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100644 index 000000000..5e932bf30 --- /dev/null +++ b/games/mars/files/World/default/aliases.lua @@ -0,0 +1,22 @@ +-- mods/default/aliases.lua + +-- Aliases to support loading worlds using nodes following the old naming convention +-- These can also be helpful when using chat commands, for example /giveme + +minetest.register_alias("comboblock:slab_white_onc_slab_white", "color:white") +minetest.register_alias("comboblock:slab_black_onc_slab_black", "color:black") +minetest.register_alias("comboblock:slab_red_onc_slab_red", "color:red") +minetest.register_alias("comboblock:slab_pink_onc_slab_pink", "color:pink") +minetest.register_alias("comboblock:slab_green_onc_slab_green", "color:green") +minetest.register_alias("comboblock:slab_yellow_onc_slab_yellow", "color:yellow") +minetest.register_alias("comboblock:slab_blue_onc_slab_blue", "color:blue") +minetest.register_alias("comboblock:slab_orange_onc_slab_orange", "color:orange") + +minetest.register_alias("white", "color:white") +minetest.register_alias("black", "color:black") +minetest.register_alias("red", "color:red") +minetest.register_alias("pink", "color:pink") +minetest.register_alias("green", "color:green") +minetest.register_alias("yellow", "color:yellow") +minetest.register_alias("blue", "color:blue") +minetest.register_alias("orange", "color:orange") diff --git a/games/mars/files/World/default/creative.lua b/games/mars/files/World/default/creative.lua new file mode 100644 index 000000000..f8e6d8f14 --- /dev/null +++ b/games/mars/files/World/default/creative.lua @@ -0,0 +1,50 @@ +creative = {} + +local creative_mode_cache = minetest.settings:get_bool("creative_mode") + +function creative.is_enabled_for(name) + return true +end + +local digtime = 200 + local caps = {times = {digtime, digtime, digtime}, uses = 0, maxlevel = 256} + + minetest.register_item(":", { + type = "none", + wield_image = "wieldhand.png", + wield_scale = {x = 1, y = 1, z = 2.5}, + range = 10, + tool_capabilities = { + full_punch_interval = 0.5, + max_drop_level = 3, + groupcaps = { + crumbly = caps, + cracky = caps, + snappy = caps, + choppy = caps, + oddly_breakable_by_hand = caps, + }, + damage_groups = {fleshy = 10}, + } + }) + +-- Unlimited node placement +minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack) + return creative.is_enabled_for(placer:get_player_name()) +end) + +-- Don't pick up if the item is already in the inventory +local old_handle_node_drops = minetest.handle_node_drops +function minetest.handle_node_drops(pos, drops, digger) + if not digger or not digger:is_player() then + return + end + local inv = digger:get_inventory() + if inv then + for _, item in ipairs(drops) do + if not inv:contains_item("main", item, true) then + inv:add_item("main", item) + end + end + end +end diff --git a/games/mars/files/World/default/functions.lua b/games/mars/files/World/default/functions.lua new file mode 100644 index 000000000..4ddeb1704 --- /dev/null +++ b/games/mars/files/World/default/functions.lua @@ -0,0 +1,541 @@ +-- mods/default/functions.lua + +-- +-- Sounds +-- + +function default.node_sound_defaults(table) + table = table or {} + table.footstep = table.footstep or + {name = "default_footstep_blockcolor", gain = 1.0} + table.dig = table.dig or + {name = "default_dig_blockcolor", gain = 0.25} + table.dug = table.dug or + {name = "default_dug_blockcolor", gain = 0.25} + table.place = table.place or + {name = "default_place_blockcolor", gain = 1.0} + return table +end + +function default.node_sound_water_defaults(table) + table = table or {} + table.footstep = table.footstep or + {name = "default_footstep_blockcolor", gain = 1.0} + table.dig = table.dig or + {name = "default_dig_blockcolor", gain = 0.25} + table.dug = table.dug or + {name = "default_dug_blockcolor", gain = 0.25} + table.place = table.place or + {name = "default_place_blockcolor", gain = 1.0} + return table +end + +function default.node_sound_wood_defaults(table) + table = table or {} + table.footstep = table.footstep or + {name = "default_footstep_blockcolor", gain = 1.0} + table.dig = table.dig or + {name = "default_dig_blockcolor", gain = 0.25} + table.dug = table.dug or + {name = "default_dug_blockcolor", gain = 0.25} + table.place = table.place or + {name = "default_place_blockcolor", gain = 1.0} + return table +end + +function default.node_sound_glass_defaults(table) + table = table or {} + table.footstep = table.footstep or + {name = "default_footstep_blockcolor", gain = 1.0} + table.dig = table.dig or + {name = "default_dig_blockcolor", gain = 0.25} + table.dug = table.dug or + {name = "default_dug_blockcolor", gain = 0.25} + table.place = table.place or + {name = "default_place_blockcolor", gain = 1.0} + return table +end + +function default.node_sound_stone_defaults(table) + table = table or {} + table.footstep = table.footstep or + {name = "default_footstep_blockcolor", gain = 1.0} + table.dig = table.dig or + {name = "default_dig_blockcolor", gain = 0.25} + table.dug = table.dug or + {name = "default_dug_blockcolor", gain = 0.25} + table.place = table.place or + {name = "default_place_blockcolor", gain = 1.0} + return table +end + +function default.node_sound_leaves_defaults(table) + table = table or {} + table.footstep = table.footstep or + {name = "default_footstep_blockcolor", gain = 1.0} + table.dig = table.dig or + {name = "default_dig_blockcolor", gain = 0.25} + table.dug = table.dug or + {name = "default_dug_blockcolor", gain = 0.25} + table.place = table.place or + {name = "default_place_blockcolor", gain = 1.0} + return table +end + +function default.node_sound_metal_defaults(table) + table = table or {} + table.footstep = table.footstep or + {name = "default_footstep_blockcolor", gain = 1.0} + table.dig = table.dig or + {name = "default_dig_blockcolor", gain = 0.25} + table.dug = table.dug or + {name = "default_dug_blockcolor", gain = 0.25} + table.place = table.place or + {name = "default_place_blockcolor", gain = 1.0} + return table +end + + +-- +-- Lavacooling +-- + +default.cool_lava = function(pos, node) + if node.name == "default:lava_source" then + minetest.set_node(pos, {name = "default:obsidian"}) + else -- Lava flowing + minetest.set_node(pos, {name = "default:stone"}) + end + minetest.sound_play("default_cool_lava", + {pos = pos, max_hear_distance = 16, gain = 0.25}) +end + +-- +-- optimized helper to put all items in an inventory into a drops list +-- + +function default.get_inventory_drops(pos, inventory, drops) + local inv = minetest.get_meta(pos):get_inventory() + local n = #drops + for i = 1, inv:get_size(inventory) do + local stack = inv:get_stack(inventory, i) + if stack:get_count() > 0 then + drops[n+1] = stack:to_table() + n = n + 1 + end + end +end + +-- +-- Papyrus and cactus growing +-- + +-- wrapping the functions in abm action is necessary to make overriding them possible + +function default.grow_cactus(pos, node) + if node.param2 >= 4 then + return + end + pos.y = pos.y - 1 + if minetest.get_item_group(minetest.get_node(pos).name, "sand") == 0 then + return + end + pos.y = pos.y + 1 + local height = 0 + while node.name == "default:cactus" and height < 4 do + height = height + 1 + pos.y = pos.y + 1 + node = minetest.get_node(pos) + end + if height == 4 or node.name ~= "air" then + return + end + if minetest.get_node_light(pos) < 13 then + return + end + minetest.set_node(pos, {name = "default:cactus"}) + return true +end + +function default.grow_papyrus(pos, node) + pos.y = pos.y - 1 + local name = minetest.get_node(pos).name + if name ~= "default:dirt_with_grass" and name ~= "default:dirt" then + return + end + if not minetest.find_node_near(pos, 3, {"group:water"}) then + return + end + pos.y = pos.y + 1 + local height = 0 + while node.name == "default:papyrus" and height < 4 do + height = height + 1 + pos.y = pos.y + 1 + node = minetest.get_node(pos) + end + if height == 4 or node.name ~= "air" then + return + end + if minetest.get_node_light(pos) < 13 then + return + end + minetest.set_node(pos, {name = "default:papyrus"}) + return true +end + +minetest.register_abm({ + label = "Grow cactus", + nodenames = {"default:cactus"}, + neighbors = {"group:sand"}, + interval = 12, + chance = 83, + action = default.grow_cactus +}) + +minetest.register_abm({ + label = "Grow papyrus", + nodenames = {"default:papyrus"}, + neighbors = {"default:dirt", "default:dirt_with_grass"}, + interval = 14, + chance = 71, + action = default.grow_papyrus +}) + + +-- +-- dig upwards +-- + +function default.dig_up(pos, node, digger) + if digger == nil then return end + local np = {x = pos.x, y = pos.y + 1, z = pos.z} + local nn = minetest.get_node(np) + if nn.name == node.name then + minetest.node_dig(np, nn, digger) + end +end + + +-- +-- Fence registration helper +-- + +function default.register_fence(name, def) + minetest.register_craft({ + output = name .. " 4", + recipe = { + { def.material, 'group:stick', def.material }, + { def.material, 'group:stick', def.material }, + } + }) + + local fence_texture = "default_fence_overlay.png^" .. def.texture .. + "^default_fence_overlay.png^[makealpha:255,126,126" + -- Allow almost everything to be overridden + local default_fields = { + paramtype = "light", + drawtype = "nodebox", + node_box = { + type = "connected", + fixed = {{-1/8, -1/2, -1/8, 1/8, 1/2, 1/8}}, + -- connect_top = + -- connect_bottom = + connect_front = {{-1/16,3/16,-1/2,1/16,5/16,-1/8}, + {-1/16,-5/16,-1/2,1/16,-3/16,-1/8}}, + connect_left = {{-1/2,3/16,-1/16,-1/8,5/16,1/16}, + {-1/2,-5/16,-1/16,-1/8,-3/16,1/16}}, + connect_back = {{-1/16,3/16,1/8,1/16,5/16,1/2}, + {-1/16,-5/16,1/8,1/16,-3/16,1/2}}, + connect_right = {{1/8,3/16,-1/16,1/2,5/16,1/16}, + {1/8,-5/16,-1/16,1/2,-3/16,1/16}}, + }, + connects_to = {"group:fence", "group:wood", "group:tree"}, + inventory_image = fence_texture, + wield_image = fence_texture, + tiles = {def.texture}, + sunlight_propagates = true, + is_ground_content = false, + groups = {}, + } + for k, v in pairs(default_fields) do + if not def[k] then + def[k] = v + end + end + + -- Always add to the fence group, even if no group provided + def.groups.fence = 1 + + def.texture = nil + def.material = nil + + minetest.register_node(name, def) +end + + +-- +-- Leafdecay +-- + +-- Prevent decay of placed leaves + +default.after_place_leaves = function(pos, placer, itemstack, pointed_thing) + if placer and not placer:get_player_control().sneak then + local node = minetest.get_node(pos) + node.param2 = 1 + minetest.set_node(pos, node) + end +end + +-- Leafdecay +local function leafdecay_after_destruct(pos, oldnode, def) + for _, v in pairs(minetest.find_nodes_in_area(vector.subtract(pos, def.radius), + vector.add(pos, def.radius), def.leaves)) do + local node = minetest.get_node(v) + local timer = minetest.get_node_timer(v) + if node.param2 == 0 and not timer:is_started() then + timer:start(math.random(20, 120) / 10) + end + end +end + +local function leafdecay_on_timer(pos, def) + if minetest.find_node_near(pos, def.radius, def.trunks) then + return false + end + + local node = minetest.get_node(pos) + local drops = minetest.get_node_drops(node.name) + for _, item in ipairs(drops) do + local is_leaf + for _, v in pairs(def.leaves) do + if v == item then + is_leaf = true + end + end + if minetest.get_item_group(item, "leafdecay_drop") ~= 0 or + not is_leaf then + minetest.add_item({ + x = pos.x - 0.5 + math.random(), + y = pos.y - 0.5 + math.random(), + z = pos.z - 0.5 + math.random(), + }, item) + end + end + + minetest.remove_node(pos) + minetest.check_for_falling(pos) +end + +function default.register_leafdecay(def) + assert(def.leaves) + assert(def.trunks) + assert(def.radius) + for _, v in pairs(def.trunks) do + minetest.override_item(v, { + after_destruct = function(pos, oldnode) + leafdecay_after_destruct(pos, oldnode, def) + end, + }) + end + for _, v in pairs(def.leaves) do + minetest.override_item(v, { + on_timer = function(pos) + leafdecay_on_timer(pos, def) + end, + }) + end +end + +-- +-- Convert dirt to something that fits the environment +-- + +minetest.register_abm({ + label = "Grass spread", + nodenames = {"default:dirt"}, + neighbors = { + "air", + "group:grass", + "group:dry_grass", + "default:snow", + }, + interval = 6, + chance = 50, + catch_up = false, + action = function(pos, node) + -- Check for darkness: night, shadow or under a light-blocking node + -- Returns if ignore above + local above = {x = pos.x, y = pos.y + 1, z = pos.z} + if (minetest.get_node_light(above) or 0) < 13 then + return + end + + -- Look for spreading dirt-type neighbours + local p2 = minetest.find_node_near(pos, 1, "group:spreading_dirt_type") + if p2 then + local n3 = minetest.get_node(p2) + minetest.set_node(pos, {name = n3.name}) + return + end + + -- Else, any seeding nodes on top? + local name = minetest.get_node(above).name + -- Snow check is cheapest, so comes first + if name == "default:snow" then + minetest.set_node(pos, {name = "default:dirt_with_snow"}) + -- Most likely case first + elseif minetest.get_item_group(name, "grass") ~= 0 then + minetest.set_node(pos, {name = "default:dirt_with_grass"}) + elseif minetest.get_item_group(name, "dry_grass") ~= 0 then + minetest.set_node(pos, {name = "default:dirt_with_dry_grass"}) + end + end +}) + + +-- +-- Grass and dry grass removed in darkness +-- + +minetest.register_abm({ + label = "Grass covered", + nodenames = {"group:spreading_dirt_type"}, + interval = 8, + chance = 50, + catch_up = false, + action = function(pos, node) + local above = {x = pos.x, y = pos.y + 1, z = pos.z} + local name = minetest.get_node(above).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 +}) + + +-- +-- Moss growth on cobble near water +-- + +minetest.register_abm({ + label = "Moss growth", + nodenames = {"default:cobble", "stairs:slab_cobble", "stairs:stair_cobble", "walls:cobble"}, + neighbors = {"group:water"}, + interval = 16, + chance = 200, + catch_up = false, + action = function(pos, node) + if node.name == "default:cobble" then + minetest.set_node(pos, {name = "default:mossycobble"}) + elseif node.name == "stairs:slab_cobble" then + minetest.set_node(pos, {name = "stairs:slab_mossycobble", param2 = node.param2}) + elseif node.name == "stairs:stair_cobble" then + minetest.set_node(pos, {name = "stairs:stair_mossycobble", param2 = node.param2}) + elseif node.name == "walls:cobble" then + minetest.set_node(pos, {name = "walls:mossycobble", param2 = node.param2}) + end + end +}) + + +-- +-- Checks if specified volume intersects a protected volume +-- + +function default.intersects_protection(minp, maxp, player_name, interval) + -- 'interval' is the largest allowed interval for the 3D lattice of checks + + -- Compute the optimal float step 'd' for each axis so that all corners and + -- borders are checked. 'd' will be smaller or equal to 'interval'. + -- Subtracting 1e-4 ensures that the max co-ordinate will be reached by the + -- for loop (which might otherwise not be the case due to rounding errors). + local d = {} + for _, c in pairs({"x", "y", "z"}) do + if maxp[c] > minp[c] then + d[c] = (maxp[c] - minp[c]) / math.ceil((maxp[c] - minp[c]) / interval) - 1e-4 + elseif maxp[c] == minp[c] then + d[c] = 1 -- Any value larger than 0 to avoid division by zero + else -- maxp[c] < minp[c], print error and treat as protection intersected + minetest.log("error", "maxp < minp in 'default.intersects_protection()'") + return true + end + end + + for zf = minp.z, maxp.z, d.z do + local z = math.floor(zf + 0.5) + for yf = minp.y, maxp.y, d.y do + local y = math.floor(yf + 0.5) + for xf = minp.x, maxp.x, d.x do + local x = math.floor(xf + 0.5) + if minetest.is_protected({x = x, y = y, z = z}, player_name) then + return true + end + end + end + end + + return false +end + + +-- +-- Coral death near air +-- + +minetest.register_abm({ + nodenames = {"default:coral_brown", "default:coral_orange"}, + neighbors = {"air"}, + interval = 17, + chance = 5, + catch_up = false, + action = function(pos, node) + minetest.set_node(pos, {name = "default:coral_skeleton"}) + end, +}) + + +-- +-- NOTICE: This method is not an official part of the API yet! +-- This method may change in future. +-- + +function default.can_interact_with_node(player, pos) + if player then + if minetest.check_player_privs(player, "protection_bypass") then + return true + end + else + return false + end + + local meta = minetest.get_meta(pos) + local owner = meta:get_string("owner") + + if not owner or owner == "" or owner == player:get_player_name() then + return true + end + + -- is player wielding the right key? + local item = player:get_wielded_item() + if item:get_name() == "default:key" then + local key_meta = item:get_meta() + + if key_meta:get_string("secret") == "" then + local key_oldmeta = item:get_metadata() + if key_oldmeta == "" or not minetest.parse_json(key_oldmeta) then + return false + end + + key_meta:set_string("secret", minetest.parse_json(key_oldmeta).secret) + item:set_metadata("") + end + + return meta:get_string("key_lock_secret") == key_meta:get_string("secret") + end + + return false +end diff --git a/games/mars/files/World/default/init.lua b/games/mars/files/World/default/init.lua new file mode 100644 index 000000000..332443167 --- /dev/null +++ b/games/mars/files/World/default/init.lua @@ -0,0 +1,34 @@ +-- Minetest 0.4 mod: default +-- See README.txt for licensing and other information. + +-- The API documentation in here was moved into game_api.txt + +-- Definitions made by this mod that other mods can use too +default = {} + +default.LIGHT_MAX = 14 + +-- GUI related stuff +default.gui_bg = "bgcolor[#080808BB;true]" +default.gui_bg_img = "background[5,5;1,1;gui_formbg.png;true]" +default.gui_slots = "listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF]" + +minetest.register_item(":", + +{ + type = "none", + wield_image = "wieldhand.png", +wield_scale = {x=1,y=1,z=0.5}, +} + +) + + +-- Load files +local default_path = minetest.get_modpath("default") + +dofile(default_path.."/functions.lua") +dofile(default_path.."/mapgen.lua") +dofile(default_path.."/aliases.lua") +dofile(default_path.."/creative.lua") +dofile(default_path.."/player.lua") \ No newline at end of file diff --git a/games/mars/files/World/default/license.txt b/games/mars/files/World/default/license.txt new file mode 100644 index 000000000..72af72845 --- /dev/null +++ b/games/mars/files/World/default/license.txt @@ -0,0 +1,177 @@ +License of source code +---------------------- + +GNU Lesser General Public License, version 2.1 +Copyright (C) 2011-2016 celeron55, Perttu Ahola +Copyright (C) 2011-2016 Various Minetest developers and contributors + +This program is free software; you can redistribute it and/or modify it under the terms +of the GNU Lesser General Public License as published by the Free Software Foundation; +either version 2.1 of the License, or (at your option) any later version. + +This 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 Lesser General Public License for more details: +https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html + + +Licenses of media (textures, models and sounds) +----------------------------------------------- + +Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) +Copyright (C) 2010-2016: + celeron55, Perttu Ahola + Cisoun + G4JC + VanessaE + RealBadAngel + Calinou + MirceaKitsune + Jordach + PilzAdam + jojoa1997 + InfinityProject + Splizard + Zeg9 + paramat + BlockMen + sofar + Neuromancer + Gambit + asl97 + KevDoy + Mito551 + GreenXenith + kaeza + kilbith + +You are free to: +Share — copy and redistribute the material in any medium or format. +Adapt — remix, transform, and build upon the material for any purpose, even commercially. +The licensor cannot revoke these freedoms as long as you follow the license terms. + +Under the following terms: + +Attribution — You must give appropriate credit, provide a link to the license, and +indicate if changes were made. You may do so in any reasonable manner, but not in any way +that suggests the licensor endorses you or your use. + +ShareAlike — If you remix, transform, or build upon the material, you must distribute +your contributions under the same license as the original. + +No additional restrictions — You may not apply legal terms or technological measures that +legally restrict others from doing anything the license permits. + +Notices: + +You do not have to comply with the license for elements of the material in the public +domain or where your use is permitted by an applicable exception or limitation. +No warranties are given. The license may not give you all of the permissions necessary +for your intended use. For example, other rights such as publicity, privacy, or moral +rights may limit how you use the material. + +For more details: +http://creativecommons.org/licenses/by-sa/3.0/ + +----------------------- + +Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) +Copyright (C) 2014-2016 brunob.santos + +You are free to: +Share — copy and redistribute the material in any medium or format. +Adapt — remix, transform, and build upon the material for any purpose, even commercially. +The licensor cannot revoke these freedoms as long as you follow the license terms. + +Under the following terms: + +Attribution — You must give appropriate credit, provide a link to the license, and +indicate if changes were made. You may do so in any reasonable manner, but not in any way +that suggests the licensor endorses you or your use. + +ShareAlike — If you remix, transform, or build upon the material, you must distribute +your contributions under the same license as the original. + +No additional restrictions — You may not apply legal terms or technological measures that +legally restrict others from doing anything the license permits. + +Notices: + +You do not have to comply with the license for elements of the material in the public +domain or where your use is permitted by an applicable exception or limitation. +No warranties are given. The license may not give you all of the permissions necessary +for your intended use. For example, other rights such as publicity, privacy, or moral +rights may limit how you use the material. + +For more details: +http://creativecommons.org/licenses/by-sa/4.0/ + +----------------------- + +Attribution-ShareAlike 2.0 Generic (CC BY-SA 2.0) +Copyright (C) 2014-2016 Neuromancer + + +You are free to: +Share — copy and redistribute the material in any medium or format. +Adapt — remix, transform, and build upon the material for any purpose, even commercially. +The licensor cannot revoke these freedoms as long as you follow the license terms. + +Under the following terms: + +Attribution — You must give appropriate credit, provide a link to the license, and +indicate if changes were made. You may do so in any reasonable manner, but not in any way +that suggests the licensor endorses you or your use. + +ShareAlike — If you remix, transform, or build upon the material, you must distribute +your contributions under the same license as the original. + +No additional restrictions — You may not apply legal terms or technological measures that +legally restrict others from doing anything the license permits. + +Notices: + +You do not have to comply with the license for elements of the material in the public +domain or where your use is permitted by an applicable exception or limitation. +No warranties are given. The license may not give you all of the permissions necessary +for your intended use. For example, other rights such as publicity, privacy, or moral +rights may limit how you use the material. + +For more details: +http://creativecommons.org/licenses/by-sa/2.0/ + +----------------------- + +Attribution 3.0 Unported (CC BY 3.0) +Copyright (C) 2009 cmusounddesign +Copyright (C) 2010 Tomlija +Copyright (C) 2010 lsprice +Copyright (C) 2014 sonictechtonic +Copyright (C) 2015 yadronoff +Copyright (C) 2007 HerbertBoland +Copyright (C) 2006 AGFX + +You are free to: +Share — copy and redistribute the material in any medium or format. +Adapt — remix, transform, and build upon the material for any purpose, even commercially. +The licensor cannot revoke these freedoms as long as you follow the license terms. + +Under the following terms: + +Attribution — You must give appropriate credit, provide a link to the license, and +indicate if changes were made. You may do so in any reasonable manner, but not in any way +that suggests the licensor endorses you or your use. + +No additional restrictions — You may not apply legal terms or technological measures that +legally restrict others from doing anything the license permits. + +Notices: + +You do not have to comply with the license for elements of the material in the public +domain or where your use is permitted by an applicable exception or limitation. +No warranties are given. The license may not give you all of the permissions necessary +for your intended use. For example, other rights such as publicity, privacy, or moral +rights may limit how you use the material. + +For more details: +http://creativecommons.org/licenses/by/3.0/ diff --git a/games/mars/files/World/default/mapgen.lua b/games/mars/files/World/default/mapgen.lua new file mode 100644 index 000000000..dedd73dbf --- /dev/null +++ b/games/mars/files/World/default/mapgen.lua @@ -0,0 +1,119 @@ +-- +-- Aliases for map generators +-- + +minetest.register_alias("mapgen_stone","color:red") + +minetest.register_alias("mapgen_dirt","color:red") + +minetest.register_alias("mapgen_dirt_with_grass","color:red") + +minetest.register_alias("mapgen_sand","color:red") + +minetest.register_alias("mapgen_water_source","water:blue_water_source") + +minetest.register_alias("mapgen_river_water_source","water:blue_water_source") + +minetest.register_alias("mapgen_lava_source","water:red_water_source") + +minetest.register_alias("mapgen_gravel","color:red") + +minetest.register_alias("mapgen_desert_stone","color:red") + +minetest.register_alias("mapgen_desert_sand","color:red") + +minetest.register_alias("mapgen_dirt_with_snow","color:red") + +minetest.register_alias("mapgen_snowblock""color:red") + +minetest.register_alias("mapgen_snow","color:red") + +minetest.register_alias("mapgen_ice","color:red") + +minetest.register_alias("mapgen_sandstone","color:red") + +-- Flora + +minetest.register_alias("mapgen_tree", "color:red") +minetest.register_alias("mapgen_leaves", "color:red") +minetest.register_alias("mapgen_apple", "color:red") +minetest.register_alias("mapgen_jungletree", "color:red") +minetest.register_alias("mapgen_jungleleaves", "color:red") +minetest.register_alias("mapgen_junglegrass","color:red") +minetest.register_alias("mapgen_pine_tree", "color:red") +minetest.register_alias("mapgen_pine_needles", "color:red") +-- Dungeons + +minetest.register_alias("mapgen_cobble", "color:red") +minetest.register_alias("mapgen_stair_cobble", "color:red") +minetest.register_alias("mapgen_mossycobble", "color:red") +minetest.register_alias("mapgen_stair_desert_stone", "color:red") +minetest.register_alias("mapgen_sandstonebrick", "color:red") +minetest.register_alias("mapgen_stair_sandstone_block", "color:red") + +-- +-- Register biomes +-- + +-- All mapgens except mgv6 + +function default.register_biomes(upper_limit) + + -- Mars + + minetest.register_biome({ + name = "mars", + node_top = "comboblock:slab_red_onc_slab_red", + depth_top = 1, + node_filler = "comboblock:slab_red_onc_slab_red", + depth_filler = 1, + node_stone = "comboblock:slab_red_onc_slab_red", + node_riverbed = "comboblock:slab_red_onc_slab_red", + depth_riverbed = 2, + y_min = 5, + y_max = upper_limit, + heat_point = 20, + humidity_point = 35, + }) + + +end + +-- +-- Register decorations +-- + +function default.register_decorations() + +end + + +-- +-- Detect mapgen, flags and parameters to select functions +-- + +-- Get setting or default +local mgv7_spflags = minetest.get_mapgen_setting("mgv7_spflags") or + "mountains, ridges, nofloatlands" +local captures_float = string.match(mgv7_spflags, "floatlands") +local captures_nofloat = string.match(mgv7_spflags, "nofloatlands") + +local mgv7_floatland_level = minetest.get_mapgen_setting("mgv7_floatland_level") or 1280 +local mgv7_shadow_limit = minetest.get_mapgen_setting("mgv7_shadow_limit") or 1024 + +minetest.clear_registered_biomes() +minetest.clear_registered_ores() +minetest.clear_registered_decorations() + +local mg_name = minetest.get_mapgen_setting("mg_name") + +if mg_name == "v7" and captures_float == "floatlands" and + captures_nofloat ~= "nofloatlands" then + -- Mgv7 with floatlands + default.register_biomes(mgv7_shadow_limit - 1) + default.register_floatland_biomes(mgv7_floatland_level, mgv7_shadow_limit) + default.register_decorations() +else + default.register_biomes(31000) + default.register_decorations() +end diff --git a/games/mars/files/World/default/models/character.b3d b/games/mars/files/World/default/models/character.b3d new file mode 100644 index 000000000..523834028 Binary files /dev/null and b/games/mars/files/World/default/models/character.b3d differ diff --git a/games/mars/files/World/default/models/character.blend b/games/mars/files/World/default/models/character.blend new file mode 100644 index 000000000..cc22e5f63 Binary files /dev/null and b/games/mars/files/World/default/models/character.blend differ diff --git a/games/mars/files/World/default/models/character.png b/games/mars/files/World/default/models/character.png new file mode 100644 index 000000000..8472a8784 Binary files /dev/null and b/games/mars/files/World/default/models/character.png differ diff --git a/games/mars/files/World/default/player.lua b/games/mars/files/World/default/player.lua new file mode 100644 index 000000000..a1efcaed8 --- /dev/null +++ b/games/mars/files/World/default/player.lua @@ -0,0 +1,171 @@ +-- Minetest 0.4 mod: player +-- See README.txt for licensing and other information. + +-- Player animation blending +-- Note: This is currently broken due to a bug in Irrlicht, leave at 0 +local animation_blend = 0 + +default.registered_player_models = { } + +-- Local for speed. +local models = default.registered_player_models + +function default.player_register_model(name, def) + models[name] = def +end + +-- License Model Player : CC0 +-- https://opengameart.org/content/animated-human-low-poly +-- Model Player by Quaternius + +-- Modify and Export b3d by Kroukuk + +-- Default player appearance +default.player_register_model("character.b3d", { + animation_speed = 60, + textures = {"character.png", }, + animations = { + +--run: x=322 y=338 +--work: x=426 y=581 + + stand = { x=26, y=266, }, + lay = { x=339, y=424, }, + walk = { x=295, y=320, }, + mine = { x=268, y=292, }, + +--walk_fast = { x=322, y=338, }, +--dog_mine = { x=426, y=581, }, + walk_mine = { x=0, y=0, }, + sit = { x= 0, y=0, }, +--jump = { x= 0, y=24, }, + + }, +}) + +-- Player stats and animations +local player_model = {} +local player_textures = {} +local player_anim = {} +local player_sneak = {} +default.player_attached = {} + +function default.player_get_animation(player) + local name = player:get_player_name() + return { + model = player_model[name], + textures = player_textures[name], + animation = player_anim[name], + } +end + +-- Called when a player's appearance needs to be updated +function default.player_set_model(player, model_name) + local name = player:get_player_name() + local model = models[model_name] + if model then + if player_model[name] == model_name then + return + end + player:set_properties({ + mesh = model_name, + textures = player_textures[name] or model.textures, + visual = "mesh", + visual_size = 4, + collisionbox = model.collisionbox or {-0.3, -1.00, -0.3, 0.3, 1.0, 0.3}, + stepheight = model.stepheight or 0.4, + eye_height = model.eye_height or 0.8, + }) + default.player_set_animation(player, "stand") + else + player:set_properties({ + textures = { "player.png", "player_back.png", }, + visual = "upright_sprite", + }) + end + player_model[name] = model_name +end + +function default.player_set_textures(player, textures) + local name = player:get_player_name() + player_textures[name] = textures + player:set_properties({textures = textures,}) +end + +function default.player_set_animation(player, anim_name, speed) + local name = player:get_player_name() + if player_anim[name] == anim_name then + return + end + local model = player_model[name] and models[player_model[name]] + if not (model and model.animations[anim_name]) then + return + end + local anim = model.animations[anim_name] + player_anim[name] = anim_name + player:set_animation(anim, speed or model.animation_speed, animation_blend) +end + +-- Update appearance when the player joins +minetest.register_on_joinplayer(function(player) + default.player_attached[player:get_player_name()] = false + default.player_set_model(player, "character.b3d") + player:set_local_animation({x=0, y=0}, {x=0, y=0}, {x=0, y=0}, {x=0, y=0}, 0) + + player:hud_set_hotbar_image("gui_hotbar.png") + player:hud_set_hotbar_selected_image("gui_hotbar_selected.png") +end) + +minetest.register_on_leaveplayer(function(player) + local name = player:get_player_name() + player_model[name] = nil + player_anim[name] = nil + player_textures[name] = nil +end) + +-- Localize for better performance. +local player_set_animation = default.player_set_animation +local player_attached = default.player_attached + +-- Check each player and apply animations +minetest.register_globalstep(function(dtime) + for _, player in pairs(minetest.get_connected_players()) do + local name = player:get_player_name() + local model_name = player_model[name] + local model = model_name and models[model_name] + if model and not player_attached[name] then + local controls = player:get_player_control() + local walking = false + local animation_speed_mod = model.animation_speed or 30 + + -- Determine if the player is walking + if controls.up or controls.down or controls.left or controls.right then + walking = true + end + + -- Determine if the player is sneaking, and reduce animation speed if so + if controls.sneak then + animation_speed_mod = animation_speed_mod / 2 + end + + -- Apply animations based on what the player is doing + if player:get_hp() == 0 then + player_set_animation(player, "lay") + elseif walking then + if player_sneak[name] ~= controls.sneak then + player_anim[name] = nil + player_sneak[name] = controls.sneak + end + if controls.LMB then + player_set_animation(player, "walk_mine", animation_speed_mod) + else + player_set_animation(player, "walk", animation_speed_mod) + end + elseif controls.LMB then + player_set_animation(player, "mine") + else + player_set_animation(player, "stand", animation_speed_mod) + end + end + end +end) diff --git a/games/mars/files/World/default/schematics/boat.mts 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b/games/mars/files/World/default/textures/wrotate.png differ diff --git a/games/mars/files/World/modpack.txt b/games/mars/files/World/modpack.txt new file mode 100644 index 000000000..e69de29bb diff --git a/games/moon/files/World/default/aliases.lua b/games/moon/files/World/default/aliases.lua new file mode 100644 index 000000000..5e932bf30 --- /dev/null +++ b/games/moon/files/World/default/aliases.lua @@ -0,0 +1,22 @@ +-- mods/default/aliases.lua + +-- Aliases to support loading worlds using nodes following the old naming convention +-- These can also be helpful when using chat commands, for example /giveme + +minetest.register_alias("comboblock:slab_white_onc_slab_white", "color:white") +minetest.register_alias("comboblock:slab_black_onc_slab_black", "color:black") +minetest.register_alias("comboblock:slab_red_onc_slab_red", "color:red") +minetest.register_alias("comboblock:slab_pink_onc_slab_pink", "color:pink") +minetest.register_alias("comboblock:slab_green_onc_slab_green", "color:green") +minetest.register_alias("comboblock:slab_yellow_onc_slab_yellow", "color:yellow") +minetest.register_alias("comboblock:slab_blue_onc_slab_blue", "color:blue") +minetest.register_alias("comboblock:slab_orange_onc_slab_orange", "color:orange") + +minetest.register_alias("white", "color:white") +minetest.register_alias("black", "color:black") +minetest.register_alias("red", "color:red") +minetest.register_alias("pink", "color:pink") +minetest.register_alias("green", "color:green") +minetest.register_alias("yellow", "color:yellow") +minetest.register_alias("blue", "color:blue") +minetest.register_alias("orange", "color:orange") diff --git a/games/moon/files/World/default/creative.lua b/games/moon/files/World/default/creative.lua new file mode 100644 index 000000000..f8e6d8f14 --- /dev/null +++ b/games/moon/files/World/default/creative.lua @@ -0,0 +1,50 @@ +creative = {} + +local creative_mode_cache = minetest.settings:get_bool("creative_mode") + +function creative.is_enabled_for(name) + return true +end + +local digtime = 200 + local caps = {times = {digtime, digtime, digtime}, uses = 0, maxlevel = 256} + + minetest.register_item(":", { + type = "none", + wield_image = "wieldhand.png", + wield_scale = {x = 1, y = 1, z = 2.5}, + range = 10, + tool_capabilities = { + full_punch_interval = 0.5, + max_drop_level = 3, + groupcaps = { + crumbly = caps, + cracky = caps, + snappy = caps, + choppy = caps, + oddly_breakable_by_hand = caps, + }, + damage_groups = {fleshy = 10}, + } + }) + +-- Unlimited node placement +minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack) + return creative.is_enabled_for(placer:get_player_name()) +end) + +-- Don't pick up if the item is already in the inventory +local old_handle_node_drops = minetest.handle_node_drops +function minetest.handle_node_drops(pos, drops, digger) + if not digger or not digger:is_player() then + return + end + local inv = digger:get_inventory() + if inv then + for _, item in ipairs(drops) do + if not inv:contains_item("main", item, true) then + inv:add_item("main", item) + end + end + end +end diff --git a/games/moon/files/World/default/functions.lua b/games/moon/files/World/default/functions.lua new file mode 100644 index 000000000..4ddeb1704 --- /dev/null +++ b/games/moon/files/World/default/functions.lua @@ -0,0 +1,541 @@ +-- mods/default/functions.lua + +-- +-- Sounds +-- + +function default.node_sound_defaults(table) + table = table or {} + table.footstep = table.footstep or + {name = "default_footstep_blockcolor", gain = 1.0} + table.dig = table.dig or + {name = "default_dig_blockcolor", gain = 0.25} + table.dug = table.dug or + {name = "default_dug_blockcolor", gain = 0.25} + table.place = table.place or + {name = "default_place_blockcolor", gain = 1.0} + return table +end + +function default.node_sound_water_defaults(table) + table = table or {} + table.footstep = table.footstep or + {name = "default_footstep_blockcolor", gain = 1.0} + table.dig = table.dig or + {name = "default_dig_blockcolor", gain = 0.25} + table.dug = table.dug or + {name = "default_dug_blockcolor", gain = 0.25} + table.place = table.place or + {name = "default_place_blockcolor", gain = 1.0} + return table +end + +function default.node_sound_wood_defaults(table) + table = table or {} + table.footstep = table.footstep or + {name = "default_footstep_blockcolor", gain = 1.0} + table.dig = table.dig or + {name = "default_dig_blockcolor", gain = 0.25} + table.dug = table.dug or + {name = "default_dug_blockcolor", gain = 0.25} + table.place = table.place or + {name = "default_place_blockcolor", gain = 1.0} + return table +end + +function default.node_sound_glass_defaults(table) + table = table or {} + table.footstep = table.footstep or + {name = "default_footstep_blockcolor", gain = 1.0} + table.dig = table.dig or + {name = "default_dig_blockcolor", gain = 0.25} + table.dug = table.dug or + {name = "default_dug_blockcolor", gain = 0.25} + table.place = table.place or + {name = "default_place_blockcolor", gain = 1.0} + return table +end + +function default.node_sound_stone_defaults(table) + table = table or {} + table.footstep = table.footstep or + {name = "default_footstep_blockcolor", gain = 1.0} + table.dig = table.dig or + {name = "default_dig_blockcolor", gain = 0.25} + table.dug = table.dug or + {name = "default_dug_blockcolor", gain = 0.25} + table.place = table.place or + {name = "default_place_blockcolor", gain = 1.0} + return table +end + +function default.node_sound_leaves_defaults(table) + table = table or {} + table.footstep = table.footstep or + {name = "default_footstep_blockcolor", gain = 1.0} + table.dig = table.dig or + {name = "default_dig_blockcolor", gain = 0.25} + table.dug = table.dug or + {name = "default_dug_blockcolor", gain = 0.25} + table.place = table.place or + {name = "default_place_blockcolor", gain = 1.0} + return table +end + +function default.node_sound_metal_defaults(table) + table = table or {} + table.footstep = table.footstep or + {name = "default_footstep_blockcolor", gain = 1.0} + table.dig = table.dig or + {name = "default_dig_blockcolor", gain = 0.25} + table.dug = table.dug or + {name = "default_dug_blockcolor", gain = 0.25} + table.place = table.place or + {name = "default_place_blockcolor", gain = 1.0} + return table +end + + +-- +-- Lavacooling +-- + +default.cool_lava = function(pos, node) + if node.name == "default:lava_source" then + minetest.set_node(pos, {name = "default:obsidian"}) + else -- Lava flowing + minetest.set_node(pos, {name = "default:stone"}) + end + minetest.sound_play("default_cool_lava", + {pos = pos, max_hear_distance = 16, gain = 0.25}) +end + +-- +-- optimized helper to put all items in an inventory into a drops list +-- + +function default.get_inventory_drops(pos, inventory, drops) + local inv = minetest.get_meta(pos):get_inventory() + local n = #drops + for i = 1, inv:get_size(inventory) do + local stack = inv:get_stack(inventory, i) + if stack:get_count() > 0 then + drops[n+1] = stack:to_table() + n = n + 1 + end + end +end + +-- +-- Papyrus and cactus growing +-- + +-- wrapping the functions in abm action is necessary to make overriding them possible + +function default.grow_cactus(pos, node) + if node.param2 >= 4 then + return + end + pos.y = pos.y - 1 + if minetest.get_item_group(minetest.get_node(pos).name, "sand") == 0 then + return + end + pos.y = pos.y + 1 + local height = 0 + while node.name == "default:cactus" and height < 4 do + height = height + 1 + pos.y = pos.y + 1 + node = minetest.get_node(pos) + end + if height == 4 or node.name ~= "air" then + return + end + if minetest.get_node_light(pos) < 13 then + return + end + minetest.set_node(pos, {name = "default:cactus"}) + return true +end + +function default.grow_papyrus(pos, node) + pos.y = pos.y - 1 + local name = minetest.get_node(pos).name + if name ~= "default:dirt_with_grass" and name ~= "default:dirt" then + return + end + if not minetest.find_node_near(pos, 3, {"group:water"}) then + return + end + pos.y = pos.y + 1 + local height = 0 + while node.name == "default:papyrus" and height < 4 do + height = height + 1 + pos.y = pos.y + 1 + node = minetest.get_node(pos) + end + if height == 4 or node.name ~= "air" then + return + end + if minetest.get_node_light(pos) < 13 then + return + end + minetest.set_node(pos, {name = "default:papyrus"}) + return true +end + +minetest.register_abm({ + label = "Grow cactus", + nodenames = {"default:cactus"}, + neighbors = {"group:sand"}, + interval = 12, + chance = 83, + action = default.grow_cactus +}) + +minetest.register_abm({ + label = "Grow papyrus", + nodenames = {"default:papyrus"}, + neighbors = {"default:dirt", "default:dirt_with_grass"}, + interval = 14, + chance = 71, + action = default.grow_papyrus +}) + + +-- +-- dig upwards +-- + +function default.dig_up(pos, node, digger) + if digger == nil then return end + local np = {x = pos.x, y = pos.y + 1, z = pos.z} + local nn = minetest.get_node(np) + if nn.name == node.name then + minetest.node_dig(np, nn, digger) + end +end + + +-- +-- Fence registration helper +-- + +function default.register_fence(name, def) + minetest.register_craft({ + output = name .. " 4", + recipe = { + { def.material, 'group:stick', def.material }, + { def.material, 'group:stick', def.material }, + } + }) + + local fence_texture = "default_fence_overlay.png^" .. def.texture .. + "^default_fence_overlay.png^[makealpha:255,126,126" + -- Allow almost everything to be overridden + local default_fields = { + paramtype = "light", + drawtype = "nodebox", + node_box = { + type = "connected", + fixed = {{-1/8, -1/2, -1/8, 1/8, 1/2, 1/8}}, + -- connect_top = + -- connect_bottom = + connect_front = {{-1/16,3/16,-1/2,1/16,5/16,-1/8}, + {-1/16,-5/16,-1/2,1/16,-3/16,-1/8}}, + connect_left = {{-1/2,3/16,-1/16,-1/8,5/16,1/16}, + {-1/2,-5/16,-1/16,-1/8,-3/16,1/16}}, + connect_back = {{-1/16,3/16,1/8,1/16,5/16,1/2}, + {-1/16,-5/16,1/8,1/16,-3/16,1/2}}, + connect_right = {{1/8,3/16,-1/16,1/2,5/16,1/16}, + {1/8,-5/16,-1/16,1/2,-3/16,1/16}}, + }, + connects_to = {"group:fence", "group:wood", "group:tree"}, + inventory_image = fence_texture, + wield_image = fence_texture, + tiles = {def.texture}, + sunlight_propagates = true, + is_ground_content = false, + groups = {}, + } + for k, v in pairs(default_fields) do + if not def[k] then + def[k] = v + end + end + + -- Always add to the fence group, even if no group provided + def.groups.fence = 1 + + def.texture = nil + def.material = nil + + minetest.register_node(name, def) +end + + +-- +-- Leafdecay +-- + +-- Prevent decay of placed leaves + +default.after_place_leaves = function(pos, placer, itemstack, pointed_thing) + if placer and not placer:get_player_control().sneak then + local node = minetest.get_node(pos) + node.param2 = 1 + minetest.set_node(pos, node) + end +end + +-- Leafdecay +local function leafdecay_after_destruct(pos, oldnode, def) + for _, v in pairs(minetest.find_nodes_in_area(vector.subtract(pos, def.radius), + vector.add(pos, def.radius), def.leaves)) do + local node = minetest.get_node(v) + local timer = minetest.get_node_timer(v) + if node.param2 == 0 and not timer:is_started() then + timer:start(math.random(20, 120) / 10) + end + end +end + +local function leafdecay_on_timer(pos, def) + if minetest.find_node_near(pos, def.radius, def.trunks) then + return false + end + + local node = minetest.get_node(pos) + local drops = minetest.get_node_drops(node.name) + for _, item in ipairs(drops) do + local is_leaf + for _, v in pairs(def.leaves) do + if v == item then + is_leaf = true + end + end + if minetest.get_item_group(item, "leafdecay_drop") ~= 0 or + not is_leaf then + minetest.add_item({ + x = pos.x - 0.5 + math.random(), + y = pos.y - 0.5 + math.random(), + z = pos.z - 0.5 + math.random(), + }, item) + end + end + + minetest.remove_node(pos) + minetest.check_for_falling(pos) +end + +function default.register_leafdecay(def) + assert(def.leaves) + assert(def.trunks) + assert(def.radius) + for _, v in pairs(def.trunks) do + minetest.override_item(v, { + after_destruct = function(pos, oldnode) + leafdecay_after_destruct(pos, oldnode, def) + end, + }) + end + for _, v in pairs(def.leaves) do + minetest.override_item(v, { + on_timer = function(pos) + leafdecay_on_timer(pos, def) + end, + }) + end +end + +-- +-- Convert dirt to something that fits the environment +-- + +minetest.register_abm({ + label = "Grass spread", + nodenames = {"default:dirt"}, + neighbors = { + "air", + "group:grass", + "group:dry_grass", + "default:snow", + }, + interval = 6, + chance = 50, + catch_up = false, + action = function(pos, node) + -- Check for darkness: night, shadow or under a light-blocking node + -- Returns if ignore above + local above = {x = pos.x, y = pos.y + 1, z = pos.z} + if (minetest.get_node_light(above) or 0) < 13 then + return + end + + -- Look for spreading dirt-type neighbours + local p2 = minetest.find_node_near(pos, 1, "group:spreading_dirt_type") + if p2 then + local n3 = minetest.get_node(p2) + minetest.set_node(pos, {name = n3.name}) + return + end + + -- Else, any seeding nodes on top? + local name = minetest.get_node(above).name + -- Snow check is cheapest, so comes first + if name == "default:snow" then + minetest.set_node(pos, {name = "default:dirt_with_snow"}) + -- Most likely case first + elseif minetest.get_item_group(name, "grass") ~= 0 then + minetest.set_node(pos, {name = "default:dirt_with_grass"}) + elseif minetest.get_item_group(name, "dry_grass") ~= 0 then + minetest.set_node(pos, {name = "default:dirt_with_dry_grass"}) + end + end +}) + + +-- +-- Grass and dry grass removed in darkness +-- + +minetest.register_abm({ + label = "Grass covered", + nodenames = {"group:spreading_dirt_type"}, + interval = 8, + chance = 50, + catch_up = false, + action = function(pos, node) + local above = {x = pos.x, y = pos.y + 1, z = pos.z} + local name = minetest.get_node(above).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 +}) + + +-- +-- Moss growth on cobble near water +-- + +minetest.register_abm({ + label = "Moss growth", + nodenames = {"default:cobble", "stairs:slab_cobble", "stairs:stair_cobble", "walls:cobble"}, + neighbors = {"group:water"}, + interval = 16, + chance = 200, + catch_up = false, + action = function(pos, node) + if node.name == "default:cobble" then + minetest.set_node(pos, {name = "default:mossycobble"}) + elseif node.name == "stairs:slab_cobble" then + minetest.set_node(pos, {name = "stairs:slab_mossycobble", param2 = node.param2}) + elseif node.name == "stairs:stair_cobble" then + minetest.set_node(pos, {name = "stairs:stair_mossycobble", param2 = node.param2}) + elseif node.name == "walls:cobble" then + minetest.set_node(pos, {name = "walls:mossycobble", param2 = node.param2}) + end + end +}) + + +-- +-- Checks if specified volume intersects a protected volume +-- + +function default.intersects_protection(minp, maxp, player_name, interval) + -- 'interval' is the largest allowed interval for the 3D lattice of checks + + -- Compute the optimal float step 'd' for each axis so that all corners and + -- borders are checked. 'd' will be smaller or equal to 'interval'. + -- Subtracting 1e-4 ensures that the max co-ordinate will be reached by the + -- for loop (which might otherwise not be the case due to rounding errors). + local d = {} + for _, c in pairs({"x", "y", "z"}) do + if maxp[c] > minp[c] then + d[c] = (maxp[c] - minp[c]) / math.ceil((maxp[c] - minp[c]) / interval) - 1e-4 + elseif maxp[c] == minp[c] then + d[c] = 1 -- Any value larger than 0 to avoid division by zero + else -- maxp[c] < minp[c], print error and treat as protection intersected + minetest.log("error", "maxp < minp in 'default.intersects_protection()'") + return true + end + end + + for zf = minp.z, maxp.z, d.z do + local z = math.floor(zf + 0.5) + for yf = minp.y, maxp.y, d.y do + local y = math.floor(yf + 0.5) + for xf = minp.x, maxp.x, d.x do + local x = math.floor(xf + 0.5) + if minetest.is_protected({x = x, y = y, z = z}, player_name) then + return true + end + end + end + end + + return false +end + + +-- +-- Coral death near air +-- + +minetest.register_abm({ + nodenames = {"default:coral_brown", "default:coral_orange"}, + neighbors = {"air"}, + interval = 17, + chance = 5, + catch_up = false, + action = function(pos, node) + minetest.set_node(pos, {name = "default:coral_skeleton"}) + end, +}) + + +-- +-- NOTICE: This method is not an official part of the API yet! +-- This method may change in future. +-- + +function default.can_interact_with_node(player, pos) + if player then + if minetest.check_player_privs(player, "protection_bypass") then + return true + end + else + return false + end + + local meta = minetest.get_meta(pos) + local owner = meta:get_string("owner") + + if not owner or owner == "" or owner == player:get_player_name() then + return true + end + + -- is player wielding the right key? + local item = player:get_wielded_item() + if item:get_name() == "default:key" then + local key_meta = item:get_meta() + + if key_meta:get_string("secret") == "" then + local key_oldmeta = item:get_metadata() + if key_oldmeta == "" or not minetest.parse_json(key_oldmeta) then + return false + end + + key_meta:set_string("secret", minetest.parse_json(key_oldmeta).secret) + item:set_metadata("") + end + + return meta:get_string("key_lock_secret") == key_meta:get_string("secret") + end + + return false +end diff --git a/games/moon/files/World/default/init.lua b/games/moon/files/World/default/init.lua new file mode 100644 index 000000000..332443167 --- /dev/null +++ b/games/moon/files/World/default/init.lua @@ -0,0 +1,34 @@ +-- Minetest 0.4 mod: default +-- See README.txt for licensing and other information. + +-- The API documentation in here was moved into game_api.txt + +-- Definitions made by this mod that other mods can use too +default = {} + +default.LIGHT_MAX = 14 + +-- GUI related stuff +default.gui_bg = "bgcolor[#080808BB;true]" +default.gui_bg_img = "background[5,5;1,1;gui_formbg.png;true]" +default.gui_slots = "listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF]" + +minetest.register_item(":", + +{ + type = "none", + wield_image = "wieldhand.png", +wield_scale = {x=1,y=1,z=0.5}, +} + +) + + +-- Load files +local default_path = minetest.get_modpath("default") + +dofile(default_path.."/functions.lua") +dofile(default_path.."/mapgen.lua") +dofile(default_path.."/aliases.lua") +dofile(default_path.."/creative.lua") +dofile(default_path.."/player.lua") \ No newline at end of file diff --git a/games/moon/files/World/default/license.txt b/games/moon/files/World/default/license.txt new file mode 100644 index 000000000..72af72845 --- /dev/null +++ b/games/moon/files/World/default/license.txt @@ -0,0 +1,177 @@ +License of source code +---------------------- + +GNU Lesser General Public License, version 2.1 +Copyright (C) 2011-2016 celeron55, Perttu Ahola +Copyright (C) 2011-2016 Various Minetest developers and contributors + +This program is free software; you can redistribute it and/or modify it under the terms +of the GNU Lesser General Public License as published by the Free Software Foundation; +either version 2.1 of the License, or (at your option) any later version. + +This 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 Lesser General Public License for more details: +https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html + + +Licenses of media (textures, models and sounds) +----------------------------------------------- + +Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) +Copyright (C) 2010-2016: + celeron55, Perttu Ahola + Cisoun + G4JC + VanessaE + RealBadAngel + Calinou + MirceaKitsune + Jordach + PilzAdam + jojoa1997 + InfinityProject + Splizard + Zeg9 + paramat + BlockMen + sofar + Neuromancer + Gambit + asl97 + KevDoy + Mito551 + GreenXenith + kaeza + kilbith + +You are free to: +Share — copy and redistribute the material in any medium or format. +Adapt — remix, transform, and build upon the material for any purpose, even commercially. +The licensor cannot revoke these freedoms as long as you follow the license terms. + +Under the following terms: + +Attribution — You must give appropriate credit, provide a link to the license, and +indicate if changes were made. You may do so in any reasonable manner, but not in any way +that suggests the licensor endorses you or your use. + +ShareAlike — If you remix, transform, or build upon the material, you must distribute +your contributions under the same license as the original. + +No additional restrictions — You may not apply legal terms or technological measures that +legally restrict others from doing anything the license permits. + +Notices: + +You do not have to comply with the license for elements of the material in the public +domain or where your use is permitted by an applicable exception or limitation. +No warranties are given. The license may not give you all of the permissions necessary +for your intended use. For example, other rights such as publicity, privacy, or moral +rights may limit how you use the material. + +For more details: +http://creativecommons.org/licenses/by-sa/3.0/ + +----------------------- + +Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) +Copyright (C) 2014-2016 brunob.santos + +You are free to: +Share — copy and redistribute the material in any medium or format. +Adapt — remix, transform, and build upon the material for any purpose, even commercially. +The licensor cannot revoke these freedoms as long as you follow the license terms. + +Under the following terms: + +Attribution — You must give appropriate credit, provide a link to the license, and +indicate if changes were made. You may do so in any reasonable manner, but not in any way +that suggests the licensor endorses you or your use. + +ShareAlike — If you remix, transform, or build upon the material, you must distribute +your contributions under the same license as the original. + +No additional restrictions — You may not apply legal terms or technological measures that +legally restrict others from doing anything the license permits. + +Notices: + +You do not have to comply with the license for elements of the material in the public +domain or where your use is permitted by an applicable exception or limitation. +No warranties are given. The license may not give you all of the permissions necessary +for your intended use. For example, other rights such as publicity, privacy, or moral +rights may limit how you use the material. + +For more details: +http://creativecommons.org/licenses/by-sa/4.0/ + +----------------------- + +Attribution-ShareAlike 2.0 Generic (CC BY-SA 2.0) +Copyright (C) 2014-2016 Neuromancer + + +You are free to: +Share — copy and redistribute the material in any medium or format. +Adapt — remix, transform, and build upon the material for any purpose, even commercially. +The licensor cannot revoke these freedoms as long as you follow the license terms. + +Under the following terms: + +Attribution — You must give appropriate credit, provide a link to the license, and +indicate if changes were made. You may do so in any reasonable manner, but not in any way +that suggests the licensor endorses you or your use. + +ShareAlike — If you remix, transform, or build upon the material, you must distribute +your contributions under the same license as the original. + +No additional restrictions — You may not apply legal terms or technological measures that +legally restrict others from doing anything the license permits. + +Notices: + +You do not have to comply with the license for elements of the material in the public +domain or where your use is permitted by an applicable exception or limitation. +No warranties are given. The license may not give you all of the permissions necessary +for your intended use. For example, other rights such as publicity, privacy, or moral +rights may limit how you use the material. + +For more details: +http://creativecommons.org/licenses/by-sa/2.0/ + +----------------------- + +Attribution 3.0 Unported (CC BY 3.0) +Copyright (C) 2009 cmusounddesign +Copyright (C) 2010 Tomlija +Copyright (C) 2010 lsprice +Copyright (C) 2014 sonictechtonic +Copyright (C) 2015 yadronoff +Copyright (C) 2007 HerbertBoland +Copyright (C) 2006 AGFX + +You are free to: +Share — copy and redistribute the material in any medium or format. +Adapt — remix, transform, and build upon the material for any purpose, even commercially. +The licensor cannot revoke these freedoms as long as you follow the license terms. + +Under the following terms: + +Attribution — You must give appropriate credit, provide a link to the license, and +indicate if changes were made. You may do so in any reasonable manner, but not in any way +that suggests the licensor endorses you or your use. + +No additional restrictions — You may not apply legal terms or technological measures that +legally restrict others from doing anything the license permits. + +Notices: + +You do not have to comply with the license for elements of the material in the public +domain or where your use is permitted by an applicable exception or limitation. +No warranties are given. The license may not give you all of the permissions necessary +for your intended use. For example, other rights such as publicity, privacy, or moral +rights may limit how you use the material. + +For more details: +http://creativecommons.org/licenses/by/3.0/ diff --git a/games/moon/files/World/default/mapgen.lua b/games/moon/files/World/default/mapgen.lua new file mode 100644 index 000000000..d3bd114ec --- /dev/null +++ b/games/moon/files/World/default/mapgen.lua @@ -0,0 +1,119 @@ +-- +-- Aliases for map generators +-- + +minetest.register_alias("mapgen_stone","color:black") + +minetest.register_alias("mapgen_dirt","color:black") + +minetest.register_alias("mapgen_dirt_with_grass","color:black") + +minetest.register_alias("mapgen_sand","color:black") + +minetest.register_alias("mapgen_water_source","water:blue_water_source") + +minetest.register_alias("mapgen_river_water_source","water:blue_water_source") + +minetest.register_alias("mapgen_lava_source","water:red_water_source") + +minetest.register_alias("mapgen_gravel","color:black") + +minetest.register_alias("mapgen_desert_stone","color:black") + +minetest.register_alias("mapgen_desert_sand","color:black") + +minetest.register_alias("mapgen_dirt_with_snow","color:black") + +minetest.register_alias("mapgen_snowblock""color:black") + +minetest.register_alias("mapgen_snow","color:black") + +minetest.register_alias("mapgen_ice","color:black") + +minetest.register_alias("mapgen_sandstone","color:black") + +-- Flora + +minetest.register_alias("mapgen_tree", "color:black") +minetest.register_alias("mapgen_leaves", "color:black") +minetest.register_alias("mapgen_apple", "color:black") +minetest.register_alias("mapgen_jungletree", "color:black") +minetest.register_alias("mapgen_jungleleaves", "color:black") +minetest.register_alias("mapgen_junglegrass","color:black") +minetest.register_alias("mapgen_pine_tree", "color:black") +minetest.register_alias("mapgen_pine_needles", "color:black") +-- Dungeons + +minetest.register_alias("mapgen_cobble", "color:black") +minetest.register_alias("mapgen_stair_cobble", "color:black") +minetest.register_alias("mapgen_mossycobble", "color:black") +minetest.register_alias("mapgen_stair_desert_stone", "color:black") +minetest.register_alias("mapgen_sandstonebrick", "color:black") +minetest.register_alias("mapgen_stair_sandstone_block", "color:black") + +-- +-- Register biomes +-- + +-- All mapgens except mgv6 + +function default.register_biomes(upper_limit) + + -- White Biome (Cold) + + minetest.register_biome({ + name = "moon", + node_top = "comboblock:slab_black_onc_slab_black", + depth_top = 1, + node_filler = "comboblock:slab_black_onc_slab_black", + depth_filler = 1, + node_stone = "comboblock:slab_black_onc_slab_black", + node_riverbed = "comboblock:slab_black_onc_slab_black", + depth_riverbed = 2, + y_min = 5, + y_max = upper_limit, + heat_point = 20, + humidity_point = 35, + }) + + +end + +-- +-- Register decorations +-- + +function default.register_decorations() + +end + + +-- +-- Detect mapgen, flags and parameters to select functions +-- + +-- Get setting or default +local mgv7_spflags = minetest.get_mapgen_setting("mgv7_spflags") or + "mountains, ridges, nofloatlands" +local captures_float = string.match(mgv7_spflags, "floatlands") +local captures_nofloat = string.match(mgv7_spflags, "nofloatlands") + +local mgv7_floatland_level = minetest.get_mapgen_setting("mgv7_floatland_level") or 1280 +local mgv7_shadow_limit = minetest.get_mapgen_setting("mgv7_shadow_limit") or 1024 + +minetest.clear_registered_biomes() +minetest.clear_registered_ores() +minetest.clear_registered_decorations() + +local mg_name = minetest.get_mapgen_setting("mg_name") + +if mg_name == "v7" and captures_float == "floatlands" and + captures_nofloat ~= "nofloatlands" then + -- Mgv7 with floatlands + default.register_biomes(mgv7_shadow_limit - 1) + default.register_floatland_biomes(mgv7_floatland_level, mgv7_shadow_limit) + default.register_decorations() +else + default.register_biomes(31000) + default.register_decorations() +end diff --git a/games/moon/files/World/default/models/character.b3d b/games/moon/files/World/default/models/character.b3d new file mode 100644 index 000000000..523834028 Binary files /dev/null and b/games/moon/files/World/default/models/character.b3d differ diff --git a/games/moon/files/World/default/models/character.blend b/games/moon/files/World/default/models/character.blend new file mode 100644 index 000000000..cc22e5f63 Binary files /dev/null and b/games/moon/files/World/default/models/character.blend differ diff --git a/games/moon/files/World/default/models/character.png b/games/moon/files/World/default/models/character.png new file mode 100644 index 000000000..8472a8784 Binary files /dev/null and b/games/moon/files/World/default/models/character.png differ diff --git a/games/moon/files/World/default/player.lua b/games/moon/files/World/default/player.lua new file mode 100644 index 000000000..a1efcaed8 --- /dev/null +++ b/games/moon/files/World/default/player.lua @@ -0,0 +1,171 @@ +-- Minetest 0.4 mod: player +-- See README.txt for licensing and other information. + +-- Player animation blending +-- Note: This is currently broken due to a bug in Irrlicht, leave at 0 +local animation_blend = 0 + +default.registered_player_models = { } + +-- Local for speed. +local models = default.registered_player_models + +function default.player_register_model(name, def) + models[name] = def +end + +-- License Model Player : CC0 +-- https://opengameart.org/content/animated-human-low-poly +-- Model Player by Quaternius + +-- Modify and Export b3d by Kroukuk + +-- Default player appearance +default.player_register_model("character.b3d", { + animation_speed = 60, + textures = {"character.png", }, + animations = { + +--run: x=322 y=338 +--work: x=426 y=581 + + stand = { x=26, y=266, }, + lay = { x=339, y=424, }, + walk = { x=295, y=320, }, + mine = { x=268, y=292, }, + +--walk_fast = { x=322, y=338, }, +--dog_mine = { x=426, y=581, }, + walk_mine = { x=0, y=0, }, + sit = { x= 0, y=0, }, +--jump = { x= 0, y=24, }, + + }, +}) + +-- Player stats and animations +local player_model = {} +local player_textures = {} +local player_anim = {} +local player_sneak = {} +default.player_attached = {} + +function default.player_get_animation(player) + local name = player:get_player_name() + return { + model = player_model[name], + textures = player_textures[name], + animation = player_anim[name], + } +end + +-- Called when a player's appearance needs to be updated +function default.player_set_model(player, model_name) + local name = player:get_player_name() + local model = models[model_name] + if model then + if player_model[name] == model_name then + return + end + player:set_properties({ + mesh = model_name, + textures = player_textures[name] or model.textures, + visual = "mesh", + visual_size = 4, + collisionbox = model.collisionbox or {-0.3, -1.00, -0.3, 0.3, 1.0, 0.3}, + stepheight = model.stepheight or 0.4, + eye_height = model.eye_height or 0.8, + }) + default.player_set_animation(player, "stand") + else + player:set_properties({ + textures = { "player.png", "player_back.png", }, + visual = "upright_sprite", + }) + end + player_model[name] = model_name +end + +function default.player_set_textures(player, textures) + local name = player:get_player_name() + player_textures[name] = textures + player:set_properties({textures = textures,}) +end + +function default.player_set_animation(player, anim_name, speed) + local name = player:get_player_name() + if player_anim[name] == anim_name then + return + end + local model = player_model[name] and models[player_model[name]] + if not (model and model.animations[anim_name]) then + return + end + local anim = model.animations[anim_name] + player_anim[name] = anim_name + player:set_animation(anim, speed or model.animation_speed, animation_blend) +end + +-- Update appearance when the player joins +minetest.register_on_joinplayer(function(player) + default.player_attached[player:get_player_name()] = false + default.player_set_model(player, "character.b3d") + player:set_local_animation({x=0, y=0}, {x=0, y=0}, {x=0, y=0}, {x=0, y=0}, 0) + + player:hud_set_hotbar_image("gui_hotbar.png") + player:hud_set_hotbar_selected_image("gui_hotbar_selected.png") +end) + +minetest.register_on_leaveplayer(function(player) + local name = player:get_player_name() + player_model[name] = nil + player_anim[name] = nil + player_textures[name] = nil +end) + +-- Localize for better performance. +local player_set_animation = default.player_set_animation +local player_attached = default.player_attached + +-- Check each player and apply animations +minetest.register_globalstep(function(dtime) + for _, player in pairs(minetest.get_connected_players()) do + local name = player:get_player_name() + local model_name = player_model[name] + local model = model_name and models[model_name] + if model and not player_attached[name] then + local controls = player:get_player_control() + local walking = false + local animation_speed_mod = model.animation_speed or 30 + + -- Determine if the player is walking + if controls.up or controls.down or controls.left or controls.right then + walking = true + end + + -- Determine if the player is sneaking, and reduce animation speed if so + if controls.sneak then + animation_speed_mod = animation_speed_mod / 2 + end + + -- Apply animations based on what the player is doing + if player:get_hp() == 0 then + player_set_animation(player, "lay") + elseif walking then + if player_sneak[name] ~= controls.sneak then + player_anim[name] = nil + player_sneak[name] = controls.sneak + end + if controls.LMB then + player_set_animation(player, "walk_mine", animation_speed_mod) + else + player_set_animation(player, "walk", animation_speed_mod) + end + elseif controls.LMB then + player_set_animation(player, "mine") + else + player_set_animation(player, "stand", animation_speed_mod) + end + end + end +end) diff --git 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