Update to Minetest: The NeXt Gameration (See tag v16.03 for more info.)

master
LNJplus 2016-03-03 16:16:56 +01:00
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An improved game for the Minetest game engine [minetest_next]
=================================================================
An improved game for the Minetest game engine [minetest_tng]
============================================================
To use this game with Minetest, insert this repository as
/games/minetest_next
@ -8,6 +8,19 @@ in the Minetest Engine.
The Minetest engine can be found in:
https://github.com/minetest/minetest/
Introduction
------------
Since I (LNJ / LNJplus) read that BlockMen leaves us, I decided to fork and continue BlockMen's really nice work!
Of course I would really like to hear your ideas and suggestions!
I changed the title of the game to Minetest: The NeXt Gameration. :D
My plans:
- many new plants and trees
- CME (Creatures Mob Engine) that means some mobs
- some nice decorations like pictures, furniture
- many new cooking recipes
- hunger
License of source code
----------------------
@ -32,7 +45,7 @@ License of media (textures and sounds)
See README.txt in each mod directory for information about other authors.
License of menu/header.png
Copyright (C) 2015 BlockMen CC BY-SA 3.0
Copyright (C) 2016 LNJ CC BY-SA 3.0 (based on header by BlockMen CC BY-SA 3.0)
License of menu/icon.png
Copyright (C) 2014 BlockMen CC BY-SA 3.0 (based on icon by erlehmann CC BY-SA 3.0)

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name = Minetest NeXt
name = Minetest: The NeXt Gameration

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Minetest NeXt - Game API
Minetest TNG - Game API
========================
GitHub Repo: https://github.com/BlockMen/minetest_next
GitHub Repo: https://github.com/gamerbude/minetest_tng
Introduction
------------
Minetest NeXt offers multiple new possibilities in addition to the Minetest engine's API,
Minetest TNG offers multiple new possibilities in addition to the Minetest engine's API,
allowing you to add new plants, stairs and much more.
For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
@ -13,6 +13,26 @@ Please note:
[#ABC] refers to a section in this document
^ Explanation for line above
Overview:
- Bucket API
- Beds API, #Bed definition
- Doors API, #Door definition, #Trapdoor definition
- Farming API, #Hoe Definition, #Plant definition
- TNT API, #TNT definition
- Screwdriver API
- Stairs API
- Xpanes API, #Pane definition
- Fence API, #Fence definition
- Table API, #Table definition
- Player API, #Model definition
- Raillike definitions
- Default sounds
- Default constants
- Leafdecay
- Dyes, #Color groups, #Color groups
- Trees
Bucket API
----------
The bucket API allows registering new types of buckets for non-default liquids.
@ -273,40 +293,30 @@ default.register_fence(itemstring, def)
^ The sounds of the fence. If it isn't defined it equals default.node_sound_wood_defaults().
}
Raillike definitions
--------------------
The following nodes use the group `connect_to_raillike` and will only connect to
raillike nodes within this group and the same group value.
Use `minetest.raillike_group(<Name>)` to get the group value.
Table API
---------
Creates tables of given material.
| Node type | Raillike group name
+-----------------------+--------------------
| default:rail | "rail"
| tnt:gunpowder | "gunpowder"
| tnt:gunpowder_burning | "gunpowder"
default.register_table(itemstring, def)
-> itemstring: used for nodename and crafting recipes.
-> def: See [#Table deinition]
Example:
If you want to add a new rail type and want it to connect with default:rail,
add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
of your node.
Default sounds
--------------
Sounds inside the default table can be used within the sounds field of node definitions.
default.node_sound_defaults()
default.node_sound_stone_defaults()
default.node_sound_dirt_defaults()
default.node_sound_sand_defaults()
default.node_sound_wood_defaults()
default.node_sound_leaves_defaults()
default.node_sound_glass_defaults()
Default constants
#Table definition
-----------------
default.LIGHT_MAX
^ The maximum light level (see [Node definition] light_source)
By the way you can use here all preferences of the normal minetest.register_node function.
{
description = "Wooden Table",
^ The name / description of the table
tiles = {"default_wood.png"},
^ The texture(s) of the table.
material = "default:wood",
^ The material which you need to craft the fence.
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, fuel = 6},
^ The groups of the table. If it isn't defined it equals {choppy = 2,
oddly_breakable_by_hand = 2, flammable = 2, fuel = 6}.
sounds = default.node_sound_wood_defaults()
^ The sounds of the table. If it isn't defined it equals default.node_sound_wood_defaults().
}
Player API
----------
@ -346,8 +356,8 @@ default.player_get_animation(player)
^ Any of the fields of the returned table may be nil.
-> player: PlayerRef
Model Definition
----------------
#Model definition
-----------------
{
animation_speed = 30, -- Default animation speed, in FPS.
textures = {"character.png", }, -- Default array of textures.
@ -360,6 +370,41 @@ Model Definition
},
}
Raillike definitions
--------------------
The following nodes use the group `connect_to_raillike` and will only connect to
raillike nodes within this group and the same group value.
Use `minetest.raillike_group(<Name>)` to get the group value.
| Node type | Raillike group name
+-----------------------+--------------------
| default:rail | "rail"
| tnt:gunpowder | "gunpowder"
| tnt:gunpowder_burning | "gunpowder"
Example:
If you want to add a new rail type and want it to connect with default:rail,
add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
of your node.
Default sounds
--------------
Sounds inside the default table can be used within the sounds field of node definitions.
default.node_sound_defaults()
default.node_sound_stone_defaults()
default.node_sound_dirt_defaults()
default.node_sound_sand_defaults()
default.node_sound_wood_defaults()
default.node_sound_leaves_defaults()
default.node_sound_glass_defaults()
Default constants
-----------------
default.LIGHT_MAX
^ The maximum light level (see [Node definition] light_source)
Leafdecay
---------
To enable leaf decay for a node, add it to the "leafdecay" group.

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This mod is part of Minetest NeXt
==================================
This mod is part of Minetest TNG
================================
License of source code:
-----------------------

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@ -1,5 +1,5 @@
This mod is part of Minetest NeXt
==================================
This mod is part of Minetest TNG
================================
License of source code:
-----------------------

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@ -1,5 +1,5 @@
This mod is part of Minetest NeXt
=================================
This mod is part of Minetest TNG
================================
License of source code:
-----------------------

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@ -1,5 +1,5 @@
This mod is part of Minetest NeXt
=================================
This mod is part of Minetest TNG
================================
License of source code:
-----------------------

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@ -1,5 +1,5 @@
This mod is part of Minetest NeXt
=================================
This mod is part of Minetest TNG
================================
License of source code:
-----------------------

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@ -1,5 +1,5 @@
This mod is part of Minetest NeXt
=================================
This mod is part of Minetest TNG
================================
License of source code:
-----------------------

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@ -1,10 +1,11 @@
This mod is part of Minetest NeXt
==================================
This mod is part of Minetest TNG
================================
License of source code:
-----------------------
Copyright (C) 2011-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2014-2015 BlockMen <blockmen2015@gmail.com>
Copyright (C) 2016 LNJ <lnj@gmx.de>
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
@ -24,6 +25,10 @@ License of media (textures, sounds, meshes):
--------------------------------------------
(by Authors)
JBB (CC BY-SA 3.0):
default_itemframe.png
default_jungleleaves.png, based on texture of BlockMen (CC BY-SA 3.0)
Cisoun (WTFPL):
default_lava.png
default_sapling.png
@ -129,7 +134,6 @@ BlockMen (CC BY-SA 3.0):
default_grass_side.png
default_grass_*.png, based on texture of Gambit (WTFPL)
default_iron_ingot.png
default_jungleleaves.png
default_jungletree.png
default_jungletree_top.png
default_lava_flowing_animated.png

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@ -713,3 +713,12 @@ minetest.register_craft({
output = "default:charcoal",
recipe = "group:tree",
})
minetest.register_craft({
output = "default:itemframe",
recipe = {
{"default:stick", "default:stick", "default:stick"},
{"default:stick", "default:paper", "default:stick"},
{"default:stick", "default:stick", "default:stick"},
}
})

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@ -1,56 +1,61 @@
local modpath = minetest.get_modpath("default")
local modpath = minetest.get_modpath("default") .. "/nodes/"
dofile(modpath .. "/nodes/sounds.lua")
dofile(modpath .. "sounds.lua")
-- full/natural/mapgen
dofile(modpath .. "/nodes/ores.lua")
dofile(modpath .. "/nodes/leaves.lua")
dofile(modpath .. "/nodes/logs.lua")
dofile(modpath .. "ores.lua")
dofile(modpath .. "leaves.lua")
dofile(modpath .. "logs.lua")
dofile(modpath .. "/nodes/dirt.lua")
dofile(modpath .. "/nodes/sand.lua")
dofile(modpath .. "/nodes/gravel.lua")
dofile(modpath .. "/nodes/stone.lua")
dofile(modpath .. "/nodes/cobble.lua")
dofile(modpath .. "dirt.lua")
dofile(modpath .. "sand.lua")
dofile(modpath .. "gravel.lua")
dofile(modpath .. "stone.lua")
dofile(modpath .. "cobble.lua")
dofile(modpath .. "/nodes/ice.lua")
dofile(modpath .. "/nodes/snow.lua")
dofile(modpath .. "ice.lua")
dofile(modpath .. "snow.lua")
-- Plants
dofile(modpath .. "/nodes/grass.lua")
dofile(modpath .. "/nodes/papyrus.lua")
dofile(modpath .. "/nodes/saplings.lua")
dofile(modpath .. "grass.lua")
dofile(modpath .. "papyrus.lua")
dofile(modpath .. "saplings.lua")
dofile(modpath .. "/nodes/cactus.lua")
dofile(modpath .. "cactus.lua")
-- liquids
dofile(modpath .. "/nodes/water.lua")
dofile(modpath .. "/nodes/lava.lua")
dofile(modpath .. "water.lua")
dofile(modpath .. "lava.lua")
-- crafted
dofile(modpath .. "/nodes/glass.lua")
dofile(modpath .. "/nodes/planks.lua")
dofile(modpath .. "glass.lua")
dofile(modpath .. "planks.lua")
dofile(modpath .. "/nodes/bricks.lua")
dofile(modpath .. "bricks.lua")
-- light
dofile(modpath .. "torch.lua")
dofile(modpath .. "lamps.lua")
-- blocks with an inventory
dofile(modpath .. "chests.lua")
dofile(modpath .. "furnace.lua")
dofile(modpath .. "bookshelf.lua")
-- nodes with special functions
dofile(modpath .. "signs.lua")
dofile(modpath .. "fences.lua")
dofile(modpath .. "latter.lua")
dofile(modpath .. "rails.lua")
dofile(modpath .. "itemframes.lua")
dofile(modpath .. "tables.lua")
-- special
dofile(modpath .. "/nodes/torch.lua")
dofile(modpath .. "/nodes/furnace.lua")
dofile(modpath .. "/nodes/chests.lua")
dofile(modpath .. "/nodes/bookshelf.lua")
dofile(modpath .. "/nodes/lamps.lua")
dofile(modpath .. "food.lua")
dofile(modpath .. "nyancat.lua")
dofile(modpath .. "/nodes/food.lua")
dofile(modpath .. "/nodes/latter.lua")
dofile(modpath .. "/nodes/rails.lua")
dofile(modpath .. "/nodes/signs.lua")
dofile(modpath .. "/nodes/fences.lua")
dofile(modpath .. "/nodes/nyancat.lua")
dofile(modpath .. "/nodes/unused.lua")
dofile(modpath .. "unused.lua")

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@ -0,0 +1,133 @@
local itemframe = {}
minetest.register_entity("default:itemframe_item",{
hp_max = 1,
visual = "wielditem",
visual_size = {x = 0.33, y = 0.33},
collisionbox = {0, 0, 0, 0, 0, 0},
physical = false,
textures = {"air"},
on_activate = function(self, staticdata)
if itemframe.nodename ~= nil and itemframe.texture ~= nil then
self.nodename = itemframe.nodename
itemframe.nodename = nil
self.texture = itemframe.texture
itemframe.texture = nil
else
if staticdata ~= nil and staticdata ~= "" then
local data = staticdata:split(";")
if data and data[1] and data[2] then
self.nodename = data[1]
self.texture = data[2]
end
end
end
if self.texture ~= nil then
self.object:set_properties({textures = {self.texture}})
end
end,
get_staticdata = function(self)
if self.nodename ~= nil and self.texture ~= nil then
return self.nodename .. ";" .. self.texture
end
return
end
})
local facedir = {}
facedir[0] = {x = 0, y = 0, z = 1}
facedir[1] = {x = 1, y = 0, z = 0}
facedir[2] = {x = 0, y = 0, z = -1}
facedir[3] = {x = -1, y = 0, z= 0}
local remove_item = function(pos, node)
local objs = nil
if node.name == "default:itemframe" then
objs = minetest.get_objects_inside_radius(pos, .5)
end
if objs then
for _, obj in ipairs(objs) do
if obj and obj:get_luaentity() and obj:get_luaentity().name == "default:itemframe_item" then
obj:remove()
end
end
end
end
local update_item = function(pos, node)
remove_item(pos, node)
local meta = minetest.env:get_meta(pos)
if meta:get_string("item") ~= "" then
if node.name == "default:itemframe" then
local posad = facedir[node.param2]
if not posad then return end
pos.x = pos.x + posad.x*6.5/16
pos.y = pos.y + posad.y*6.5/16
pos.z = pos.z + posad.z*6.5/16
elseif node.name == "itemframes:pedestal" then
pos.y = pos.y + 12/16+.33
end
itemframe.nodename = node.name
itemframe.texture = ItemStack(meta:get_string("item")):get_name()
local e = minetest.env:add_entity(pos,"default:itemframe_item")
if node.name == "default:itemframe" then
local yaw = math.pi*2 - node.param2 * math.pi/2
e:setyaw(yaw)
end
end
end
local drop_item = function(pos, node)
local meta = minetest.get_meta(pos)
if meta:get_string("item") ~= "" then
if node.name == "default:itemframe" then
minetest.add_item(pos, meta:get_string("item"))
end
meta:set_string("item", "")
end
remove_item(pos, node)
end
minetest.register_node("default:itemframe",{
description = "Item frame",
drawtype = "nodebox",
node_box = { type = "fixed", fixed = {-0.5, -0.5, 7/16, 0.5, 0.5, 0.5} },
selection_box = { type = "fixed", fixed = {-0.5, -0.5, 7/16, 0.5, 0.5, 0.5} },
tiles = {"default_itemframe.png"},
inventory_image = "default_itemframe.png",
wield_image = "default_itemframe.png",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
groups = {choppy=2, dig_immediate=2, flammable = 2, fuel = 4},
legacy_wallmounted = true,
sounds = default.node_sound_defaults(),
on_rightclick = function(pos, node, clicker, itemstack)
if not itemstack then return end
local meta = minetest.get_meta(pos)
drop_item(pos,node)
local s = itemstack:take_item()
meta:set_string("item",s:to_string())
update_item(pos,node)
return itemstack
end,
on_punch = function(pos, node)
drop_item(pos, node)
end
})
--[[
-- automatically restore entities lost from frames
-- due to /clearobjects or similar
minetest.register_abm({
nodenames = { "default:itemframe" },
interval = 15,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
if #minetest.get_objects_inside_radius(pos, 0.5) > 0 then return end
update_item(pos, node)
end
})
--]]

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function default.register_table(itemstring, def)
local material = def.material
-- set defaults if nothing is set already
if not def.groups then
def.groups = {choppy = 2, flammable = 2, oddly_breakable_by_hand = 2, fuel = 6}
end
if not def.sounds then
def.sounds = default.node_sound_wood_defaults()
end
-- set table properties
def.paramtype = "light"
def.drawtype = "nodebox"
def.node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.1875, -0.5, -0.1875, 0.1875, 0.375, 0.1875}
}
}
-- clean up variables
def.material = nil
-- register the table node
minetest.register_node(itemstring, def)
-- and register the crafting recipe
minetest.register_craft({
output = itemstring .. " 4",
recipe = {
{material, material, material},
{ "", material, "" },
{ "", material, "" },
}
})
end
default.register_table("default:table_wood", {
description = "Wooden Table",
tiles = {"default_wood.png"},
material = "default:wood"
})
default.register_table("default:table_junglewood", {
description = "Junglewood Table",
tiles = {"default_junglewood.png"},
material = "default:junglewood"
})
default.register_table("default:table_pinewood", {
description = "Pine Wood Table",
tiles = {"default_pine_wood.png"},
material = "default:pinewood"
})
default.register_table("default:table_acaciawood", {
description = "Acacia Wood Table",
tiles = {"default_acacia_wood.png"},
material = "default:acacia_wood"
})
default.register_table("default:table_birchwood", {
description = "Birch Wood Table",
tiles = {"default_birch_wood.png"},
material = "default:birch_wood"
})
default.register_table("default:table_stone", {
description = "Stone Table",
tiles = {"default_stone.png"},
material = "default:stone",
groups = {cracky = 2},
sounds = default.node_sound_stone_defaults()
})
default.register_table("default:table_cobble", {
description = "Cobblestone Table",
tiles = {"default_cobble.png"},
material = "default:cobble",
groups = {cracky = 2},
sounds = default.node_sound_stone_defaults()
})

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View File

@ -1,5 +1,5 @@
This mod is part of Minetest NeXt
=================================
This mod is part of Minetest TNG
================================
License of source code:
-----------------------

View File

@ -1,5 +1,5 @@
This mod is part of Minetest NeXt
=================================
This mod is part of Minetest TNG
================================
License of source code:
-----------------------

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