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Author SHA1 Message Date
Yawin 5bcb419734 Adaptado a la nueva versión de Minetest 2018-09-25 00:48:27 +02:00
Yawin 71e5397928 Añadidos nuevos mods
-- Yawin
2017-03-17 11:38:34 +01:00
Yawin cd0ccf85da Modificado el 3D Armor y añadidos mobs
-- Yawin
2017-03-17 00:38:39 +01:00
Yawin cfd74a5abd Añadido treecapitator sin errores
-- Yawin
2017-03-16 16:39:21 +01:00
Yawin 625a2925f5 Problemas con treecapitator
-- Yawin
2017-03-16 16:38:58 +01:00
96 changed files with 1008 additions and 20071 deletions

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@ -2,28 +2,33 @@
mkdir referenced-mods
cd referenced-mods/
git clone https://github.com/minetest/minetest_game.git
git clone https://github.com/minetest-technic/unified_inventory.git
git clone https://github.com/bdjnk/mini_sun.git
git clone https://github.com/Ezhh/under_sky.git
git clone https://github.com/tenplus1/ethereal.git
git clone https://github.com/orwell96/advtrains.git
git clone https://github.com/Jeija/minetest-mod-mesecons.git
git clone https://github.com/minetest/minetest_game
git clone https://github.com/minetest-mods/unified_inventory
git clone https://github.com/bdjnk/mini_sun
git clone https://github.com/Ezhh/under_sky
git clone https://notabug.org/TenPlus1/ethereal
git clone https://github.com/orwell96/advtrains
git clone https://github.com/Jeija/minetest-mod-mesecons
git clone https://github.com/BlockMen/cme
git clone https://github.com/duane-r/underworlds
git clone https://github.com/saavedra29/archer
git clone https://github.com/stujones11/minetest-3d_armor
mv minetest-3d_armor/ 3d_armor/
mkdir octacian
cd octacian
git clone https://github.com/octacian/digicompute.git
git clone https://github.com/octacian/datalib.git
git clone https://github.com/octacian/microexpansion.git
git clone https://github.com/octacian/digicompute
git clone https://github.com/octacian/datalib
git clone https://github.com/octacian/microexpansion
cd ..
mkdir yawin
cd yawin
git clone https://gitlab.com/yawin/Mod_Magic.git
git clone https://github.com/yawin123/utilities.git
git clone https://gitlab.com/yawin/Mod_Magic
git clone https://github.com/yawin123/utilities
cd ../../mods/
rm -f advtrains beds boats bucket carts creative datalib default digicompute doors dye ethereal farming fire flowers give_initial_stuff killme microexpansion mini_sun Mod_Magic minetest-mod-mesecons Minetest-WorldEdit screwdriver sethome sfinv stairs tnt under_sky unified_inventory utilities vessels walls wool xpanes
rm -f 3d_armor advtrains archer beds boats bucket carts cme creative datalib default digicompute doors dye ethereal farming fire flowers give_initial_stuff microexpansion mini_sun Mod_Magic minetest-mod-mesecons Minetest-WorldEdit player_api screwdriver sethome sfinv stairs tnt under_sky underworlds unified_inventory utilities vessels walls wool xpanes
ln -s ../referenced-mods/minetest_game/mods/beds/
ln -s ../referenced-mods/minetest_game/mods/boats/
@ -37,7 +42,7 @@ ln -s ../referenced-mods/minetest_game/mods/farming/
ln -s ../referenced-mods/minetest_game/mods/fire/
ln -s ../referenced-mods/minetest_game/mods/flowers/
ln -s ../referenced-mods/minetest_game/mods/give_initial_stuff/
ln -s ../referenced-mods/minetest_game/mods/killme/
ln -s ../referenced-mods/minetest_game/mods/player_api/
ln -s ../referenced-mods/minetest_game/mods/screwdriver/
ln -s ../referenced-mods/minetest_game/mods/sethome/
ln -s ../referenced-mods/minetest_game/mods/sfinv/
@ -49,6 +54,10 @@ ln -s ../referenced-mods/minetest_game/mods/wool/
ln -s ../referenced-mods/minetest_game/mods/xpanes/
ln -s ../referenced-mods/mini_sun/
ln -s ../referenced-mods/3d_armor/
ln -s ../referenced-mods/cme/
ln -s ../referenced-mods/underworlds/
ln -s ../referenced-mods/archer/
ln -s ../referenced-mods/advtrains/
ln -s ../referenced-mods/ethereal/

1
mods/3d_armor Symbolic link
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@ -0,0 +1 @@
../referenced-mods/3d_armor/

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@ -1,15 +0,0 @@
[mod] Visible Player Armor [3d_armor]
=====================================
depends: default, inventory_plus, unified_skins
Adds craftable armor that is visible to other players. Each armor item worn contibutes to
a player's armor group level making them less vulnerable to weapons.
Armor takes damage when a player is hurt but also offers a percentage chance of healing.
default settings: [minetest.conf]
# Set number of seconds between armor updates.
3d_armor_update_time = 1

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@ -1,37 +0,0 @@
-- Armor Configuration (defaults)
-- Increase this if you get initialization glitches when a player first joins.
ARMOR_INIT_DELAY = 1
-- Number of initialization attempts.
-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
ARMOR_INIT_TIMES = 1
-- Increase this if armor is not getting into bones due to server lag.
ARMOR_BONES_DELAY = 1
-- How often player armor/wield items are updated.
ARMOR_UPDATE_TIME = 1
-- Drop armor when a player dies.
-- Uses bones mod if present, otherwise items are dropped around the player.
ARMOR_DROP = true
-- Pulverise armor when a player dies, overrides ARMOR_DROP.
ARMOR_DESTROY = false
-- You can use this to increase or decrease overall armor effectiveness,
-- eg: ARMOR_LEVEL_MULTIPLIER = 0.5 will reduce armor level by half.
ARMOR_LEVEL_MULTIPLIER = 1
-- You can use this to increase or decrease overall armor healing,
-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
ARMOR_HEAL_MULTIPLIER = 1
-- You can also use this file to execute arbitary lua code
-- eg: Dumb the armor down if using Simple Mobs
if minetest.get_modpath("mobs") then
ARMOR_LEVEL_MULTIPLIER = 0.5
ARMOR_HEAL_MULTIPLIER = 0
end

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@ -1,481 +0,0 @@
ARMOR_INIT_DELAY = 1
ARMOR_INIT_TIMES = 1
ARMOR_BONES_DELAY = 1
ARMOR_UPDATE_TIME = 1
ARMOR_DROP = minetest.get_modpath("bones") ~= nil
ARMOR_DESTROY = false
ARMOR_LEVEL_MULTIPLIER = 1
ARMOR_HEAL_MULTIPLIER = 1
local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
local worldpath = minetest.get_worldpath()
local input = io.open(modpath.."/armor.conf", "r")
if input then
dofile(modpath.."/armor.conf")
input:close()
input = nil
end
input = io.open(worldpath.."/armor.conf", "r")
if input then
dofile(worldpath.."/armor.conf")
input:close()
input = nil
end
local time = 0
armor = {
player_hp = {},
elements = {"head", "torso", "legs", "feet"},
physics = {"jump","speed","gravity"},
--[[formspec = "size[8,8.5]list[detached:player_name_armor;armor;0,1;2,3;]"
.."image[2,0.75;2,4;armor_preview]"
.."list[current_player;main;0,4.5;8,4;]"
.."list[current_player;craft;4,1;3,3;]"
.."list[current_player;craftpreview;7,2;1,1;]",]]
textures = {},
default_skin = "character",
}
--[[if inventory_plus then
armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
.."list[detached:player_name_armor;armor;0,1;2,3;]"
.."image[2.5,0.75;2,4;armor_preview]"
.."label[5,1;Level: armor_level]"
.."label[5,1.5;Heal: armor_heal]"
.."list[current_player;main;0,4.5;8,4;]"
elseif unified_inventory then
unified_inventory.register_button("armor", {
type = "image",
image = "inventory_plus_armor.png",
})
unified_inventory.register_page("armor", {
get_formspec = function(player)
local name = player:get_player_name()
local formspec = "background[0.06,0.99;7.92,7.52;3d_armor_ui_form.png]"
.."label[0,0;Armor]"
.."list[detached:"..name.."_armor;armor;0,1;2,3;]"
.."image[2.5,0.75;2,4;"..armor.textures[name].preview.."]"
.."label[5,1;Level: "..armor.def[name].level.."]"
.."label[5,1.5;Heal: "..armor.def[name].heal.."]"
return {formspec=formspec}
end,
})
end]]
armor.def = {
state = 0,
count = 0,
}
armor.update_player_visuals = function(self, player)
if not player then
return
end
local name = player:get_player_name()
if self.textures[name] then
default.player_set_textures(player, {
self.textures[name].skin,
self.textures[name].armor,
self.textures[name].wielditem,
})
end
end
armor.set_player_armor = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local player_inv = player:get_inventory()
if not name then
minetest.log("error", "Failed to read player name")
return
elseif not player_inv then
minetest.log("error", "Failed to read player inventory")
return
end
local armor_texture = "3d_armor_trans.png"
local armor_level = 0
local armor_heal = 0
local state = 0
local items = 0
local elements = {}
local textures = {}
local physics_o = {speed=1,gravity=1,jump=1}
local material = {type=nil, count=1}
--local preview = armor:get_player_skin(name).."_preview.png"
for _,v in ipairs(self.elements) do
elements[v] = false
end
for i=1, 4 do
local stack = player_inv:get_stack("armor", i)
local item = stack:get_name()
if stack:get_count() == 1 then
local def = stack:get_definition()
for k, v in pairs(elements) do
if v == false then
local level = def.groups["armor_"..k]
if level then
local texture = item:gsub("%:", "_")
table.insert(textures, texture..".png")
--preview = preview.."^"..texture.."_preview.png"
armor_level = armor_level + level
state = state + stack:get_wear()
items = items + 1
local heal = def.groups["armor_heal"] or 0
armor_heal = armor_heal + heal
for kk,vv in ipairs(self.physics) do
local o_value = def.groups["physics_"..vv]
if o_value then
physics_o[vv] = physics_o[vv] + o_value
end
end
local mat = string.match(item, "%:.+_(.+)$")
if material.type then
if material.type == mat then
material.count = material.count + 1
end
else
material.type = mat
end
elements[k] = true
end
end
end
end
end
--[[if minetest.get_modpath("shields") then
armor_level = armor_level * 0.9
end]]
if material.type and material.count == #self.elements then
armor_level = armor_level * 1.1
end
armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
if #textures > 0 then
armor_texture = table.concat(textures, "^")
end
local armor_groups = {fleshy=100}
if armor_level > 0 then
armor_groups.level = math.floor(armor_level / 20)
armor_groups.fleshy = 100 - armor_level
end
player:set_armor_groups(armor_groups)
player:set_physics_override(physics_o)
self.textures[name].armor = armor_texture
--self.textures[name].preview = preview
self.def[name].state = state
self.def[name].count = items
self.def[name].level = armor_level
self.def[name].heal = armor_heal
self.def[name].jump = physics_o.jump
self.def[name].speed = physics_o.speed
self.def[name].gravity = physics_o.gravity
self:update_player_visuals(player)
end
armor.update_armor = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local hp = player:get_hp() or 0
if hp == 0 or hp == self.player_hp[name] then
return
end
if self.player_hp[name] > hp then
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not player_inv then
minetest.log("error", "Failed to read player inventory")
return
elseif not armor_inv then
minetest.log("error", "Failed to read detached inventory")
return
end
local heal_max = 0
local state = 0
local items = 0
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
if stack:get_count() > 0 then
local use = stack:get_definition().groups["armor_use"] or 0
local heal = stack:get_definition().groups["armor_heal"] or 0
local item = stack:get_name()
stack:add_wear(use)
armor_inv:set_stack("armor", i, stack)
player_inv:set_stack("armor", i, stack)
state = state + stack:get_wear()
items = items + 1
if stack:get_count() == 0 then
local desc = minetest.registered_items[item].description
if desc then
minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
end
self:set_player_armor(player)
armor:update_inventory(player)
end
heal_max = heal_max + heal
end
end
self.def[name].state = state
self.def[name].count = items
heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
if heal_max > math.random(100) then
player:set_hp(self.player_hp[name])
return
end
end
self.player_hp[name] = hp
end
armor.get_player_skin = function(self, name)
local skin = nil
if skins then
skin = skins.skins[name]
elseif u_skins then
skin = u_skins.u_skins[name]
end
return skin or armor.default_skin
end
armor.get_armor_formspec = function(self, name)
local formspec = armor.formspec:gsub("player_name", name)
--formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
formspec = formspec:gsub("armor_level", armor.def[name].level)
return formspec:gsub("armor_heal", armor.def[name].heal)
end
--[[armor.update_inventory = function(self, player)
local name = player:get_player_name()
if unified_inventory then
if unified_inventory.current_page[name] == "armor" then
unified_inventory.set_inventory_formspec(player, "armor")
end
else
local formspec = armor:get_armor_formspec(name)
if inventory_plus then
local page = player:get_inventory_formspec()
if page:find("detached:"..name.."_armor") then
inventory_plus.set_inventory_formspec(player, formspec)
end
else
player:set_inventory_formspec(formspec)
end
end
end]]
-- Register Player Model
default.player_register_model("3d_armor_character.x", {
animation_speed = 30,
textures = {
armor.default_skin..".png",
"3d_armor_trans.png",
"3d_armor_trans.png",
},
animations = {
stand = {x=0, y=79},
lay = {x=162, y=166},
walk = {x=168, y=187},
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x=81, y=160},
},
})
-- Register Callbacks
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if inventory_plus and fields.armor then
local formspec = armor:get_armor_formspec(name)
inventory_plus.set_inventory_formspec(player, formspec)
return
end
for field, _ in pairs(fields) do
if string.find(field, "skins_set_") then
minetest.after(0, function(player)
local skin = armor:get_player_skin(name)
armor.textures[name].skin = skin..".png"
armor:set_player_armor(player)
end, player)
end
end
end)
minetest.register_on_joinplayer(function(player)
default.player_set_model(player, "3d_armor_character.x")
local name = player:get_player_name()
local player_inv = player:get_inventory()
local armor_inv = minetest.create_detached_inventory(name.."_armor",{
on_put = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, stack)
armor:set_player_armor(player)
--armor:update_inventory(player)
end,
on_take = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, nil)
armor:set_player_armor(player)
--armor:update_inventory(player)
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
local plaver_inv = player:get_inventory()
local stack = inv:get_stack(to_list, to_index)
player_inv:set_stack(to_list, to_index, stack)
player_inv:set_stack(from_list, from_index, nil)
armor:set_player_armor(player)
--armor:update_inventory(player)
end,
allow_put = function(inv, listname, index, stack, player)
return 1
end,
allow_take = function(inv, listname, index, stack, player)
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return count
end,
})
--[[if inventory_plus then
inventory_plus.register_button(player,"armor", "Armor")
end]]
armor_inv:set_size("armor", 4)
player_inv:set_size("armor", 4)
for i=1, 4 do
local stack = player_inv:get_stack("armor", i)
armor_inv:set_stack("armor", i, stack)
end
-- Legacy support, import player's armor from old inventory format
for _,v in pairs(armor.elements) do
local list = "armor_"..v
armor_inv:add_item("armor", player_inv:get_stack(list, 1))
player_inv:set_stack(list, 1, nil)
end
armor.player_hp[name] = 0
armor.def[name] = {
state = 0,
count = 0,
level = 0,
heal = 0,
jump = 1,
speed = 1,
gravity = 1,
}
armor.textures[name] = {
skin = armor.default_skin..".png",
armor = "3d_armor_trans.png",
wielditem = "3d_armor_trans.png",
preview = armor.default_skin.."_preview.png",
}
if minetest.get_modpath("skins") then
local skin = skins.skins[name]
if skin and skins.get_type(skin) == skins.type.MODEL then
armor.textures[name].skin = skin..".png"
end
elseif minetest.get_modpath("simple_skins") then
local skin = skins.skins[name]
if skin then
armor.textures[name].skin = skin..".png"
end
--[[elseif minetest.get_modpath("u_skins") then
local skin = u_skins.u_skins[name]
if skin and u_skins.get_type(skin) == u_skins.type.MODEL then
armor.textures[name].skin = skin..".png"
end]]
end
if minetest.get_modpath("player_textures") then
local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
local f = io.open(filename..".png")
if f then
f:close()
armor.textures[name].skin = "player_"..name..".png"
end
end
for i=1, ARMOR_INIT_TIMES do
minetest.after(ARMOR_INIT_DELAY * i, function(player)
armor:set_player_armor(player)
if inventory_plus == nil and unified_inventory == nil then
--armor:update_inventory(player)
end
end, player)
end
end)
if ARMOR_DROP == true or ARMOR_DESTROY == true then
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local pos = player:getpos()
if name and pos then
local drop = {}
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
for i=1, player_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if stack:get_count() > 0 then
table.insert(drop, stack)
armor_inv:set_stack("armor", i, nil)
player_inv:set_stack("armor", i, nil)
end
end
armor:set_player_armor(player)
--[[if unified_inventory then
unified_inventory.set_inventory_formspec(player, "craft")
elseif inventory_plus then
local formspec = inventory_plus.get_formspec(player,"main")
inventory_plus.set_inventory_formspec(player, formspec)
else
armor:update_inventory(player)
end]]
if ARMOR_DESTROY == false then
if minetest.get_modpath("bones") then
minetest.after(ARMOR_BONES_DELAY, function()
pos = vector.round(pos)
local node = minetest.get_node(pos)
if node.name == "bones:bones" then
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
local inv = meta:get_inventory()
if name == owner then
for _,stack in ipairs(drop) do
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
end
end
end
end
end)
else
for _,stack in ipairs(drop) do
local obj = minetest.add_item(pos, stack)
if obj then
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})
end
end
end
end
end
end)
end
minetest.register_globalstep(function(dtime)
time = time + dtime
if time > ARMOR_UPDATE_TIME then
for _,player in ipairs(minetest.get_connected_players()) do
armor:update_armor(player)
end
time = 0
end
end)

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3d_armor -- Crafting Guide
--------------------------
Helmets:
+---+---+---+
| X | X | X |
+---+---+---+
| X | | X |
+---+---+---+
| | | |
+---+---+---+
[3d_armor:helmet_wood] X = [default:wood]
[3d_armor:helmet_steel] X = [default:steel_ingot]
[3d_armor:helmet_bronze] X = [default:bronze_ingot]
[3d_armor:helmet_diamond] X = [default:diamond]
Chestplates:
+---+---+---+
| X | | X |
+---+---+---+
| X | X | X |
+---+---+---+
| X | X | X |
+---+---+---+
[3d_armor:chestplate_wood] X = [default:wood]
[3d_armor:chestplate_steel] X = [default:steel_ingot]
[3d_armor:chestplate_bronze] X = [default:bronze_ingot]
[3d_armor:chestplate_diamond] X = [default:diamond]
Leggings:
+---+---+---+
| X | X | X |
+---+---+---+
| X | | X |
+---+---+---+
| X | | X |
+---+---+---+
[3d_armor:leggings_wood] X = [default:wood]
[3d_armor:leggings_steel] X = [default:steel_ingot]
[3d_armor:leggings_bronze] X = [default:bronze_ingot]
[3d_armor:leggings_diamond] X = [default:diamond]
Boots:
+---+---+---+
| X | | X |
+---+---+---+
| X | | X |
+---+---+---+
[3d_armor:boots_wood] X = [default:wood]
[3d_armor:boots_steel] X = [default:steel_ingot]
[3d_armor:boots_bronze] X = [default:bronze_ingot
[3d_armor:boots_diamond] X = [default:diamond]

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default

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ARMOR_MOD_NAME = minetest.get_current_modname()
dofile(minetest.get_modpath(minetest.get_current_modname()).."/armor.lua")
-- Regisiter Head Armor
minetest.register_tool("3d_armor:helmet_leather", {
description = "Leather Helmet",
inventory_image = "3d_armor_inv_helmet_leather.png",
groups = {armor_head=5, armor_heal=0, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:helmet_steel", {
description = "Steel Helmet",
inventory_image = "3d_armor_inv_helmet_steel.png",
groups = {armor_head=10, armor_heal=5, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:helmet_gold", {
description = "Golden Helmet",
inventory_image = "3d_armor_inv_helmet_gold.png",
groups = {armor_head=15, armor_heal=10, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:helmet_diamond",{
description = "Diamond Helmet",
inventory_image = "3d_armor_inv_helmet_diamond.png",
groups = {armor_head=20, armor_heal=15, armor_use=750},
wear = 0,
})
minetest.register_tool("3d_armor:helmet_chain", {
description = "Chain Helmet",
inventory_image = "3d_armor_inv_helmet_chain.png",
groups = {armor_head=15, armor_heal=10, armor_use=500},
wear = 0,
})
-- Regisiter Torso Armor
minetest.register_tool("3d_armor:chestplate_leather", {
description = "Leather Chestplate",
inventory_image = "3d_armor_inv_chestplate_leather.png",
groups = {armor_torso=15, armor_heal=0, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_steel", {
description = "Steel Chestplate",
inventory_image = "3d_armor_inv_chestplate_steel.png",
groups = {armor_torso=20, armor_heal=5, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_gold", {
description = "Golden Chestplate",
inventory_image = "3d_armor_inv_chestplate_gold.png",
groups = {armor_torso=25, armor_heal=10, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_diamond",{
description = "Diamond Helmet",
inventory_image = "3d_armor_inv_chestplate_diamond.png",
groups = {armor_torso=30, armor_heal=15, armor_use=750},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_chain", {
description = "Chain Chestplate",
inventory_image = "3d_armor_inv_chestplate_chain.png",
groups = {armor_torso=25, armor_heal=10, armor_use=500},
wear = 0,
})
-- Regisiter Leg Armor
minetest.register_tool("3d_armor:leggings_leather", {
description = "Leather Leggings",
inventory_image = "3d_armor_inv_leggings_leather.png",
groups = {armor_legs=10, armor_heal=0, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_steel", {
description = "Steel Leggings",
inventory_image = "3d_armor_inv_leggings_steel.png",
groups = {armor_legs=15, armor_heal=5, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_gold", {
description = "Golden Leggings",
inventory_image = "3d_armor_inv_leggings_gold.png",
groups = {armor_legs=20, armor_heal=10, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_diamond",{
description = "Diamond Helmet",
inventory_image = "3d_armor_inv_leggings_diamond.png",
groups = {armor_legs=25, armor_heal=15, armor_use=750},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_chain", {
description = "Chain Leggings",
inventory_image = "3d_armor_inv_leggings_chain.png",
groups = {armor_legs=20, armor_heal=10, armor_use=500},
wear = 0,
})
-- Regisiter Boots
minetest.register_tool("3d_armor:boots_leather", {
description = "Leather Boots",
inventory_image = "3d_armor_inv_boots_leather.png",
groups = {armor_feet=5, armor_heal=0, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:boots_steel", {
description = "Steel Boots",
inventory_image = "3d_armor_inv_boots_steel.png",
groups = {armor_feet=10, armor_heal=5, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:boots_gold", {
description = "Golden Boots",
inventory_image = "3d_armor_inv_boots_gold.png",
groups = {armor_feet=15, armor_heal=10, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:boots_diamond",{
description = "Diamond Helmet",
inventory_image = "3d_armor_inv_boots_diamond.png",
groups = {armor_feet=20, armor_heal=15, armor_use=750},
wear = 0,
})
minetest.register_tool("3d_armor:boots_chain", {
description = "Chain Boots",
inventory_image = "3d_armor_inv_boots_chain.png",
groups = {armor_feet=15, armor_heal=10, armor_use=500},
wear = 0,
})
-- Register Craft Recipies
local craft_ingreds = {
leather = "default:wood",
steel = "default:steel_ingot",
gold = "default:gold_ingot",
diamond = "default:diamond",
chain = "fire:fire",
}
for k, v in pairs(craft_ingreds) do
minetest.register_craft({
output = "3d_armor:helmet_"..k,
recipe = {
{v, v, v},
{v, "", v},
{"", "", ""},
},
})
minetest.register_craft({
output = "3d_armor:chestplate_"..k,
recipe = {
{v, "", v},
{v, v, v},
{v, v, v},
},
})
minetest.register_craft({
output = "3d_armor:leggings_"..k,
recipe = {
{v, v, v},
{v, "", v},
{v, "", v},
},
})
minetest.register_craft({
output = "3d_armor:boots_"..k,
recipe = {
{v, "", v},
{v, "", v},
},
})
end

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[Dolphin]
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Version=3

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3D Armor - Visible Player Armor
===============================
Source Code: Copyright (C) 2013 Stuart Jones - LGPL
Special credit to Jordach and MirceaKitsune for providing the default 3d character model.

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Modpack - 3d Armor
==================
[mod] Unified Skins [unified_skins]
-----------------------------------
depends: default
A 3d character model re-texturing api used as the framework for this modpack.
Compatible with player skins mod [skins] by Zeg9 and Player Textures [player_textures] by sdzen.
Note: Currently only supports 64x32px player skins.
[mod] Visible Wielded Items [wieldview]
---------------------------------------
depends: unified_skins
Makes hand wielded items visible to other players.
Note: Currently only supports 16x16px texture packs, sorry!
[mod] Visible Player Armor [3d_armor]
-------------------------------------
depends: unified_skins, inventory_plus
Adds craftable armor that is visible to other players. Each armor item worn contributes to
a player's armor group level making them less vulnerable to weapons.
Armor takes damage when a player is hurt, however, many armor items offer a 'stackable'
percentage chance of restoring the lost health points.
[mod] Shields [shields]
-------------------------------------
depends: 3d_armor
Originally a part of 3d_armor, shields have been re-included as an optional extra.
If you do not want shields then simply remove the shields folder from the modpack.

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A 3d character model re-texturing api used as the framework for this modpack.
depends: default
Compatible with player skins mod [skins] by Zeg9 and Player Textures [player_textures] by sdzen.
Note: Currently only 64x32px player skins.

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default

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--[[
uniskins = {
skin = {},
armor = {},
wielditem = {},
default_skin = "character.png",
default_texture = "uniskins_trans.png",
}
uniskins.update_player_visuals = function(self, player)
if not player then
return
end
local name = player:get_player_name()
player:set_properties({
visual = "mesh",
mesh = "uniskins_character.x",
textures = {
self.skin[name],
self.armor[name],
self.wielditem[name]
},
visual_size = {x=1, y=1},
})
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
uniskins.skin[name] = uniskins.default_skin
uniskins.armor[name] = uniskins.default_texture
uniskins.wielditem[name] = uniskins.default_texture
if minetest.get_modpath("player_textures") then
local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
local f = io.open(filename..".png")
if f then
f:close()
uniskins.skin[name] = "player_"..name..".png"
end
end
if minetest.get_modpath("skins") then
local skin = skins.skins[name]
if skin and skins.get_type(skin) == skins.type.MODEL then
uniskins.skin[name] = skin..".png"
end
end
end)
]]

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[Dolphin]
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Version=3

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[mod] visible wielded items [wieldview]
=======================================
depends: default, unified_skins
Makes hand wielded items visible to other players. Compatible with player skins mod [skins].
Note: Currently only supports 16x16px texture packs, sorry!
default settings: [minetest.conf]
# Set number of seconds between visible wielded item updates.
wieldview_update_time = 2
# Show nodes as tiles, disabled by default
wieldview_node_tiles = false

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default
3d_armor

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local time = 0
local update_time = tonumber(minetest.setting_get("wieldview_update_time"))
if not update_time then
update_time = 2
minetest.setting_set("wieldview_update_time", tostring(update_time))
end
local node_tiles = minetest.setting_getbool("wieldview_node_tiles")
if not node_tiles then
node_tiles = false
minetest.setting_set("wieldview_node_tiles", "false")
end
wieldview = {
wielded_item = {},
transform = {},
}
dofile(minetest.get_modpath(minetest.get_current_modname()).."/transform.lua")
wieldview.get_item_texture = function(self, item)
local texture = "3d_armor_trans.png"
if item ~= "" then
if minetest.registered_items[item] then
local inventory_image = minetest.registered_items[item].inventory_image
if inventory_image and inventory_image ~= "" then
texture = inventory_image
elseif node_tiles == true and minetest.registered_items[item].tiles then
texture = minetest.registered_items[item].tiles[1]
end
end
if wieldview.transform[item] then
texture = texture.."^[transform"..wieldview.transform[item]
end
end
return texture
end
wieldview.update_wielded_item = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local stack = player:get_wielded_item()
local item = stack:get_name()
if not item then
return
end
if self.wielded_item[name] then
if self.wielded_item[name] == item then
return
end
armor.textures[name].wielditem = self:get_item_texture(item)
armor:update_player_visuals(player)
end
self.wielded_item[name] = item
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
wieldview.wielded_item[name] = ""
minetest.after(0, function(player)
wieldview:update_wielded_item(player)
end, player)
end)
minetest.register_globalstep(function(dtime)
time = time + dtime
if time > update_time then
for _,player in ipairs(minetest.get_connected_players()) do
wieldview:update_wielded_item(player)
end
time = 0
end
end)

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-- Wielded Item Transformations - http://dev.minetest.net/texture
wieldview_transform = {
["default:torch"]="R270",
["default:sapling"]="R270",
["flowers:dandelion_white"]="R270",
["flowers:dandelion_yellow"]="R270",
["flowers:geranium"]="R270",
["flowers:rose"]="R270",
["flowers:tulip"]="R270",
["flowers:viola"]="R270",
["bucket:bucket_empty"]="R270",
["bucket:bucket_water"]="R270",
["bucket:bucket_lava"]="R270",
["screwdriver:screwdriver"]="R270",
["screwdriver:screwdriver1"]="R270",
["screwdriver:screwdriver2"]="R270",
["screwdriver:screwdriver3"]="R270",
["screwdriver:screwdriver4"]="R270",
["vessels:glass_bottle"]="R270",
["vessels:drinking_glass"]="R270",
["vessels:steel_bottle"]="R270",
}

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/home/yawin/.minetest/mods/Minetest-WorldEdit

1
mods/archer Symbolic link
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../referenced-mods/archer/

1
mods/cme Symbolic link
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../referenced-mods/cme/

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../referenced-mods/minetest_game/mods/killme/

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[Dolphin]
Timestamp=2016,12,30,19,32,26
Version=3

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Nether Mod for Minetest
##License of source code:
Copyright (C) 2013 PilzAdam
This program is free software. It comes without any warranty, to
the extent permitted by applicable law. You can redistribute it
and/or modify it under the terms of the Do What The Fuck You Want
To Public License, Version 2, as published by Sam Hocevar. See
http://sam.zoy.org/wtfpl/COPYING for more details.
##License of media (textures and sounds)
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
##Authors of media files
Everything not listed in here:
Copyright (C) 2013 PilzAdam
nether_rack.png: Zeg9
nether_glowstone.png: BlockMen

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stairs
default
fire
quartz
default_override
moreblocks?

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Adds a deep underground realm with different mapgen that you can reach with obsidian portals.

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-- Parameters
local NETHER_DEPTH = -5000
local TCAVE = 0.6
local BLEND = 128
-- 3D noise
local np_cave = {
offset = 0,
scale = 1,
spread = {x = 384, y = 128, z = 384}, -- squashed 3:1
seed = 59033,
octaves = 5,
persist = 0.7
}
-- Stuff
local yblmax = NETHER_DEPTH - BLEND * 2
-- Functions
local function build_portal(pos, target)
local p1 = {x = pos.x - 1, y = pos.y - 1, z = pos.z}
local p2 = {x = p1.x + 3, y = p1.y + 4, z = p1.z}
local path = minetest.get_modpath("nether") .. "/schematics/nether_portal.mts"
minetest.place_schematic({x = p1.x, y = p1.y, z = p1.z - 2}, path, 0, nil, true)
for y = p1.y, p2.y do
for x = p1.x, p2.x do
local meta = minetest.get_meta({x = x, y = y, z = p1.z})
meta:set_string("p1", minetest.pos_to_string(p1))
meta:set_string("p2", minetest.pos_to_string(p2))
meta:set_string("target", minetest.pos_to_string(target))
end
end
end
local function volume_is_natural(minp, maxp)
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local vm = minetest.get_voxel_manip()
local pos1 = {x = minp.x, y = minp.y, z = minp.z}
local pos2 = {x = maxp.x, y = maxp.y, z = maxp.z}
local emin, emax = vm:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local data = vm:get_data()
for z = pos1.z, pos2.z do
for y = pos1.y, pos2.y do
local vi = area:index(pos1.x, y, z)
for x = pos1.x, pos2.x do
local id = data[vi] -- Existing node
if id ~= c_air and id ~= c_ignore then -- These are natural
local name = minetest.get_name_from_content_id(id)
if not minetest.registered_nodes[name].is_ground_content then
return false
end
end
vi = vi + 1
end
end
end
return true
end
local function find_nether_target_y(target_x, target_z, start_y)
local nobj_cave_point = minetest.get_perlin(np_cave)
local air = 0 -- Consecutive air nodes found
for y = start_y, start_y - 4096, -1 do
local nval_cave = nobj_cave_point:get3d({x = target_x, y = y, z = target_z})
if nval_cave > TCAVE then -- Cavern
air = air + 1
else -- Not cavern, check if 4 nodes of space above
if air >= 4 then
-- Check volume for non-natural nodes
local minp = {x = target_x - 1, y = y - 1, z = target_z - 2}
local maxp = {x = target_x + 2, y = y + 3, z = target_z + 2}
if volume_is_natural(minp, maxp) then
return y + 2
else -- Restart search a little lower
find_nether_target_y(target_x, target_z, y - 16)
end
else -- Not enough space, reset air to zero
air = 0
end
end
end
return start_y -- Fallback
end
local function find_surface_target_y(target_x, target_z, start_y)
for y = start_y, start_y - 256, -16 do
-- Check volume for non-natural nodes
local minp = {x = target_x - 1, y = y - 1, z = target_z - 2}
local maxp = {x = target_x + 2, y = y + 3, z = target_z + 2}
if volume_is_natural(minp, maxp) then
return y
end
end
return y -- Fallback
end
local function move_check(p1, max, dir)
local p = {x = p1.x, y = p1.y, z = p1.z}
local d = math.abs(max - p1[dir]) / (max - p1[dir])
while p[dir] ~= max do
p[dir] = p[dir] + d
if minetest.get_node(p).name ~= "default:obsidian" then
return false
end
end
return true
end
local function check_portal(p1, p2)
if p1.x ~= p2.x then
if not move_check(p1, p2.x, "x") then
return false
end
if not move_check(p2, p1.x, "x") then
return false
end
elseif p1.z ~= p2.z then
if not move_check(p1, p2.z, "z") then
return false
end
if not move_check(p2, p1.z, "z") then
return false
end
else
return false
end
if not move_check(p1, p2.y, "y") then
return false
end
if not move_check(p2, p1.y, "y") then
return false
end
return true
end
local function is_portal(pos)
for d = -3, 3 do
for y = -4, 4 do
local px = {x = pos.x + d, y = pos.y + y, z = pos.z}
local pz = {x = pos.x, y = pos.y + y, z = pos.z + d}
if check_portal(px, {x = px.x + 3, y = px.y + 4, z = px.z}) then
return px, {x = px.x + 3, y = px.y + 4, z = px.z}
end
if check_portal(pz, {x = pz.x, y = pz.y + 4, z = pz.z + 3}) then
return pz, {x = pz.x, y = pz.y + 4, z = pz.z + 3}
end
end
end
end
local function make_portal(pos)
local p1, p2 = is_portal(pos)
if not p1 or not p2 then
return false
end
for d = 1, 2 do
for y = p1.y + 1, p2.y - 1 do
local p
if p1.z == p2.z then
p = {x = p1.x + d, y = y, z = p1.z}
else
p = {x = p1.x, y = y, z = p1.z + d}
end
if minetest.get_node(p).name ~= "air" then
return false
end
end
end
local param2
if p1.z == p2.z then
param2 = 0
else
param2 = 1
end
local target = {x = p1.x, y = p1.y, z = p1.z}
target.x = target.x + 1
if target.y < NETHER_DEPTH then
target.y = find_surface_target_y(target.x, target.z, -16)
else
local start_y = NETHER_DEPTH - math.random(500, 1500) -- Search start
target.y = find_nether_target_y(target.x, target.z, start_y)
end
for d = 0, 3 do
for y = p1.y, p2.y do
local p = {}
if param2 == 0 then
p = {x = p1.x + d, y = y, z = p1.z}
else
p = {x = p1.x, y = y, z = p1.z + d}
end
if minetest.get_node(p).name == "air" then
minetest.set_node(p, {name = "nether:portal", param2 = param2})
end
local meta = minetest.get_meta(p)
meta:set_string("p1", minetest.pos_to_string(p1))
meta:set_string("p2", minetest.pos_to_string(p2))
meta:set_string("target", minetest.pos_to_string(target))
end
end
return true
end
-- ABMs
minetest.register_abm({
nodenames = {"nether:portal"},
interval = 1,
chance = 2,
action = function(pos, node)
minetest.add_particlespawner(
32, --amount
4, --time
{x = pos.x - 0.25, y = pos.y - 0.25, z = pos.z - 0.25}, --minpos
{x = pos.x + 0.25, y = pos.y + 0.25, z = pos.z + 0.25}, --maxpos
{x = -0.8, y = -0.8, z = -0.8}, --minvel
{x = 0.8, y = 0.8, z = 0.8}, --maxvel
{x = 0, y = 0, z = 0}, --minacc
{x = 0, y = 0, z = 0}, --maxacc
0.5, --minexptime
1, --maxexptime
1, --minsize
2, --maxsize
false, --collisiondetection
"nether_particle.png" --texture
)
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
if obj:is_player() then
local meta = minetest.get_meta(pos)
local target = minetest.string_to_pos(meta:get_string("target"))
if target then
-- force emerge of target area
minetest.get_voxel_manip():read_from_map(target, target)
if not minetest.get_node_or_nil(target) then
minetest.emerge_area(
vector.subtract(target, 4), vector.add(target, 4))
end
-- teleport the player
minetest.after(3, function(obj, pos, target)
local objpos = obj:getpos()
objpos.y = objpos.y + 0.1 -- Fix some glitches at -8000
if minetest.get_node(objpos).name ~= "nether:portal" then
return
end
obj:setpos(target)
local function check_and_build_portal(pos, target)
local n = minetest.get_node_or_nil(target)
if n and n.name ~= "nether:portal" then
build_portal(target, pos)
minetest.after(2, check_and_build_portal, pos, target)
minetest.after(4, check_and_build_portal, pos, target)
elseif not n then
minetest.after(1, check_and_build_portal, pos, target)
end
end
minetest.after(1, check_and_build_portal, pos, target)
end, obj, pos, target)
end
end
end
end,
})
-- Nodes
minetest.register_node("nether:portal", {
description = "Nether Portal",
tiles = {
"nether_transparent.png",
"nether_transparent.png",
"nether_transparent.png",
"nether_transparent.png",
{
name = "nether_portal.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.5,
},
},
{
name = "nether_portal.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.5,
},
},
},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
use_texture_alpha = true,
walkable = false,
diggable = false,
pointable = false,
buildable_to = false,
is_ground_content = false,
drop = "",
light_source = 5,
post_effect_color = {a = 180, r = 128, g = 0, b = 128},
alpha = 192,
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.1, 0.5, 0.5, 0.1},
},
},
groups = {not_in_creative_inventory = 1}
})
minetest.register_node(":default:obsidian", {
description = "Obsidian",
tiles = {"default_obsidian.png"},
is_ground_content = false,
sounds = default.node_sound_stone_defaults(),
groups = {cracky = 1, level = 2},
on_destruct = function(pos)
local meta = minetest.get_meta(pos)
local p1 = minetest.string_to_pos(meta:get_string("p1"))
local p2 = minetest.string_to_pos(meta:get_string("p2"))
local target = minetest.string_to_pos(meta:get_string("target"))
if not p1 or not p2 then
return
end
for x = p1.x, p2.x do
for y = p1.y, p2.y do
for z = p1.z, p2.z do
local nn = minetest.get_node({x = x, y = y, z = z}).name
if nn == "default:obsidian" or nn == "nether:portal" then
if nn == "nether:portal" then
minetest.remove_node({x = x, y = y, z = z})
end
local m = minetest.get_meta({x = x, y = y, z = z})
m:set_string("p1", "")
m:set_string("p2", "")
m:set_string("target", "")
end
end
end
end
meta = minetest.get_meta(target)
if not meta then
return
end
p1 = minetest.string_to_pos(meta:get_string("p1"))
p2 = minetest.string_to_pos(meta:get_string("p2"))
if not p1 or not p2 then
return
end
for x = p1.x, p2.x do
for y = p1.y, p2.y do
for z = p1.z, p2.z do
local nn = minetest.get_node({x = x, y = y, z = z}).name
if nn == "default:obsidian" or nn == "nether:portal" then
if nn == "nether:portal" then
minetest.remove_node({x = x, y = y, z = z})
end
local m = minetest.get_meta({x = x, y = y, z = z})
m:set_string("p1", "")
m:set_string("p2", "")
m:set_string("target", "")
end
end
end
end
end,
})
minetest.register_node("nether:rack", {
description = "Netherrack",
tiles = {"nether_rack.png"},
is_ground_content = true,
groups = {cracky = 3, level = 2},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("nether:sand", {
description = "Nethersand",
tiles = {"nether_sand.png"},
is_ground_content = true,
groups = {crumbly = 3, level = 2, falling_node = 1},
sounds = default.node_sound_sand_defaults({
footstep = {name = "default_gravel_footstep", gain = 0.45},
}),
})
minetest.register_node("nether:brick", {
description = "Nether Brick",
tiles = {"nether_brick.png"},
is_ground_content = false,
groups = {cracky = 2, level = 2},
sounds = default.node_sound_stone_defaults(),
})
local fence_texture =
"default_fence_overlay.png^nether_brick.png^default_fence_overlay.png^[makealpha:255,126,126"
minetest.register_node("nether:fence_nether_brick", {
description = "Nether Brick Fence",
drawtype = "fencelike",
tiles = {"nether_brick.png"},
inventory_image = "default_fence.png",
wield_image = "default_fence.png",
paramtype = "light",
sunlight_propagates = true,
is_ground_content = false,
selection_box = {
type = "fixed",
fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7},
},
groups = {cracky = 2, level = 2},
sounds = default.node_sound_stone_defaults(),
})
-- Register stair and slab
stairs.register_stair_and_slab(
"nether_brick",
"nether:brick",
{cracky = 2, level = 2},
{"nether_brick.png"},
"nether stair",
"nether slab",
default.node_sound_stone_defaults()
)
-- StairsPlus
if minetest.get_modpath("moreblocks") then
stairsplus:register_all(
"nether", "brick", "nether:brick", {
description = "Nether Brick",
groups = {cracky = 2, level = 2},
tiles = {"nether_brick.png"},
sounds = default.node_sound_stone_defaults(),
})
end
-- Crafting
minetest.register_craft({
output = "nether:brick 4",
recipe = {
{"nether:rack", "nether:rack"},
{"nether:rack", "nether:rack"},
}
})
minetest.register_craft({
output = "nether:fence_nether_brick 6",
recipe = {
{"nether:brick", "nether:brick", "nether:brick"},
{"nether:brick", "nether:brick", "nether:brick"},
},
})
-- Mapgen
-- Initialize noise object and localise noise buffer
local nobj_cave = nil
local nbuf_cave
-- Content ids
local c_air = minetest.get_content_id("air")
local c_stone_with_coal = minetest.get_content_id("default:stone_with_coal")
local c_stone_with_iron = minetest.get_content_id("default:stone_with_iron")
local c_stone_with_diamond = minetest.get_content_id("default:stone_with_diamond")
local c_stone_with_gold = minetest.get_content_id("default:stone_with_gold")
local c_stone_with_copper = minetest.get_content_id("default:stone_with_copper")
local c_gravel = minetest.get_content_id("default:gravel")
local c_dirt = minetest.get_content_id("default:dirt")
local c_sand = minetest.get_content_id("default:sand")
local c_cobble = minetest.get_content_id("default:cobble")
local c_mossycobble = minetest.get_content_id("default:mossycobble")
local c_stair_cobble = minetest.get_content_id("stairs:stair_cobble")
local c_lava_source = minetest.get_content_id("default:lava_source")
local c_lava_flowing = minetest.get_content_id("default:lava_flowing")
local c_water_source = minetest.get_content_id("default:water_source")
local c_water_flowing = minetest.get_content_id("default:water_flowing")
local c_glowstone = minetest.get_content_id("default_override:glowstone")
local c_nethersand = minetest.get_content_id("nether:sand")
local c_netherbrick = minetest.get_content_id("nether:brick")
local c_netherrack = minetest.get_content_id("nether:rack")
local c_quartz = minetest.get_content_id("default:quartz_ore")
-- On-generated function
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y > NETHER_DEPTH then
return
end
local t1 = os.clock()
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
local x0 = minp.x
local y0 = minp.y
local z0 = minp.z
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
local data = vm:get_data()
local x11 = emax.x -- Limits of mapchunk plus mapblock shell
local y11 = emax.y
local z11 = emax.z
local x00 = emin.x
local y00 = emin.y
local z00 = emin.z
local ystride = x1 - x0 + 1
local zstride = ystride * ystride
local chulens = {x = ystride, y = ystride, z = ystride}
local minposxyz = {x = x0, y = y0, z = z0}
nobj_cave = nobj_cave or minetest.get_perlin_map(np_cave, chulens)
local nvals_cave = nobj_cave:get3dMap_flat(minposxyz, nbuf_cave)
for y = y00, y11 do -- Y loop first to minimise tcave calculations
local tcave
local in_chunk_y = false
if y >= y0 and y <= y1 then
if y > yblmax then
tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2
else
tcave = TCAVE
end
in_chunk_y = true
end
for z = z00, z11 do
local vi = area:index(x00, y, z) -- Initial voxelmanip index
local ni
local in_chunk_yz = in_chunk_y and z >= z0 and z <= z1
for x = x00, x11 do
if in_chunk_yz and x == x0 then
-- Initial noisemap index
ni = (z - z0) * zstride + (y - y0) * ystride + 1
end
local in_chunk_yzx = in_chunk_yz and x >= x0 and x <= x1 -- In mapchunk
local id = data[vi] -- Existing node
-- Cave air, cave liquids and dungeons are overgenerated,
-- convert these throughout mapchunk plus shell
if id == c_air or -- Air and liquids to air
id == c_lava_source or
id == c_lava_flowing or
--id == c_water_source or
id == c_water_flowing then
data[vi] = c_air
-- Dungeons are preserved so we don't need
-- to check for cavern in the shell
elseif id == c_cobble or -- Dungeons (preserved) to netherbrick
id == c_mossycobble or
id == c_stair_cobble then
data[vi] = c_netherbrick
end
if in_chunk_yzx then -- In mapchunk
if nvals_cave[ni] > tcave then -- Only excavate cavern in mapchunk
data[vi] = c_air
elseif id == c_water_source then -- Water source to lava
data[vi] = c_lava_source
elseif id == c_stone_with_gold then -- Precious ores to glowstone
data[vi] = c_glowstone
elseif id == c_stone_with_copper then
data[vi] = c_quartz
elseif id == c_stone_with_diamond then
data[vi] = c_lava_source
elseif id == c_gravel or -- Blob ore to nethersand
id == c_dirt or
id == c_sand then
data[vi] = c_nethersand
else -- All else to netherstone
data[vi] = c_netherrack
end
ni = ni + 1 -- Only increment noise index in mapchunk
end
vi = vi + 1
end
end
end
vm:set_data(data)
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
local chugent = math.ceil((os.clock() - t1) * 1000)
print ("[nether] generate chunk " .. chugent .. " ms")
end)
-- ADD BY YAWIN FROM REDBLOCKERS
minetest.register_tool(":fire:flint_and_steel", {
description = "Flint and Steel",
inventory_image = "default_tool_flint_and_steel.png",
liquids_pointable = false,
stack_max = 1,
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=0,
groupcaps={
flamable = {uses=65, maxlevel=1},
}
},
on_place = function(stack, _, pt)
if pt.type == "node" then
if pt.under and minetest.get_node(pt.under).name == "default:obsidian" then
local done = make_portal(pt.under)
end
set_fire(pt)
stack:add_wear(66000/65) -- 65 uses
return stack
end
end,
})

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name = nether

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[Dolphin]
PreviewsShown=true
Timestamp=2016,12,30,2,19,38
Version=3

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mods/player_api Symbolic link
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../referenced-mods/minetest_game/mods/player_api/

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Subproject commit 33ee16fa06029444ef6729fed9cf86875e38cfc9

5
mods/treecapitator/.gitignore vendored Normal file
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## Generic ignorable patterns and files
*~
.*.swp
debug.txt
*.patch

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the mod's code's origin is from Jeija's timber mod (GPL)
sound from http://www.freesound.org/people/ecfike/sounds/139952/, edited with audacity (WTFPL)
rest WTFPL

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[Mod] treecapitator [treecapitator]
I edited Jeja's timber mod to create this mod.
[There I got the name.](http://www.minecraftforum.net/topic/1009577-147-daftpvfs-mods-treecapitator-ingameinfo-crystalwing-startinginv-floatingruins/)
It works like the timber mod but it destroys the leaves and the fruits, too. Of course, the leaves won't be dropped - only saplings. Hold shift to avoid its function.
**Depends:** see [depends.txt](https://raw.githubusercontent.com/HybridDog/treecapitator/master/depends.txt)
**License:** see [LICENSE.txt](https://raw.githubusercontent.com/HybridDog/treecapitator/master/LICENSE.txt)
**Download:** [zip](https://github.com/HybridDog/treecapitator/archive/master.zip), [tar.gz](https://github.com/HybridDog/treecapitator/archive/master.tar.gz)
![I'm a screenshot!](https://forum.minetest.net/download/file.php?id=571)
↑ you can only see the animation if your browser supports apng
If you got ideas or found bugs, please tell them to me.
[How to install a mod?](http://wiki.minetest.net/Installing_Mods)
[13.04.2015] Added in trees for moretrees, working out getting proper naming for capitating to work.
[14.03.2015] Added sound of a falling tree (taken from there http://www.freesound.org/people/ecfike/sounds/139952/). Made "drop_items" and "drop_leaf" both "true" by default. (mintpick)
TODO:
* add more trees
* add more types of trees
* fix mgv7 default apple tree neighbour tree detection, there sometimes is a sheet removed
* mgv7 jungletree
* use range_up and range_down for other trees too for greater precision in neighbour detection

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default
nyanland?
farming_plus?
moretrees?

605
mods/treecapitator/init.lua Normal file
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local load_time_start = minetest.get_us_time()
--------------------------------------Settings----------------------------------------------
-- default settings
treecapitator = {
drop_items = false,
drop_leaf = false,
play_sound = true,
moretrees_support = false,
delay = 0,
default_tree = { --replaces not defined stuff (see below)
trees = {"default:tree"},
leaves = {"default:leaves"},
range = 2,
fruits = {},
type = "default",
},
}
-- load custom settings
for name,v in pairs(treecapitator) do
local setting = "treecapitator."..name
--local typ = type(v)
local neuv
if type(v) == "boolean" then
neuv = minetest.setting_getbool(setting)
else--if typ == "number" then
neuv = tonumber(minetest.setting_get(setting))
end
if neuv ~= nil then
treecapitator[name] = neuv
end
end
---------------------------------------------------------------------------------------------
--the table where the trees are stored at
treecapitator.trees = {}
--a table of trunks which couldn't be redefined
treecapitator.rest_tree_nodes = {}
--------------------------------------------fcts----------------------------------------------
local poshash = minetest.hash_node_position
-- don't use minetest.get_node more times for the same position (caching)
local known_nodes
local function clean_cache()
known_nodes = {}
setmetatable(known_nodes, {__mode = "kv"})
end
clean_cache()
local function remove_node(pos)
known_nodes[poshash(pos)] = {name="air", param2=0}
minetest.remove_node(pos)
minetest.check_for_falling(pos)
end
local function dig_node(pos, node, digger)
known_nodes[poshash(pos)] = {name="air", param2=0}
minetest.node_dig(pos, node, digger)
end
local function get_node(pos)
local vi = poshash(pos)
local node = known_nodes[vi]
if node then
return node
end
node = minetest.get_node(pos)
known_nodes[vi] = node
return node
end
--definitions of functions for the destruction of nodes
local destroy_node, drop_leaf, remove_leaf
if treecapitator.drop_items then
function drop_leaf(pos, item)
minetest.add_item(pos, item)
end
function destroy_node(pos, node)
local drops = minetest.get_node_drops(node.name)
for _,item in pairs(drops) do
minetest.add_item(pos, item)
end
remove_node(pos)
end
else
function drop_leaf(pos, item, inv)
if inv
and inv:room_for_item("main", item) then
inv:add_item("main", item)
else
minetest.add_item(pos, item)
end
end
destroy_node = dig_node
end
if not treecapitator.drop_leaf then
function remove_leaf(p, leaf, inv)
local leaves_drops = minetest.get_node_drops(leaf)
for _, itemname in pairs(leaves_drops) do
if itemname ~= leaf then
drop_leaf(p, itemname, inv)
end
end
remove_node(p) --remove the leaves
end
else
function remove_leaf(p, _, _, node, digger)
destroy_node(p, node, digger)
end
end
table.icontains = table.icontains or function(t, v)
for i = 1,#t do
if t[i] == v then
return true
end
end
return false
end
--tests if the node is a trunk
local function findtree(node)
if node == 0 then
return true
end
return table.icontains(treecapitator.rest_tree_nodes, node.name)
end
-- tests if the node is a trunk which could belong to the same tree sort
local function is_trunk_of_tree(trees, node)
return table.icontains(trees, node.name)
and node.param2 == 0
end
--returns positions for leaves allowed to be dug
local function find_next_trees(pos, r,r_up,r_down, trees, leaves, fruits)
-- firstly, detect neighbour trees of the same sort to not hurt them
local tab = {}
local rx2 = 2 * r
local rupdown = r_up + r_down
for i = -rx2, rx2 do
for j = -rx2, rx2 do
if i ~= 0
or j ~= 0 then
for h = rupdown, -rupdown, -1 do
local p = {x=pos.x+j, y=pos.y+h, z=pos.z+i}
-- tests if a trunk is at the current pos and below it
local nd = get_node(p)
if is_trunk_of_tree(trees, nd)
and is_trunk_of_tree(trees, get_node{x=p.x, y=p.y-1, z=p.z}) then
-- search for a leaves or fruit node next to the trunk
local leaf = get_node{x=p.x, y=p.y+1, z=p.z}.name
local leaf_found = table.icontains(leaves, leaf)
or table.icontains(fruits, leaf)
if not leaf_found then
leaf = get_node{x=p.x, y=p.y, z=p.z+1}.name
leaf_found = table.icontains(leaves, leaf)
or table.icontains(fruits, leaf)
end
if leaf_found then
-- mark places which should not be removed
local z1 = math.max(-r+i, -r)
local z2 = math.min(r+i, r)
local y1 = math.max(-r_down+h, -r_down)
local y2 = math.min(r_up+h, r_up)
local x1 = math.max(-r+j, -r)
local x2 = math.min(r+j, r)
for z = z1,z2 do
for y = y1,y2 do
for x = x1,x2 do
tab[poshash{x=x, y=y, z=z}] = true
end
end
end
break
end
end
end
end
end
end
-- now, get the head positions without the neighbouring trees
local tab2,n = {},1
for z = -r,r do
for y = -r_down,r_up do
for x = -r,r do
local p = {x=x, y=y, z=z}
if not tab[poshash(p)] then
tab2[n] = p
n = n+1
end
end
end
end
return tab2, n-1
end
-- table iteration instead of recursion
local function get_tab(pos, func, max)
local todo = {pos}
local n = 1
local tab_avoid = {[poshash(pos)] = true}
local tab_done,num = {pos},2
while n ~= 0 do
local p = todo[n]
n = n-1
--[[
for i = -1,1,2 do
for _,p2 in pairs{
{x=p.x+i, y=p.y, z=p.z},
{x=p.x, y=p.y+i, z=p.z},
{x=p.x, y=p.y, z=p.z+i},
} do]]
for i = -1,1 do
for j = -1,1 do
for k = -1,1 do
local p2 = {x=p.x+i, y=p.y+j, z=p.z+k}
local vi = poshash(p2)
if not tab_avoid[vi]
and func(p2) then
n = n+1
todo[n] = p2
tab_avoid[vi] = true
tab_done[num] = p2
num = num+1
if max
and num > max then
return false
end
end
end
end
end
end
return tab_done
end
-- the functions for the available types
local capitate_funcs = {}
function capitate_funcs.default(pos, tr, node_above, digger)
local trees = tr.trees
-- fill tab with the stem trunks
local tab, n = {{{x=pos.x, y=pos.y+1, z=pos.z}, node_above}}, 2
local np = {x=pos.x, y=pos.y+2, z=pos.z}
local nd = get_node(np)
while table.icontains(trees, nd.name) and nd.param2 == 0 do
tab[n] = {vector.new(np), nd}
n = n+1
np.y = np.y+1
nd = get_node(np)
end
np.y = np.y-1
local leaves = tr.leaves
local fruits = tr.fruits
-- abort if the tree lacks leaves/fruits
if not table.icontains(leaves, nd.name)
and not table.icontains(fruits, nd.name) then
local leaf = get_node{x=np.x, y=np.y, z=np.z+1}.name
if not table.icontains(leaves, leaf)
and not table.icontains(fruits, leaf) then
return
end
end
-- play the sound, then dig the stem
if treecapitator.play_sound then
minetest.sound_play("tree_falling", {pos = pos, max_hear_distance = 32})
end
for i = 1,n-1 do
local pos,node = unpack(tab[i])
destroy_node(pos, node, digger)
end
-- remove leaves and fruits
local range = tr.range
local inv = digger:get_inventory()
local head_ps
--definition of possible leaves and fruitspositions
head_ps,n = find_next_trees(np, range, tr.range_up or range,
tr.range_down or range, trees, leaves, fruits)
for i = 1,n do
local p = vector.add(np, head_ps[i])
local node = get_node(p)
local nodename = node.name
local is_trunk = table.icontains(trees, nodename)
if node.param2 ~= 0
or not is_trunk then
if table.icontains(leaves, nodename) then
remove_leaf(p, nodename, inv, node, digger)
elseif table.icontains(fruits, nodename) then
destroy_node(p, node, digger)
end
elseif is_trunk
and tr.trunk_fruit_vertical
and table.icontains(fruits, nodename)
and not table.icontains(trees, get_node{x=p.x, y=p.y+1, z=p.z})
and not table.icontains(trees, get_node{x=p.x, y=p.y-1, z=p.z}) then
destroy_node(p, node, digger)
end
end
return true
end
function capitate_funcs.acacia(pos, tr, node_above, digger)
local trunk = tr.trees[1]
-- fill tab with the stem trunks
local tab, n = {{{x=pos.x, y=pos.y+1, z=pos.z}, node_above}}, 2
local np = {x=pos.x, y=pos.y+2, z=pos.z}
local nd = get_node(np)
while trunk == nd.name
and nd.param2 < 4 do
tab[n] = {vector.new(np), nd}
n = n+1
np.y = np.y+1
nd = get_node(np)
end
np.y = np.y-1
for z = -1,1,2 do
for x = -1,1,2 do
-- add the other trunks to tab
local p = vector.new(np)
p.x = p.x+x
p.z = p.z+z
local nd = get_node(p)
if nd.name ~= trunk then
p.y = p.y+1
nd = get_node(p)
if nd.name ~= trunk then
return
end
end
tab[n] = {vector.new(p), nd}
p.x = p.x+x
p.z = p.z+z
p.y = p.y+1
if get_node(p).name ~= trunk then
return
end
tab[n+1] = {vector.new(p), nd}
n = n+2
-- get neighbouring acacia trunks for delimiting
local no_rms = {}
for z = -4,4 do
for x = -4,4 do
if math.abs(x+z) ~= 8
and (x ~= 0 or z ~= 0) then
if get_node{x=p.x+x, y=p.y, z=p.z+z}.name == trunk
and get_node{x=p.x+x, y=p.y+1, z=p.z+z}.name == tr.leaf then
for z = math.max(-4, z-2), math.min(4, z+2) do
for x = math.max(-4, x-2), math.min(4, x+2) do
no_rms[(z+4)*9 + x+4] = true
end
end
end
end
end
end
-- remove leaves
local inv = digger:get_inventory()
p.y = p.y+1
local i = 0
for z = -4,4 do
for x = -4,4 do
if not no_rms[i] then
local p = {x=p.x+x, y=p.y, z=p.z+z}
local node = get_node(p)
if node.name == tr.leaf then
remove_leaf(p, tr.leaf, inv, node, digger)
end
end
i = i+1
end
end
end
end
-- play the sound, then dig the stem
if treecapitator.play_sound then
minetest.sound_play("tree_falling", {pos = pos, max_hear_distance = 32})
end
for i = 1,n-1 do
local pos,node = unpack(tab[i])
destroy_node(pos, node, digger)
end
return true
end
function capitate_funcs.moretrees(pos, tr, _, digger)
local trees = tr.trees
local leaves = tr.leaves
local fruits = tr.fruits
local minx = pos.x-tr.range
local maxx = pos.x+tr.range
local minz = pos.z-tr.range
local maxz = pos.z+tr.range
local maxy = pos.y+tr.height
local num_trunks = 0
local num_leaves = 0
local ps = get_tab({x=pos.x, y=pos.y+1, z=pos.z}, function(pos)
if pos.x < minx
or pos.x > maxx
or pos.z < minz
or pos.z > maxz
or pos.y > maxy then
return false
end
local nam = get_node(pos).name
if table.icontains(trees, nam) then
num_trunks = num_trunks+1
elseif table.icontains(leaves, nam) then
num_leaves = num_leaves+1
elseif not table.icontains(fruits, nam) then
return false
end
return true
end, tr.max_nodes)
if not ps then
print"no ps found"
return
end
if num_trunks < tr.num_trunks_min
or num_trunks > tr.num_trunks_max then
print("wrong trunks num: "..num_trunks)
return
end
if num_leaves < tr.num_leaves_min
or num_leaves > tr.num_leaves_max then
print("wrong leaves num: "..num_leaves)
return
end
if treecapitator.play_sound then
minetest.sound_play("tree_falling", {pos = pos, max_hear_distance = 32})
end
local inv = digger:get_inventory()
for _,p in pairs(ps) do
local node = get_node(p)
local nodename = node.name
if table.icontains(leaves, nodename) then
remove_leaf(p, nodename, inv, node, digger)
else
destroy_node(p, node, digger)
end
end
return true
end
--the function which is used for capitating
local capitating = false --necessary if minetest.node_dig is used
local function capitate_tree(pos, node, digger)
if capitating
or not digger
or digger:get_player_control().sneak
or not findtree(node) then
return
end
local t1 = minetest.get_us_time()
capitating = true
local node_above = get_node{x=pos.x, y=pos.y+1, z=pos.z}
for i = 1,#treecapitator.trees do
local tr = treecapitator.trees[i]
if table.icontains(tr.trees, node_above.name)
and node_above.param2 < 4
and capitate_funcs[tr.type](pos, tr, node_above, digger) then
break
end
end
clean_cache()
capitating = false
minetest.log("info", "[treecapitator] tree capitated at ("
.. pos.x .. "|" .. pos.y .. "|" .. pos.z .. ") after ca. "
.. (minetest.get_us_time() - t1) / 1000000 .. " s")
end
local delay = treecapitator.delay
if delay > 0 then
local oldfunc = capitate_tree
function capitate_tree(...)
minetest.after(delay, function(...)
oldfunc(...)
end, ...)
end
end
--adds trunks to rest_tree_nodes if they were overwritten by other mods
local tmp_trees = {}
local function test_overwritten(tree)
tmp_trees[#tmp_trees+1] = tree
end
minetest.after(0, function()
for _,tree in pairs(tmp_trees) do
if not minetest.registered_nodes[tree].after_dig_node then
minetest.log("error", "[treecapitator] Error: Overwriting "
.. tree .. " went wrong.")
treecapitator.rest_tree_nodes[#treecapitator.rest_tree_nodes+1] = tree
end
end
tmp_trees = nil
end)
-- the function to overide trunks
local override
if minetest.override_item then
function override(name)
minetest.override_item(name, {
after_dig_node = function(pos, _, _, digger)
capitate_tree(pos, 0, digger)
end
})
end
else
minetest.log("deprecated", "minetest.override_item isn't supported")
table.copy = table.copy or function(tab)
local tab2 = {}
for n,i in pairs(tab) do
tab2[n] = i
end
return tab2
end
function override(name, data)
data = table.copy(data)
data.after_dig_node = function(pos, _, _, digger)
capitate_tree(pos, 0, digger)
end
minetest.register_node(":"..name, data)
end
end
--the function to register trees to become capitated
local num = 1
function treecapitator.register_tree(tab)
for name,value in pairs(treecapitator.default_tree) do
tab[name] = tab[name] or value --replaces not defined stuff
end
treecapitator.trees[num] = tab
num = num+1
for _,tree in pairs(tab.trees) do
local data = minetest.registered_nodes[tree]
if not data then
minetest.log("info", "[treecapitator] Info: "
.. tree .. " isn't registered yet.")
treecapitator.rest_tree_nodes[#treecapitator.rest_tree_nodes+1] = tree
else
if data.after_dig_node then
minetest.log("info", "[treecapitator] Info: " .. tree
.. " already has an after_dig_node.")
treecapitator.rest_tree_nodes[#treecapitator.rest_tree_nodes+1] = tree
else
override(tree, data)
test_overwritten(tree)
end
end
end
end
dofile(minetest.get_modpath"treecapitator".."/trees.lua")
--------------------------------------------------------------------------------
--use register_on_dignode if trunks are left
if treecapitator.rest_tree_nodes[1] then
minetest.register_on_dignode(capitate_tree)
end
local time = (minetest.get_us_time() - load_time_start) / 1000000
local msg = "[treecapitator] loaded after ca. " .. time .. " seconds."
if time > 0.01 then
print(msg)
else
minetest.log("info", msg)
end

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# drop items, else get them in the inventory
treecapitator.drop_items (drop items) bool false
# if set to false, do not drop leaves, just saplings (leafdecay behaviour)
treecapitator.drop_leaf (give leaves) bool false
# play a sound after digging a tree
treecapitator.play_sound (play sound) bool true
# capitate moretrees' trees, experimental, use with caution
treecapitator.moretrees_support (support moretrees) bool false
# lets trees become capitated <delay> seconds later, only works if it's > 0
treecapitator.delay (delay) float 0 0

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--[[
treecapitator.register_tree({
trees = {<node1>, <node2>, ...},
leaves = {<node1>, <node2>, ...},
range = <range>,
range_up = <range>,
range_down = <range>,
fruits = {<node1>, <node2>, ...},
trunk_fruit_vertical = <some_boolean>,
type = "default",
})
trees: the straight stem nodes with param2=0
leaves: nodes of the tree head which only drop their main item if drop_leaf is enabled
range: the size of the tree head cuboid
range_up: range upwards beginning from the highest trunk node to head top
if omitted it's set to range
range_down: like range_up but downwards
fruits: similar to leaves but without the drop_leaf setting condition
trunk_fruit_vertical: set this to true to make a trunk node, if it's in trees
and fruits, get removed even if it isn't rotated (param2 = 0)
treecapitator.register_tree({
trees = {<node1>, <node2>, ...},
leaves = {<node1>, <node2>, ...},
range = <range>,
fruits = {<node1>, <node2>, ...},
height = <height>,
max_nodes = <max_nodes>,
num_trunks_min = <some_number>,
num_trunks_max = <some_number>,
num_leaves_min = <some_number>,
num_leaves_max = <some_number>,
type = "moretrees",
})
height: maximum tree height
max_nodes: maximum amount of nodes the tree is allowed to consist of
num_trunks_min
]]
local mgname = minetest.get_mapgen_setting"mg_name"
if mgname == "v7" then
treecapitator.register_tree{
trees = {"default:tree"},
leaves = {"default:leaves"},
range = 2,
range_up = 4,
range_down = 0,
fruits = {"default:apple", "default:tree"},
trunk_fruit_vertical = true
}
else
treecapitator.register_tree{
trees = {"default:tree"},
leaves = {"default:leaves"},
range = 2,
fruits = {"default:apple"}
}
end
treecapitator.register_tree({
trees = {"default:pine_tree"},
leaves = {"default:pine_needles"},
range_up = 2,
range_down = 6,
range = 3,
})
treecapitator.register_tree({
trees = {"default:jungletree"},
leaves = {"default:jungleleaves"},
range = 3
})
treecapitator.register_tree({
trees = {"default:acacia_tree"},
leaf = "default:acacia_leaves",
no_param2test = true,
--leavesrange = 4,
type = "acacia"
})
treecapitator.register_tree({
trees = {"default:aspen_tree"},
leaves = {"default:aspen_leaves"},
range = 4,
})
if minetest.get_modpath("nyanland") then
treecapitator.register_tree({
trees = {"nyanland:mesetree", "nyanland:healstone"},
leaves = {"nyanland:meseleaves"},
range = 2,
fruits = {"default:apple"}
})
end
if minetest.get_modpath("farming_plus") then
treecapitator.register_tree({
trees = {"default:tree"},
leaves = {"farming_plus:banana_leaves"},
range = 2,
fruits = {"farming_plus:banana"}
})
treecapitator.register_tree({
trees = {"default:tree"},
leaves = {"farming_plus:cocoa_leaves"},
range = 2,
fruits = {"farming_plus:cocoa"}
})
end
if treecapitator.moretrees_support
and minetest.get_modpath("moretrees") then
treecapitator.register_tree({
trees = {"moretrees:acacia_trunk"},
leaves = {"moretrees:acacia_leaves"},
range = 10,
})
treecapitator.register_tree({
trees = {"moretrees:apple_tree_trunk"},
leaves = {"moretrees:apple_tree_leaves"},
range = 20,
fruits = {"default:apple"}
})
treecapitator.register_tree({
trees = {"moretrees:beech_trunk"},
leaves = {"moretrees:beech_leaves"},
range = 8,
})
treecapitator.register_tree({
trees = {"moretrees:birch_trunk"},
leaves = {"moretrees:birch_leaves"},
range = 8,
})
treecapitator.register_tree({
trees = {"moretrees:fir_trunk"},
leaves = {"moretrees:fir_leaves","fir_leaves_bright"},
range = 12,
fruits = {"moretrees:fir_cone"}
})
treecapitator.register_tree({
trees = {"moretrees:jungletree_trunk"},
leaves = {"moretrees:jungletree_leaves_green","jungletree_leaves_yellow","jungletree_leaves_red"},
range = 8,
})
treecapitator.register_tree({
trees = {"moretrees:oak_trunk"},
leaves = {"moretrees:oak_leaves"},
range = 8,
fruits = {"moretrees:acorn"}
})
treecapitator.register_tree({
trees = {"moretrees:palm_trunk"},
leaves = {"moretrees:palm_leaves"},
range = 8,
fruits = {"moretrees:coconut"}
})
treecapitator.register_tree({
trees = {"moretrees:cedar_trunk"},
leaves = {"moretrees:cedar_leaves"},
range = 8,
fruits = {"moretrees:cedar_cone"}
})
treecapitator.register_tree({
trees = {"moretrees:rubber_tree_trunk","rubber_tree_trunk_empty"},
leaves = {"moretrees:rubber_tree_leaves"},
range = 8,
})
--[[
treecapitator.register_tree({
trees = {"moretrees:sequoia_trunk"},
leaves = {"moretrees:sequoia_leaves"},
range = 12,
})--]]
treecapitator.register_tree({
trees = {"moretrees:spruce_trunk"},
leaves = {"moretrees:spruce_leaves"},
range = 10,
fruits = {"moretrees:spruce_cone"}
})
--[[
treecapitator.register_tree({
trees = {"moretrees:willow_trunk"},
leaves = {"moretrees:willow_leaves"},
range = 10,
})
--]]
treecapitator.register_tree({
trees = {"moretrees:sequoia_trunk"},
leaves = {"moretrees:sequoia_leaves"},
range = 8,
height = 17,
max_nodes = 8000,
num_trunks_min = 5,
num_trunks_max = 400,
num_leaves_min = 10,
num_leaves_max = 4000,
type = "moretrees",
})
treecapitator.register_tree({
trees = {"moretrees:willow_trunk"},
leaves = {"moretrees:willow_leaves"},
range = 11,
height = 17,
max_nodes = 8000,
num_trunks_min = 5,
num_trunks_max = 400,
num_leaves_min = 10,
num_leaves_max = 4000,
type = "moretrees",
})
end
-- code from amadin and narrnika
if minetest.get_modpath("ethereal") then
treecapitator.register_tree({--jungle [эвкалипт]
trees = {"default:jungletree"},
leaves = {"default:jungleleaves"},
range = 3,
height = 20,
max_nodes = 145,
num_trunks_min = 0,
num_trunks_max = 35,
num_leaves_min = 0,
num_leaves_max = 110,
type = "moretrees",
})
treecapitator.register_tree({--pine [кедр]
trees = {"default:pinetree"}, -- this may need to be changed to pine_tree
leaves = {"ethereal:pineleaves"},
range = 6,
type = "default",
})
treecapitator.register_tree({--orange [апельсиновое дерево]
trees = {"default:tree"},
leaves = {"default:leaves", "ethereal:orange_leaves"},
fruits = {"default:apple", "ethereal:orange"},
range = 2,
type = "default",
})
treecapitator.register_tree({--acacia [акация]
trees = {"ethereal:acacia_trunk"},
leaves = {"ethereal:acacia_leaves"},
range = 10,
height = 10,
max_nodes = 122,
num_trunks_min = 0,
num_trunks_max = 22,
num_leaves_min = 0,
num_leaves_max = 100,
type = "moretrees",
})
treecapitator.register_tree({--banana [банановое дерево]
trees = {"ethereal:banana_trunk"},
leaves = {"ethereal:bananaleaves"},
fruits = {"ethereal:banana"},
range = 3,
height = 7,
max_nodes = 28,
num_trunks_min = 0,
num_trunks_max = 4,
num_leaves_min = 0,
num_leaves_max = 20,
type = "moretrees",
})
treecapitator.register_tree({--coconut [кокосовое дерево]
trees = {"ethereal:palm_trunk"},
leaves = {"ethereal:palmleaves"},
fruits = {"ethereal:coconut"},
range = 3,
height = 9,
max_nodes = 37,
num_trunks_min = 0,
num_trunks_max = 8,
num_leaves_min = 0,
num_leaves_max = 25,
type = "moretrees",
})
treecapitator.register_tree({--willow [ива]
trees = {"ethereal:willow_trunk"},
leaves = {"ethereal:willow_twig"},
range = 10,
height = 13,
max_nodes = 540,
num_trunks_min = 0,
num_trunks_max = 90,
num_leaves_min = 0,
num_leaves_max = 450,
type = "moretrees",
})
treecapitator.register_tree({--moshroom [гриб]
trees = {"ethereal:mushroom_trunk"},
leaves = {"ethereal:mushroom", "ethereal:mushroom_porew"},
range = 4,
height = 10,
max_nodes = 100,
num_trunks_min = 0,
num_trunks_max = 32,
num_leaves_min = 0,
num_leaves_max = 80,
type = "moretrees",
})
end

1
mods/underworlds Symbolic link
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@ -0,0 +1 @@
../referenced-mods/underworlds/