2, icemaker=1},
tiles = ndef.tiles,
--paramtype2 = "facedir",
sunlight_propagates = true,
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dig = {name="default_dig_crumbly", gain=0.4},
dug = {name="default_snow_footstep", gain=0.75},
place = {name="default_place_node", gain=1.0}
}),
-- This "on_place" line makes placing these nodes recorded in the logs.
-- Useful for investigating griefings and determining ownership
-- BUT these nodes will nolonger auto-rotate into position. ~ LazyJ
--on_place = minetest.item_place,
-- Some attempts to have both, the recording in the logs of the placing of
-- the stairplus stuff *and* have the auto-rotation work. No luck yet.
-- ~ LazyJ
--[[
on_place = function (i, p, t)
minetest.item_place(i, p, t, 0)
minetest.rotate_node(i, p, t)
end,
--]]
--[[
on_place = function (i, p, t)
minetest.rotate_node(i, p, t, 0)
minetest.item_place(i, p, t)
end,
--]]
-- Picking up were we left off... ~ LazyJ
-- The "on_construct" part below, thinking in terms of layers, dirt_with_snow could
-- also double as dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass"
or minetest.get_node(pos).name == "default:dirt"
then minetest.set_node(pos, {name="default:dirt_with_snow"})
end
-- Some ideas I've tried. Leaving for future reference till I can figure out a workable solution. ~ LazyJ
--minetest.log("action", sender:get_player_name().." places" ..minetest.get_node(pos).name.. "at" ..minetest.pos_to_string(pos))
--minetest.log("action", minetest.get_player_name().." places" ..minetest.get_node(pos).name.. "at" ..minetest.pos_to_string(pos))
--minetest.log("action", "BINGO places "..minetest.get_name().." at "..minetest.pos_to_string(pos))
--minetest.log("action", minetest.get_player_name().." places "..minetest.get_name().." at "..minetest.pos_to_string(pos))
--minetest.log("action", placer:get_player_name().." places moreblocks-something at "..minetest.pos_to_string(pos))
--minetest.log("action", " BINGO places "..minetest.get_pointed_thing().." at "..minetest.pos_to_string(pos))
--minetest.log("action", "BINGO places moreblocks"..ndef.." at "..minetest.pos_to_string(pos))
--minetest.log("action", "A pine sapling grows into a Christmas tree at "..minetest.pos_to_string(pos))
--return minetest.item_place(itemstack, placer, pointed_thing, param2)
--return minetest.item_place(itemstack, pointed_thing, param2)
end,
})
end
else -- from clear up at the top, the MoreBlocks check. "Else", if MoreBlocks wasn't found, skip
-- down to here, "return" nothing and "end" this script. ~ LazyJ
return
end

156
mods/snow/src/util.lua Normal file
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--Global config and function table.
snow = {
snowball_gravity = 100/109,
snowball_velocity = 19,
sleds = true,
enable_snowfall = true,
lighter_snowfall = false,
debug = false,
smooth_biomes = true,
christmas_content = true,
smooth_snow = true,
min_height = 3,
}
--Config documentation.
local doc = {
snowball_gravity = "The gravity of thrown snowballs",
snowball_velocity = "How fast players throw snowballs",
sleds = "Disable this to prevent sleds from being riden.",
enable_snowfall = "Enables falling snow.",
lighter_snowfall = "Reduces the amount of resources and fps used by snowfall.",
debug = "Enables debug output. Currently it only prints mgv6 info.",
smooth_biomes = "Enables smooth transition of biomes (mgv6)",
smooth_snow = "Disable this to stop snow from being smoothed.",
christmas_content = "Disable this to remove christmas saplings from being found.",
min_height = "The minumum height a snow biome will generate (mgv7)",
}
--Manage config.
--Saves contents of config to file.
local function saveConfig(path, config, doc)
local file = io.open(path,"w")
if file then
for i,v in pairs(config) do
local t = type(v)
if t == "string" or t == "number" or t == "boolean" then
if doc and doc[i] then
file:write("# "..doc[i].."\n")
end
file:write(i.." = "..tostring(v).."\n")
end
end
end
end
--Loads config and returns config values inside table.
local function loadConfig(path)
local config = {}
local file = io.open(path,"r")
if file then
io.close(file)
for line in io.lines(path) do
if line:sub(1,1) ~= "#" then
local i, v = line:match("^(%S*) = (%S*)")
if i and v then
if v == "true" then v = true end
if v == "false" then v = false end
if tonumber(v) then v = tonumber(v) end
config[i] = v
end
end
end
return config
else
--Create config file.
return nil
end
end
minetest.register_on_shutdown(function()
saveConfig(minetest.get_modpath("snow").."/config.txt", snow, doc)
end)
local config = loadConfig(minetest.get_modpath("snow").."/config.txt")
if config then
for i,v in pairs(config) do
if type(snow[i]) == type(v) then
snow[i] = v
end
end
else
saveConfig(minetest.get_modpath("snow").."/config.txt", snow, doc)
end
for i,v in pairs(snow) do
local t = type(v)
if t == "string"
or t == "number"
or t == "boolean" then
local v = minetest.setting_get("snow_"..i)
if v ~= nil then
if v == "true" then v = true end
if v == "false" then v = false end
if tonumber(v) then v = tonumber(v) end
snow[i] = v
end
end
end
--MENU
local get_formspec = function()
local p = -0.5
local formspec = "label[0,-0.3;Settings:]"
for i,v in pairs(snow) do
local t = type(v)
if t == "string"
or t == "number" then
p = p + 1.5
formspec = formspec.."field[0.3,"..p..";2,1;snow:"..i..";"..i..";"..v.."]"
elseif t == "boolean" then
p = p + 0.5
formspec = formspec.."checkbox[0,"..p..";snow:"..i..";"..i..";"..tostring(v).."]"
end
end
p = p + 1
formspec = "size[4,"..p..";]\n"..formspec
return formspec
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "snow:menu" then
return
end
for i,v in pairs(snow) do
local t = type(v)
if t == "string" or t == "number" or t == "boolean" then
local field = fields["snow:"..i]
if field then
if t == "string" then
snow[i] = field
end
if t == "number" then
snow[i] = tonumber(field)
end
if t == "boolean" then
if field == "true" then
snow[i] = true
elseif field == "false" then
snow[i] = false
end
end
end
end
end
end)
minetest.register_chatcommand("snow", {
description = "Show a menu for various actions",
privs = {server=true},
func = function(name)
minetest.chat_send_player(name, "Showing snow menu…")
minetest.show_formspec(name, "snow:menu", get_formspec())
end,
})

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#!/bin/bash
load_mod() {
wget https://github.com/$2/$4/archive/$3.zip -O $1.zip
unzip $1.zip
rm $1.zip
mv $4-$3 $1
}
load_usual_mod() {
load_mod $1 $2 master $1
}
load_hmod() {
load_usual_mod $1 HybridDog
}
# make folder
mkdir tmp
cd tmp
# download mods
echo "loading mods…"
for i in builtin_item item_drop; do
load_hmod $i
done
load_mod snow Splizard master minetest-mod-snow
# move mods
echo "moving mods…"
for i in $(ls); do
trash ../mods/$i
mv $i ../mods/$i
done
# remove folder
cd ..
rm -R tmp
echo "done!"