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mirror of https://github.com/minetest/minetest_game.git synced 2025-06-28 20:56:02 +02:00

589 Commits

Author SHA1 Message Date
d6a66860af Prevent divide by zero (#2106)
This forces all explosions to damage entities within the 1 node
range. If that needs to be disabled, the damage_radius needs to
be set to 0.
2018-05-18 12:50:47 +02:00
6d850f23a5 Flower spread ABM: Optimise
Match maximum spread density to maximum mapgen density for flowers.
Place 3 flora nodes at once instead of 1.
Change ABM chance value to 300 to match previous spread rate.
ABM becomes 3 times less intensive.
2018-05-18 12:50:47 +02:00
2c1af0861f Doors: Avoid crash on nil player in 'can dig door' 2018-05-18 12:50:47 +02:00
d2ae721235 Stairs: unbind table groups (#2036)
Unbind table groups for base block, stairs, slabs.
2018-05-18 12:50:18 +02:00
01db55cee5 default:dirt_with_snow: Re-add to soil group
Previously, saplings were not growing if the dirt they are on turned to
'dirt with snow' before growth.
Also for consistency with other dirt nodes.
2018-05-06 20:44:30 +02:00
4ba2b5179e Furnace: Fix being able to cook items without enough fuel
This was triggered when too much time had elapsed when timer was called.
Also, fix timer resolution giving free fuel time.
2018-05-06 20:44:30 +02:00
a5092c0df6 creative: Add missing tooltips. 2018-05-06 20:44:30 +02:00
575c098bae Book textures: Reset colour profiles to remove warnings 2018-05-06 20:44:22 +02:00
cddd59b578 Book textures: Replace with more original textures 2018-05-06 20:40:45 +02:00
7a4b1e0ce1 Default: Make burntimes more rational and consistent 2017-12-05 21:24:02 +01:00
0216fa08ec Add nil checks for placer 2017-11-19 23:03:38 +01:00
ca3e807d35 Creative: Make the placenode registration check for non-player placers 2017-11-19 23:03:38 +01:00
ca38bb2390 Creative: Make handle_node_drops override work for non-player diggers 2017-11-19 23:03:38 +01:00
7d07c52d09 Books: Convert \r to \n
Some files or editors may use \r instand of \n like notepad++. If you copy
text written in notepad++ and pasted into the book. The book will only have
one page.
2017-11-19 23:03:38 +01:00
532013a032 Creative: Cache inventory items on load 2017-11-19 23:03:38 +01:00
a52622669f TNT: Add tnt.boom defaults
This adds def, def.radius and def.damage_radius defaults to the
tnt.boom() function if they aren't specified on call.
2017-11-19 23:03:38 +01:00
ce5e668681 Bones: Return bones when taking the last ItemStack 2017-11-19 23:03:38 +01:00
6530fa914b Flowers: Add waterlily right-click checks
Check for on_rightclick functions of nodes when holding a waterlily.
2017-11-19 23:03:38 +01:00
86eb0e1617 Sfinv: Remove possibility of infinite loop when homepage doesn't exist 2017-11-19 23:03:38 +01:00
93fb9b36ce Sfinv: Rename navigation tabs to reduce chance of a conflict 2017-11-19 23:03:38 +01:00
09e3505ea1 Chests: Fix locked chest protection against explosions (#1886)
Fixes #1885
2017-11-19 23:03:38 +01:00
cecbfc1676 Chests: Fix open chest after player leave (#1884)
This should fix the chest staying open when a player disconnects while inside.
2017-11-19 23:03:38 +01:00
fba6f6a4cf TNT: Add explode_center flag
Add 'explode_centre' flag which when false explodes as normal and when true runs on_blast on centre node as well as dropping items.
2017-11-19 23:03:38 +01:00
6053456af1 Mushroom spread: Optimise and make overridable
Move mushroom spread ABM action into a global and overridable function.
Optimise spread code.
Reduce spread range to reduce spread through walls.
2017-11-19 23:03:38 +01:00
cc2f75b2f9 Register fence: Allow setting nodedefs to 'false' 2017-11-19 23:03:38 +01:00
b6ef71c92e TNT's tnt:boom cleanup (#1868)
The tnt:boom node doesn't actually need the on_construct and on_timer functions to remove the node after 0.4 seconds as the tnt_explode function already does this beforehand.
2017-11-19 23:03:38 +01:00
876da2fbc6 Beds: Do not crash when placing in an unknown node 2017-11-19 23:03:38 +01:00
ea45ca57a5 Lava cooling: Increase interval to 2
An excessive load has been reported caused by the node searching, so even
when no lava is present.
2017-11-19 23:03:34 +01:00
6fa3ebfa75 Carts: Check for last pathfinder predition too Minor fix to reduce cart jitter slightly 2017-11-19 22:57:28 +01:00
efe6fb6dfb TNT: Only burn visually connected powder (#1857) 2017-11-19 22:57:28 +01:00
1aeb2baa91 Creative: Prevent unauthorized item access (#1840) 2017-11-19 22:57:28 +01:00
e4d6425846 Correct farming/stairs dependency (#1838) 2017-11-19 22:57:28 +01:00
81f885795d Crafting: Remove duplicate reversed recipes (#1777)
For axes and hoes only use one recipe that matches the appearance of the texture and in inventory.
2017-11-19 22:53:53 +01:00
f3e29bc2cc Saplings: Reduce grow time to ABM equivalent
Previous times were chosen using statistical maths, but reports suggested
this was too long.
I tested by timing an ABM acting on 100 nodes, with interval and chance equal
to the old sapling ABM.
50 at 4m59s.
99 at 24m58s.
100 at 26m58s.
So choose a grow time between 5 and 25 min for tree and bush saplings.
If 'can grow' is false at grow time the timer is reset to 5 min.
2017-11-19 22:53:53 +01:00
3a72f7b84b Add backface_culling to open chests and fencegates 2017-11-19 22:53:53 +01:00
Foz
20bd4560f8 TNT: Track TNT owner in metadata for protection mods
It is useful for protection mods to know who owns an exploding
TNT block. This allows the blocks destroyed by the TNT to be
limited to the same ones the owner could destroy without using
TNT.

TNT placed within a protected area by the area owner, and later
ignited by another player will destroy within the protected area
nodes the igniter may not otherwise be able to interact with. Any
player could significantly increase the size of an explosion by
placing more TNT in an adjacent unprotected area if the original
TNT block was placed withing 1 node of such a boundary. This
feature sounds dangerous, but we are talking about TNT. Players
should use it carefully.
2017-11-19 22:53:53 +01:00
8991b9fe54 Carts: Do not connect rails with gunpowder (#1812) 2017-11-19 22:53:53 +01:00
aea6c5dd1d Stairs: Add backface culling to stair meshes
If backface culling is not specified for a tile in 'images' it is set to true.
Slabs already have backface culling due to being defined as nodeboxes (which
are then converted to meshnodes).
2017-11-19 22:53:53 +01:00
da41caca66 Chests: Check 'def' of node above chest to avoid crash
In 'chest_lid_obstructed(pos)' check for nil 'def' to avoid a crash caused by
an unknown node above the chest.
2017-11-19 22:53:14 +01:00
103af98864 Books: Also limit the max size of the title
This limits the max size of the full title of the book to `80` letters and
the size of the part thats displayed in the tooltip to `35` letters.
2017-11-19 22:53:14 +01:00
26606b0520 Books: Limit the size of books
Really large books just waste hard drive space and the engine is not designed to
handle that much data in item metadata, this can cause strange things to happen.
2017-11-19 22:52:00 +01:00
706844e8bf Books: Add nil value checks to the book formspec handler 2017-11-19 22:52:00 +01:00
a56274c230 Stairs: Use one recipe matching inventory appearence
No longer have 2 recipes for stairs, choose the one that matches the appearence
in inventory (stair rising toward the right).
Helps to reduce recipe count now that an increasing number of stairs are
being registered.
2017-11-19 22:52:00 +01:00
3512226867 Default: Revert "Default: Shorter and better ABMs"
This reverts commit e523c3a296 to re-enable
the overriding and redefinition of these global functions.
2017-11-19 17:16:32 +01:00
d5b9fee6fe Merge 0.4.16 into stable-0.4 2017-06-03 17:22:59 -04:00
18956c7f69 Change "Junglewood" to "Jungle Wood" 2017-06-03 11:55:13 -04:00
a8a60d33a3 Resize book textures from 16x17 to 16x16 2017-06-03 11:54:39 -04:00
eec1c5a03b Settings: Use new settings object 2017-05-24 07:18:26 +01:00
e523c3a296 Default: Shorter and better ABMs (#1739)
Action of some abm's call functions directly, instead of calling the function inside a function.
2017-05-20 14:32:52 +02:00
b25317fc64 Remove set_inventory_formspec in default, remove delay in sfinv 2017-05-18 09:54:18 +01:00
d104b9b10f Chest: Redo new chests to use single-tile textures where possible
This keeps the filenames the same, but adds a new "inside" double texture
for the open chest.
Use regular drawtype for closed chest and delete the "cube.obj" model.
X-flip the right-side texture for the closed chest.
2017-05-18 09:45:56 +01:00
758d5010b8 Fire: Disable fire by default in multiplayer 2017-05-15 17:39:59 +01:00
63b3542d00 Chests: Revert inventory name
Revert the new 'default:game' inventory back to the old 'main' and use the
lbm to restore the contents of the chest.
Change the name of the conversion LBM to ensure it is run again on already
converted chests.
2017-05-15 13:47:03 +01:00
5bd44c21ef Change the selection_box of bush stems (#1733)
This is needed because you can't place a node above a bush stem when you are pointing at the bush stem.
2017-05-13 12:49:04 +02:00
c7d558c09e Chest open model: UV map fix.
The back side had a UV mapping issue which caused the bottom
rear part to "shrink" when opened.
2017-05-07 20:47:17 -07:00
55f81d0802 Fix nil deref issue with people hitting chests too often. 2017-05-07 20:47:17 -07:00
a533434b58 Chests: Keep old textures for mod compability
Prevents generating ugly looking dummy images for mods that weren't updated yet.
2017-05-07 20:46:49 -07:00
08706313f4 Add option to disable lavacooling (#1726) 2017-05-07 18:25:53 +02:00
6737952fbf Fix merging mistake (crash in "stairs") 2017-05-01 21:26:10 +02:00
Tim
519d166ce3 Stairs: Add snowblock and ice stairs and slabs 2017-05-01 19:48:54 +01:00
be9121214c TNT: Gunpowder (and tnt.burn) will trigger the on_ignite of nodes
The previous behaviour is kept as fallback for compatibility, for when the on_ignite
is not defined in the node.
2017-05-01 19:38:38 +01:00
011ad78b42 Improve Chest appearance - opening chests.
Adds a mesh model that appears when a chest is opened. The chest
stays visibly open as long as the player keeps it open. When the
player closes the formspec, the chest returns back to the closed
shape. While opening and closing, a sound plays.

A second person inspecting the chest will trigger a second sound
open. However, only after the last player closes the chest, does the
chest actually visually close and is the sound close played. This
keeps mesh updates to a minimum.

While it's possible that a server shutting down may cause chests
to remain open, this does not affect the chests' working matter,
and opening or closing them should fix them.

Old chests are converted to the new style by LBM. I previously
had them converted on open but this was unreliable, and LBMs
don't have that problem.

Open chests cannot be dug up. This prevents people from keeping
a chest open and digging it out as well, since closing a chest
would place a chest back (swap) at the spot. We could protect
against this, but it still messes up the client and causes a lot
of "missing node inventory" error messages otherwise. It's
unlikely but possible that a player lagging out causes a chest
to stay "open" and thus unremovable by digging, but there are
other ways of dealing with that - a server restart fixes that
issue.

If the lid of the chest is obstructed, the sounds continue to play,
but the lid isn't opened. Obstructed means that a node is present
above the chest lid, however, we ignore several node types like signs,
torches (not 3d) and wallmounted nodeboxes (typically signs) since
they don't pose any major obstruction in almost any case, and are
typically found above chests. Additionally, the selection box of the
opened chest does not include the lid, and so one can still interact
with e.g. a sign behind an open lid.

Due to the fact that chests now have 7+ textures, we can no longer
use materials (limit: 6) to texture the chest, and so there is now
a single UV mapped image that applies both to open and closed chests.
While this does mean texture pack makers need to create it, this
is extremely simple and consists of a simple cut'n'paste over the
template and should be really easy to do. Only one texture file is
now then used for both open and closed chests.
2017-05-01 19:36:35 +01:00
4ec0fd974b Doors: place sound when placing a door.
Due to door items being the thing that's placed, we need to
explicitly play a sound when placing a door.

Fixes #1363
2017-04-28 21:52:59 -07:00
67b13a5942 Fix books getting erased on page button use.
Changing the book page caused the entire itemstack meta to
get wiped due to improper calling of meta:from_table().

Fixes #1711
2017-04-28 21:52:39 -07:00
ae7206c006 Remove dye craft recipe conflict.
We have enough gray recipes, but brown is more difficult.

Fixes #1710
2017-04-26 20:19:59 -07:00
2917562728 Fix owner not being checked on write to book 2017-04-27 02:28:23 +01:00
c2d1a5ed4b Tin: Tune mapgen, bugfix, fix texture credits
Previously i had matched ore density to moreores, but this density was
too high and out of balance with MTGame, reduce density to be similar
to copper ore.
The 2 levels of underground ore were overlapping, fix.
Textures are actually by kilbith, update credits.

Also credit kilbith for bronze, copper, gold and steel blocks, credits
had not been updated at the time.
2017-04-23 23:05:31 +01:00
4d9fd7ad61 Textures: Reduce contrast of snow ripples 2017-04-23 23:05:31 +01:00
24559d012e Creative: Automatic item colorization for creative mode 2017-04-23 23:05:06 +01:00
2668619638 Ores: Add tin ore, lump, ingot and block
Use Calinou's textures from moreores mod.
Craft bronze from tin and copper instead of steel and copper.
Match ore density to the moreores mod but start ore at a depth of
y = -32 to be part of the depth progression of other ores.
2017-04-20 19:55:05 +01:00
6335525757 Doors: Ignore permission check if player parameter is omitted
As written in game_api.txt.
2017-04-20 19:54:27 +01:00
c54a7e882f Keys: Move skeleton key to craftitems.lua
Commit 73d61cbb10 makes skeleton keys
craftitems rather than tools, warranting the move from tools.lua
to craftitems.lua.
2017-04-20 19:51:51 +01:00
701abc2d2f Keys: Allow skeleton keys to be stacked
Allow skeleton keys to be stacked by converting them to craftitems and
adding a few lines of code to add a new itemstack to the inventory with
the new key or drop it at the player position if the inventory is full.
2017-04-20 19:50:34 +01:00
98216810ef nodebox -> node_box
Seems like this was a typo
2017-04-12 18:39:42 -07:00
a57d2db54a Bushes: Add saplings
Bush saplings grow in half the time of tree saplings.
Bushes do not need 'from sapling' schematic variants because only the
stem node is force-placed in the mapgen schematic, so only the sapling
is force-replaced.
Bush leaves drop saplings with a rarity that ensures at least 1 sapling
per bush on average.
2017-04-12 17:18:50 +01:00
d68d2c08ef PB&J Pup: Remove mod
Also delete nyancat API documentation from game_api.txt.
2017-04-12 17:18:35 +01:00
e2b3ab768a Fix .luacheckrc (missing Settings class) 2017-04-11 16:53:38 +02:00
e6d0d775e3 Stairs: Improve stair and slab rotation on placement
Slabs are placed horizontal instead of vertical, even if they are
placed on a wall.
Slabs are rotated automatically if they are placed to another slab,
no matter which material.
Slabs are placed at the lower position if the placer points into
the lower half of the pointed node and to the upper position if
pointed to the upper half.
Stairs are placed normal if the placer points to the lower half of
the pointed node and rotated upside down if pointed to the upper half.
2017-04-11 08:33:30 +01:00
8d43b984fc Screwdriver: Allow non-native rotations if supported by targeted node
This also allows custom actions (such as using the screwdriver as a wrench).
2017-04-11 03:58:13 +01:00
LNJ
fe021281e6 Textures: Replace aspen leaves texture with BlockMen's 2017-04-11 03:57:44 +01:00
9e4f0d3689 Leafdecay: Do not restart aready running timers 2017-04-11 03:57:07 +01:00
acfd58cdeb Carts: Make rail recipes more generous
As part of making vertical travel easier to reduce reliance on
sneak ladders.
Calculate using cubic pixels of steel.

A steelblock is 16^3 = 4096 cubic pixels steel.
6 ingots is 6/9 steelblocks.
A rail is a 2*2*16 pixel length of steel, 64 cubic pixels steel.
6 ingots produces 2*21 rails = 21 rail nodes.
Choose 18 for an even number that is a multiple of ingot number.

Replace the stick with 2 wood in the recipe to be closer to the amount
of wood that would be needed for 20*4 sleepers.

Replace 2 mese crystal fragments with 1 mese crystal to
compensate for the larger number of nodes returned. The result
is the recipe is much more generous with steel usage but slightly
less generous with mese usage, keeping power rail cost reasonably high.

Replace 2 coal lumps with 1 for a similar recipe to power rails.
2017-04-11 03:57:01 +01:00
b377aaa50d doors: Fix craftitem not listed in inventory (#1683)
Fixes bug caused by b847888
2017-04-02 10:01:01 +02:00
5fe831ed13 Carts: Remove '+' added in commit 077316b 2017-03-30 04:24:29 +01:00
2f46103ff8 Glasslike_framed nodes: Add 'glasslikeliquidlevel' paramtype2 2017-03-30 04:24:23 +01:00
077316b4cd Use creative.is_enabled_for for creative mode if possible (#1558) 2017-03-29 21:02:26 +02:00
b847888cb7 doors: add groups to the door craftitem 2017-03-29 20:40:56 +02:00
7c42c41170 doors: record protection violation if it cannot be dug 2017-03-26 03:06:44 +01:00
08eec2beb7 Flora spread: Re-enable dry shrub replacing flora in desert sand
Flora is converted to dry shrub in desert sand and silver sand.
No conversion in sand to preserve sand dune grasses.
Dry shrubs do not spread so this conversion, used by players, is the
only way to generate them.
2017-03-26 03:06:37 +01:00
9b45e7b3e9 PB&J Pup.
Replace possibly trademarked artwork with royalty free and
OK for commercial use artwork.

The Pup appears by default but does not alias the Nyan Cat nodes
away. For that you will have to enable the setting. A settingtypes.txt
is provided to make that really easy. This allows people to get
an out-of-tree mod and not have their Nyan nodes disappear.

The mod can also be disabled entirely this way for those who don't
want it.

There's some eatser eggs in here as well. Instead of making the
nodes burnable, they are edible, and make you bark and howl. And
perhaps something else too.
2017-03-26 03:05:57 +01:00
91182d6a9e Flora spread: Do not replace flora with dry shrub, only 'return'
If there is no group:soil node found below, do not replace flora with
dry shrub, this was breaking flower pots and other mods.
Originally, flora would only turn to dry shrub if in desert sand.
2017-03-22 22:30:35 +00:00
86fd616f3c Flora spread: Allow spread on rainforest litter. Other improvements
Use the soil group more instead of checking for multiple node names.
Remove 'neighbors' from ABM.
Turn any flora to dry shrub if on a non-soil, except when on default:sand
to avoid dune grasses being replaced.
Search for "group:soil" when searching for a position for the new flora
node, instead of searching for multiple node names, however do not spread
flora onto desert sand, which is in the soil group.

Remove default:dirt_with_snow from the soil group as it would be frozen
soil. It can be dug and placed to turn it into dirt (consider this some
extra work needed to make it cultivatable).
2017-03-20 00:14:56 +00:00
2a74032745 Books: Fix backwards compatibility issues
Commit c68b8274fe prevented books from
being copied in the crafting grid, and made it so that old books, though
seemingly successfully transferred to the new format, could not be written
to as the old data still persisted.
2017-03-20 00:13:31 +00:00
ecf160d93d Screwdriver: simplify logic, allow wallmounted rotation.
- Allow rotation of wallmounted nodeboxes (signs) since they are
  now rotating properly.
- Instead of testing `ndef` several times, do it once, correctly.
- Simplify exception logic for nodes that have `on_rotate` set.
- For simplicity, return itemstack, always.
- Remove a useless nil check.
2017-03-20 00:12:16 +00:00
6a55e150af Doors: Fix wood/glass doors not opening or closing
Some code was lost during a rebase of a recently merged commit (73e4666).
2017-03-19 00:43:12 +00:00
d2aae95c39 Leafdecay: Change Aspen radius back to 3
Although the new aspen tree schematic only requires a radius of 2 the
many existing aspen trees in a world require radius 3.
2017-03-17 05:52:06 +00:00
02921baa7a Junglegrass: Prevent seeding of dirt_with_grass
Previously you could place junglegrass on dirt to convert that dirt to
dirt_with_grass, but this is unsuitable now that rainforest has a
surface of dirt_with_rainforest_litter.
Remove junglegrass from the 'grass' group.
2017-03-17 05:52:06 +00:00
07e11427cf Keys: Fix crash when using unconfigured default:key
Since meta secret field is blank on any keys (default:key) obtained using
/give, the game will crash if you attempt to use one of these. This follows
along the principle that the game should never have any reason to crash.
2017-03-17 05:50:50 +00:00
68212967c0 Biomes: Add and auto-select mgv7 floatland biomes
A simple set of biomes for now: Ocean, coniferous forest, grassland,
sandstone desert.
Update biome lists for blob ores and decorations.

Make sandstone desert filler 1 node deeper to match other deserts.
2017-03-17 05:49:57 +00:00
73e4666f28 Change doors to default.can_interact_with_node() 2017-03-16 09:11:20 -07:00
bd4d2dff1c Farming: Add override for default:dirt_with_rainforest_litter 2017-03-15 22:22:21 +00:00
61d7c43c83 Skeleton key: Change to use left-click (tool on_use)
Instead of right click, the skeleton key is now a true `tool`
in the sense that it's default left-click action is to create
a key for the locked object.

This is far better than the outcome of the patches we've done
where the only way to create a key for a locked item was to
use sneak+rightclick. Now keys are perhaps a bit more sensible,
left for making keys, right for opening stuff with keys.

Fixes #1625
2017-03-15 22:22:21 +00:00
780f991a87 Sapling_on_place: Restore after_place_node() calls 2017-03-15 22:18:50 +00:00
1c78fd346d Sethome: Migrate sethome mod to player attributes.
Migrates settings safely and evacuates the `homes` file
entirely over time.
2017-03-15 22:18:36 +00:00
da69fcdf91 TNT: Clarify new TNT receipe
Update readme.txt with new TNT crafting recipe.
2017-03-14 19:05:49 +00:00
37c81f70b0 Textures: New textures for silver sandstone nodes 2017-03-14 19:05:14 +00:00
7b90044574 TNT: start fire nodetimers for created fire nodes.
Without this patch, any fire created(placed) by tnt explosions
will remain forever on the map.
2017-03-14 19:03:34 +00:00
b87ef5ccde Keys: Update default.can_interact_with_node to new item meta
Completes a forgotten update in 9d3a526
2017-03-12 12:20:31 -07:00
07a5fca432 Leafdecay: Register leafdecay for bush leaves 2017-03-12 10:20:26 +00:00
d5e19d70c2 Screwdriver: drop nodes if no longer attached.
This should be fairly cheap and pops off items if needed.
2017-03-12 10:20:19 +00:00
efb81d188e Correct rotation of attached nodes, and rotate colored nodes 2017-03-12 10:20:19 +00:00
297192dd39 Screwdriver: use table lookup for facedir rotations.
The table was generated using the old code. A table lookup
should be faster than lots of math and branches.

Allows us to drop `nextrange()` as well.
2017-03-12 10:20:19 +00:00
f14b0a6ff5 Screwdriver: allow simple wallmounted rotation.
Allows rotating things like signs and torches. Axis rotation
rotates over all 6 faces, face rotation flips upside down to
flat on floor only, and of course in the 4 horizontal directions.

Made the code a bit more modular to account for different rotation
schemes. Should be easier to extend from here on to other needs,
and the functions can be reused by other mods for convenience.
2017-03-12 10:20:19 +00:00
0850314d74 luacheck 0.19.0 complains about unpack(). 2017-03-11 18:38:56 -08:00
ad118ea98d Flint & steel sounds: Fix bugs caused by nil position
Usage and tool break sounds were played at 'pointed_thing.above' which
can be nil if not pointing at anything or at an entity. This caused
sounds to be played to all players on a server non-positionally.

Fallback to player pos for sounds if 'pointed_thing.above' is nil.

Replace 'pt' variable with 'pointed_thing' in 'register_tool'.
2017-03-10 19:30:18 +00:00
c52ad140ae Mapgen: Use decoration sidelen 16 for jungletrees and junglegrass
Currently jungletrees and junglegrass use sidelen 80 for simplicity,
but this results in a more uneven distribution of decorations. A more
even distribution helps keep rainforest darker with a more unbroken
canopy.
This is also more consistent. 80 is based on the default mapchunk
size, all other decorations use sidelen 16 or smaller to divide into
any mapchunk size.
2017-03-10 19:28:43 +00:00
0f0dd0f6e8 Tree schematics: Alter jungletree, aspen, pine, appletree
Denser jungletree for darker rainforest:
Highest 'jungletree' nodes now prob 255.
Add a 5th lower branch layer.
Increase lower branch layer y-slice prob to 191.

Aspen:
Extend trunk upwards by 1 node to reduce leafdecay radius to 2.

Pine:
Make lower trunk 1 node longer so that lowest branches are more often
higher off the ground, also to make pines taller.

Appletree:
Make 2 opposite branches prob 255, the other 2 prob 127, to avoid
trees with 1 or 0 branches. Therefore also add random rotation.
2017-03-10 19:28:38 +00:00
1f6d633037 Ladder recipe: Make wooden ladder recipe more generous
Increase to 5 ladders from 7 sticks.
More generous to help with vertical travel.

Divide the log core volume of 14 * 14 * 16 cubic pixels by the volume of
a ladder node with two 2 * 2 * 16 side pieces and four 2 * 1 * 16 rungs
(cut down to length 14), to get 12.25 ladders per log.
The recipe of 7 stick items is 7 / 16 = 0.4375 logs.
Ladders per 7 stick items = 0.4375 * 12.25 = 5.36.
2017-03-07 06:43:44 +00:00
a16413f96c sfinv: Fix wrong tab being highlighted
Thank you to @ForbiddenJ for finding cause of the issue.
2017-03-07 06:43:18 +00:00
6d67badcac Screwdriver: Fix crash
If 'node_box' is nil 'node_box.type' causes a crash.
2017-03-07 06:37:33 +00:00
1d45b27c12 Add desert/silver sandstone-related blocks. (#1596)
Add desert and silver sand-related blocks, and stairs.
2017-03-06 19:03:30 -08:00
496521f4a1 Fix some warnings.
Also fixes the failing travis checks.
2017-03-05 09:27:53 +00:00
28ecb3b261 Dungeons: Use 'block' instead of 'brick' for nodebox stairs 2017-03-05 09:27:44 +00:00
c68b8274fe Show title and author of book in description
Utilizes the new key-meta (as with nodes) and the ability to set the description of an itemstack with the `description` meta key. Includes code to convert old metadata to new key-meta.
2017-02-28 18:16:55 -08:00
78c632ebd4 Allow interaction with nodes while wielding these items.
- beds
- boats
- carts
- key/skeleton key
- seeds

All these had on_place handlers that did not allow nodes with
an on_rightclick() handler to be used first (if not using
sneak). This code is taken from the torches mod and applied
everywhere.

This allows all these items to e.g. be inserted into the `frame`
mod's item frames.
2017-02-28 18:16:12 -08:00
d1b132555b Biomes: New surface node for rainforest
Moist rainforest plant litter.
Textures by npx.
2017-02-28 05:32:19 +00:00
9d3a526324 Keys: Show owner in description
Utilizes several new features allowing the description of an item to be changed using the `description` meta key. This also moves keys from using the old single-value itemstack metadata system to the new node-like metadata system.
2017-02-27 19:00:14 -08:00
bb18eeccaf Corals: Smaller, less dense reefs 2017-02-25 03:52:31 +00:00
d5f1f964e3 Lavacooling: Return to chance = 2
Return to previous parameters interval = 1, chance = 2.
Compensates for the increase in default active block radius.
Large amounts of lava cooling at once is known to overload sound
creation, producing error messages.
2017-02-25 03:52:26 +00:00
1ec31d8472 Torches: Reduce light source level from 13 to 12
As part of the original plan for a new lightcurve.

With the old lightcurve lights were so dim all light sources had light
source level 13 or 14 to compensate, resulting in almost no difference
between torchlight and a maximum brightness light.

The new lightcurve makes all light sources effectively much brighter by
spreading visually-bright light further, torches are now slightly too
bright. So now we can reduce the light source level of torches while
actually making them effectively brighter than with the old lightcurve.
This also creates a desirable difference between torchlight and a
maximum-brightness light source.
2017-02-25 03:52:19 +00:00
60e5b299af Leafdecay: Node timer based implementation, API
This implements a node-timer based leafdecay mechanism, and exposes
an API to use it in mods.

The API is documented in game_api.txt.

`default.register_leafdecay(leafdecaydef)`

`leafdecaydef` is a table, with following members:
{
	trunks = { "default:tree"}, -- nodes considered trunks
	leaves = { "default:leaves", "default:apple"}, -- nodes considered leaves
	radius = 3, -- activates leafdecay this far from the trunk
}

The algorithm will drop `leaves` items in the area if no `trunks` are found
in the `trunk_radius` sized area around the position of the leaf. If a node
listed in `leaves` has a group `leafdecay_drop > 0`, then the item is dropped,
otherwise the item is removed but not dropped.

The algorithm also implements a value `default.leafdecay_speed` (default
15) which can be modified to increase or decrease of the leaf decay. The
algorithm will vary the actual speed a bit to introduce randomness.

Leaf decay is randomized by 0.1 seconds to reduce the chance that
decay happens many times on the same second interval. This requires
nodetimer_interval to be set to values lower than 1.0 to have an
effect.

The leaves will decay between 2 and 10 seconds after digging the trunk,
and happen at non-integer second intervals.

-- The API was added by sofar.
2017-02-25 03:50:15 +00:00
37dd910747 Globalize, rename and change the behaviour of has_locked_chest_privilege
* rename to default.can_interact_with_node()
* pass pos instead of meta
* change order of arguments
2017-02-21 10:17:12 -08:00
89c45993ac Carts: Fix the rail table overwrite behaviour 2017-02-12 11:39:52 -08:00
0819d4bade Visual scale: Update plantlike nodes to post-bugfix values
Plantlike drawtype no longer applies 'visual scale' twice, so now we
use the actual scale factor desired.
Remove unnecessary 'visual_scale = 1.0' lines.
2017-02-12 01:27:34 +00:00
f6dfa4a1cb Waterlily: Avoid z-fighting of base texture with water surface
Avoid z-fighting visible from below.
Raise the nodebox base 1/64th of a node.
2017-02-12 01:23:53 +00:00
e3dd3d19cd Add sfinv.set_page, plus other helper functions 2017-02-10 23:54:57 +00:00
86849d9eec Default: Add nodebox mese post light usable as a growlamp (#1480)
Light level 14 to be able to grow plants.
3 returned from crafting with 1 glass node, 3 mese crystals and 1
wood plank.
Seamlessly placable on appletree wood fence posts.
2017-02-08 16:01:30 -08:00
c88c0a98fd Make drop logic work better for non-8-step-plants. (#1544)
Using @paramat's formula.
2017-02-08 15:59:25 -08:00
2e950ac61c Mapgen: Dedicated registrations for mgv6 blob ores
Now that biomes are being specified for blob ores we need a separate
set of blob ore registrations for mgv6 which has no Biome API biomes
defined.
Various minor improvements to mapgen.lua.
2017-02-02 17:20:53 +00:00
2b215848d8 Trees: Add 'snowy' group for pine sapling snow detection
Use the 'snowy' group in the 'is snow nearby' function instead of
default nodes. Often snow nodes are not from the default mod.
2017-02-01 17:51:44 +00:00
e86955afae Creative: Cache creative mode setting 2017-02-01 17:51:35 +00:00
d560f59a74 Ores: Add silver sand blob ore, relocate other blob ores 2017-02-01 17:51:22 +00:00
b06368adf2 Fix node drops not being added to inventory when not in creative mode 2017-01-27 19:48:59 +00:00
1dd9fdb530 Dungeons: Add mapgen alias for desert stone stairs 2017-01-26 17:56:16 +00:00
38500da655 Stairs: Fix smooth lighting of stair mesh 2017-01-26 17:55:16 +00:00
bee5b316a8 Creative: Add creative.is_enabled_for 2017-01-26 17:54:45 +00:00
ae426878d4 Sounds: Remove 'default_dig_crumbly' from leaves defaults table
Now that the missing 'default_dig_snappy' sound has been added we can
remove the dirt dig sound from the table. All nodes that use the
leaves defaults table have group 'snappy' so 'default_dig_snappy' now
becomes their default dig sound.
2017-01-22 07:47:04 +00:00
eb1805ea0a Textures: Strip color profiles from some textures
Removes the "iCCP: known incorrect sRGB profile" error messages on the
console when starting minetest_game by stripping offending color profiles.
2017-01-22 07:43:12 +00:00
1104d571b0 TNT: Log explosions and player igniting tnt or gunpowder 2017-01-19 21:57:34 -08:00
6dcf541f6e Revert "Doors: Remove ..." and "Doors: Allow the screwdriver to ..."
This reverts commit 5e4a6e8ac6, and
             commit 60cf3f85b6.

The original door API rewrite I posted had all rotation disabled using
the correct on_rotate() handler returning `false`. Two subsequent
changes attempting first to enable simple rotation and second disabling
that again changed the callback handler to a boolean `false`, which
is incorrect use in the screwdriver API, and actually allows rotation.

The proper way to disable rotation for facedir nodes it to use a full
callback handler that does `return false`.
2017-01-15 17:43:17 -08:00
1470b9df79 Tree log decorations: Replace lua tables with .mts files 2017-01-15 04:29:56 +00:00
8715b83ff0 Fire: Make explosions remove flames
TNT removes flammable nodes from the destruction radius and should
remove flames within it too because they lose their fuel and would
be removed by ABM later anyway.
2017-01-15 04:24:01 +00:00
57eb906047 Add support for custom bed sounds 2017-01-12 12:42:38 -08:00
df19b4eab0 Dye: Simplify recipes.
Create a simple triplet table (src1, src2, dst) for all the dye
recipes and group them logically, with a bit of explanation where
they actually come from.

This prunes a lot of recipes from the list, but the old list had a
ton of combinations that did not make any sense, as well as recipes
that were just gross approximations and duplicates, mixing the same
color with itself just to get the same color back, which just wastes
packets at logon.

The list has been checked to allow all colors created from the basic
dyes (flowers+coal) so that all colors can be crafted.
2017-01-11 23:53:44 -08:00
c8b1671ef0 Default: Alter sand to sandstone recipe
Craft 4 default:sand to default:sandstone.

Previously, 4 group:sand was craftable to sandstone and sandstone was
craftable back into default:sand, allowing silver and desert sands to
be converted into incorrect colour sandstone and yellow sand.
2017-01-07 22:01:36 +00:00
96aac5ff5b Fire: Reduce flame light level to 13 2017-01-07 22:01:30 +00:00
b6889134d3 License.txt: Include full official LGPL 2.1 .txt file
Copy-paste and only remove form-feed characters.
2017-01-07 22:01:24 +00:00
cadc8b34d7 Add /killme chat command
Added as a new mod as it doesn't fit anywhere else.

This is a game play change, so it better suited to
Minetest Game rather than builtin

Fixes #857
2017-01-07 22:01:19 +00:00
48ab62db88 Make doors place when shift is held instead of calling on_rightclick
Fixes #1364
2017-01-03 16:54:01 +00:00
9ab50702fb Add LICENSE.txt 2017-01-02 18:38:36 +00:00
42700a4b4b Default: More generous meselamp recipe
Require only 1 mese crystal instead of 3.
To make farming in dark locations easier.
To reduce and balance recipe ore cost.
2017-01-02 18:31:01 +00:00
8bc93598c6 Papyrus, cactus: Require light level 13 for growth 2017-01-02 18:30:05 +00:00
f07c4dcd83 Decrease the cost of gunpowder for trails
The cost of TNT remains the same
2017-01-01 23:41:04 +00:00
437860feff Merge tag '0.4.15' into stable-0.4
0.4.15
2016-12-22 23:00:57 +01:00
3c9d0893ee Boats: Avoid crash if boat pos over limit
If the boat pos is over limit, 'add entity' will not add an entity,
causing 'boat' to be nil.
2016-12-21 13:42:23 +00:00
12b1541971 Sounds: Edit some sound gains, mostly footsteps
I recently made glass footstep and dig gains too low, raise slightly.
Change dirt dug gain from above-maximum 1.5 to maximum 1.0.
Reduce gain of footsteps: stone, dirt, gravel, wood, metal
Raise gain of leaves footstep.
2016-12-17 20:02:40 +00:00
e5c5c2637e Furnace: Attempt to fix exploits
The fuel would remain active even if source went empty, giving
free cook time to newly inserted items. This patch is supposed
to stop this.
2016-12-17 20:01:46 +00:00
55a16cd2c6 Default: Add missing 'default_dig_snappy' sound
Some nodes with the snappy group (wool, glass pane, seeds) were missing
sound when dug with a sword.
Adding the sound causes it to be used for glass pane, so define a 'dig'
sound in the 'node sound glass defaults' table, use the footstep sound.
Adding the sound also causes it to be used for seeds which deliberately
have no dig sound, so add an empty sound override for seed dig.

Reduce the gain of the glass footstep sound which was excessively loud.

Add some freesound members to license.txt.
2016-12-13 03:15:30 +00:00
3e5852993d Carts: Stronger handbrake
Handbrake was barely noticeable and fairly useless.
Equalisng with brake rail deceleration makes it more intuitive to use
and easier to judge stopping distance.
2016-12-07 08:29:41 +00:00
4a5206e3a7 Furnace: Make furnaces work when unloaded
This is slightly modified after #1279 - the setting for furnace
timer was removed and hardcoded to 1.0s, which is the old furnace
timer interval.
2016-12-07 08:28:53 +00:00
fed2151d70 Fire: Rewrite fire sound code
Previous code:
Used looped sounds without attaching them to objects or playing direct
to players.
The looped sounds are not 'stopped' when players leave the area.
These may be causing the bug where sounds are heard at extreme
distances.
Entering a world with already present flames results in silent flames.
Sounds are often played at a large number of points in a 6 node lattice.
A large fire is reported to cause a high load, disabling the sound code
is reported to help this.

New code:
Optional flame sound to not interfere with ambience mods.
Permanent flame now has sound.
For multiple flames, sound is positioned at the centre of all flames, and
has volume determined by flame number.
The original freesound 'large fire' recording was used to create 3 sounds
that play at random for a non-repetitive effect. At low volume it is
suitable for small fires.

Original sound files and sound function (as an empty function) kept
temporarily to reduce disruption.

Reduce gain of flame extinguish sound.
2016-12-07 08:28:08 +00:00
58038a7941 Snappy group: Remove beds and cactus from group 2016-12-05 01:41:41 +00:00
0ff09e018d Add sfinv.get_homepage_name(player)
Also sets creative:all as default inventory page
Fixes #1423
2016-12-05 01:39:50 +00:00
7998de671f Default: Convert remaining indexed leaves to RGBA
Some GPUs cause visual bugs when mip-mapping is used with indexed textures
that use alpha. Because leaves are sometimes rendered opaque it is even
more important to keep these as RGBA to preserve the correct background
colour.
2016-12-04 06:36:05 +00:00
fc791d80f0 Default/flowers: Improve papyrus and waterlily schematics
Papyrus:
Make base node dirt instead of dirt_with_grass. Formerly the exposed
dirt would change to grass but the new grass spread ABM now prevents that.

Waterlily:
Don't specify a water_source node in the schematic, as it may be used in
river water. It was not force-placed but should really be "air" prob = 0.
2016-12-04 06:36:05 +00:00
e67a60376f Xpanes: Improve bars texture 2016-12-04 06:35:39 +00:00
ea9c4012d5 Farming: Change wheat into # shaped plant
This changes the farming API such that any nodedef with paramtype2
and place_param2 are passed through to all the plant stages of the
farming plant.

This allows plants to use an alternative mesh for the plantlike
drawtype, and provide a bit of graphical variation in plants.

We enable this for wheat, using place_param2 = 3, which is the '#'
shaped plant mesh. If you would actually be able to give yourself
this plant in creative or through /give, you would also get the
same '#' shape.
2016-12-04 06:34:51 +00:00
d7f176dfd8 Torches: Make selection boxes consistent
This makes all the 3d torch selection boxes 1px oversized. Before,
they were inconsistently sized and too small for the upright torch.
2016-12-04 06:34:16 +00:00
c5f11d74d4 Default: Make Book with Text a furnace fuel 2016-12-03 02:18:15 +00:00
42afe679a7 Default / flowers: New biomes. Limit dirt blobs. Add corals, bushes
Biomes:
Add 'sandstone desert', 'cold desert', 'snowy grassland'.
Rename 'glacier' biome to 'icesheet' biome.
Rename non-swamp 'swamp' biomes to 'shore' biomes.
Remove 'sandstone grassland' biome.
Rename 'stone grassland' biome to 'grassland' biome.
Edit biome points for improved similarity to Whittaker classification.
Change 'tundra' to bare stone with snowblocks.
Make dirt 'swamp' / 'shore' less deep.

Ores:
Make dirt blob ore biome-specific, limit to dirt biomes.

Decorations:
Make mushroom noise spread match that of appletrees as originally intended,
to have mushrooms spawn in darker thicker forest areas.
Add coral reefs in warm oceans.
Add bushes and acacia bushes.
Jungletrees in deeper water for larger swamps.

Register flower mod decorations in singlenode mapgen for use by
minetest.generate_registered_decorations, as in default/mapgen.lua.
2016-12-03 02:18:06 +00:00
0413cb67b8 Add Cobble Walls to Moss Growth ABM 2016-12-01 12:59:25 +01:00
f06f66ccc2 Boats / carts: Fix and improve on_punch functions
Boats:
Previously, boats were not added to inventory in creative mode, fix.
In creative mode multiple boats will not be added to inventory.
Add comment.

Carts:
Set speed to 2 if punched by a non-player, to match the effect of a
player punch.
Add comments.
2016-11-30 02:44:44 +00:00
04f045158f Avoid "leaking" creative inventories to other players 2016-11-28 13:43:02 +01:00
4f32fd253c Fix ItemStack method call for keys.
Fixes (I hope) #1420 (bad method call).
2016-11-27 18:26:31 -08:00
0196c4793a Carts: Make rails 'is ground content = false' 2016-11-28 01:28:24 +00:00
fa17fe31d6 Creative: Re-implement constant hand dig times, add comment 2016-11-28 01:28:24 +00:00
788ae97ba1 Carts: Take creative mode into account
This commit makes the carts mod not add the cart
item to the player's inventory if running with
creative mode and the player already has it.
2016-11-28 01:27:54 +00:00
1a6ad498d7 Carts: Increase performance overall 2016-11-27 03:27:53 +00:00
2effe40dc5 Carts: Improve readme file 2016-11-27 03:27:53 +00:00
81f8c8aef8 Carts: Move entity definition to seperate file 2016-11-27 03:27:53 +00:00
9bbe7f99da Carts: Increase power rail acceleration to help climbs
This is partly a workaround for a bug.
Climbs with continuous power rails were failing often due to
unexplained losses of speed leading to a reversal of direction.
The lack of acceleration on climbs meant that lost speed was not
regained.
Keeping cart speed at maximum on climbs helps reduce the chance of
reversals.

This also allows players to slowly accelerate up to full speed on a
climb without needing a horizontal run-up to reach full speed first.
It may not be possible to build the horizontal sections needed, or,
if players are replacing a previous carts mod their track
constructions, bridges, tunnels etc. will often not have the
horizontal sections needed.
Players will also sometimes need to place and enter a cart on a slope
and be able to climb.
2016-11-27 03:27:53 +00:00
d42ae715b8 Sfinv: Add sfinv to allow tabs to be added to the inventory 2016-11-27 03:27:12 +00:00
e837621537 Farming/fire: Add tool break sounds
Add tool break sounds to hoes and flint and steel.
Flint and steel: Reduce gain of use sound and only add tool wear
if not in creative mode.
2016-11-26 03:14:56 +00:00
fd87b04f3c Default: Several improvements of character model
- Improve arms attachment

  The arm bones were at an angle, so that the bones were difficult
  to orient correctly, as unintuitive combinations of angles
  would be needed to get the default orientation, or any other
  acceptable orientation. Moreover, a simple rotation of the arm,
  e.g. forward, would require all angles to be adapted, instead
  of just one.

  The ends of the arms bones were moved from touching the body, to
  the center of the arm, at an equal distance from the sides of the
  arm and the shoulder; the arm bone is now in the center of the arm.

- Fix body rotation

  The body was rotated 180° while the rest wasn't, leading to
  strange results when setting bone positions manually.

- Fix default rotation of limbs (manually positioning them in
  their default position would require an 180° rotation).
  Is is not know how this was fixed. Maybe just because the
  model was re-exported.

- The bone of the cape was moved to the center of the cape (it was
  at the edge). For some reason this fixed the 180° rotation of the
  cape when it was manually positioned (similar to previous issue).

The changes above fix most of the issues mentioned in #1376

- Add a player-model-specific workaround for the problem described in:
  https://github.com/minetest/minetest/issues/2813#issuecomment-198796927
  https://github.com/minetest/minetest_game/pull/1392#issuecomment-261669915

  During walking, attached tools would randomly switch hands. Walking also
  happens to be the only animation where the body does not move. Making the
  body move an imperceptible amount makes the issue disappear for the player
  model.

- Fix body vertex group: it no longer includes parts of arms and legs

Thanks to @stujones11 for these last two changes.
2016-11-25 03:03:48 +00:00
e4b1c93512 Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it
with lockable nodes. Currently supported lockable items are the Steel
Door, the Steel Trapdoor, and the Locked Chest.

The goal of this modification is to introduce a fine-grained multi-
player permission system that is intuitive and usable without any
console or chat commands, and doesn't require extra privileges to
be granted or setup. Keys can also physically be conveyed to other
players, adding to gameplay and adding some personality that is
preferable to console commands or editing formspecs.

A skeleton key can be crafted with 1 gold ingot. Skeleton keys can
then be matched to a lockable node by right-clicking the skeleton
key on a lockable node, which changes the skeleton key to a "key".

Gold was chosen as it's currently a not-so very useful item, and
therefore it's likely that players have some, but aren't really
using it for any purpose.

This key can subsequently used by any player to open or access that
lockable node, including retrieving items from Locked Chests, or
putting items in them.

They key is programmed to fit only the particular locked node it is
programmed to. This is achieved by storing a secret value in both
key and locked node. If this secret value doesn't match, the key
will not open the locked node. This allows many keys to be created
for one chest or door, but a key will only fit one node ever. The
secrets are stored in node, and item meta for the key.

If a locked node is removed, all keys that opened it are no longer
valid. Even if a new door/chest is placed in exactly the same spot,
the old keys will no longer fit that node.

Keys can be smelted back in gold ingots if they are no longer useful.

The method of storing a secret in nodemeta and itemstackmeta is secure
as there is no way for the client to create new items on the server
with a particular secret metadata value. Even if you could possible
create such an itemstack on the client, the server does not ever read
itemstackmeta from a client package.

The patch adds an API that allows other nodes and nodes added by
mods to use the same keys as well. The method how to implement this
is described in game_api.txt. The mod should add 2 callbacks to it's
node definition. Example code is given.

Textures are from PixelBOX, thanks to Gambit.
2016-11-25 03:01:14 +00:00
b0ae488277 Use travis' container-based infrastructure (#1314)
Use travis' container-based infrastructure (no sudo)
2016-11-23 22:00:35 -08:00
0bd2efcfc1 Merge 'torches' mod as default:torch.
This merges the current state of the well-maintained and tested
`torches` mod as I've maintained it for the last 6 months.

This started out as a thorough cleanup of 3D torches by blockmen,
where some of the initial code still remains.

The models were redone entirely from scratch and have been extensively
tested with dozens of animated textures converted with mcimport,
and look a lot better than the original 3D Torches mod.

The ceiling torch is retained and functional. The `wieldlight`
addition that the torches mod has was removed, since it relies
on wieldview to look decent. This can stay external mod code.

I've opted to move the torch nodes to a separate file. It's not
a lot of code but nodes.lua is already huge, and I wanted to
retain the copyright header and some of the readme.txt notes,
and this was the easiest way of doing it.

This code passes "default:torch" to nodes with on_rightclick,
fixing problems with itemframes. Essentially it has a more
elaborate item_place() routine to make sure we're not passing
the wall torch to nodes that may display it.

The ceiling torch is a separate model and not the same as the
floor model. That does mean that there are 3 models in this
mod.
2016-11-23 15:29:53 -08:00
09a229b412 Update 'nodeupdate()' to 'check_for_falling()' API 2016-11-22 05:55:36 +00:00
208c9f4901 Make smoke puff sound mono
Stereo sounds are not played positionally, which should never
happen. Convert this track to mono to fix.
2016-11-21 21:23:50 -08:00
55ab3a117d Farming: Add forgotten colon
This makes the itemstrings consistent over the whole file.
2016-11-21 03:19:47 +00:00
ec95f47021 Default: Add water footstep sounds
Plus one silent sound to break repetition 'default_water_footstep.4.ogg'.
2016-11-21 03:19:37 +00:00
1e691c4429 Carts: Merge boost_cart as "carts" mod
This is all the working code from SmallJoker's boost_cart, poored into
a more suitable form for minetest_game.

- Mesecons and moreores stuff was removed entirely.
- Textures were all renamed and moved out of default/
- Updated license, readme.txt, attribution
- Changed code license to MIT, left artwork at CC0
- removed default:rail and made aliases for it
- :carts:rail is now carts:rail.
- localized entity def
- removed copper rail entirely
- startstop rail was removed, as well as detector rail
- remodeled to b3d using stujones11 excellent blend model, but sizes
  of cart adjusted to make pixel sizes consistent (0.625) everywhere.
- slightly more complex texture map for the cart (front/side visibly
  different)
- rail parameters are passed as a separate def table, and stored in
  a private list. This avoids having to call `get_meta` on every
  node. In return, we need the node name, though.
- adds metal sounds (based on default metal sound function) and
  cart moving sound.
- reduced cart speeds to max 7, 5 by pushing.
- Added on_step() rail event handler, gets called when a cart is on
  a rail.
- Added various rebased updates from upstream (thanks Krock)
- Included a fix that removes the 'reverse jiggle' when stopping.
- Included reworked textures by sofar.

The mod namespace is still public, but I'm NOT declaring it an API. I'd
rather see it localized instead, for now. Any public interface in this
code is *experimental* at best, and should be considered non-stable and
unsupported for now.
2016-11-21 03:15:04 +00:00
75caa9167c Fix whitespace errors to silence luacheck.
Currently all minetest_game PR's are failing travis since the
upstream luacheck now also warns about whitespace issues, and
there are a few of those in the code. This fixes all of them
so we can yet again rely on luacheck.
2016-11-19 19:39:51 -08:00
47efa2f558 Textures: Revert many back to RGBA to fix visual bug
With mip-mapping enabled, some GPUs cause a visual bug with indexed
textures that use alpha. This bug has been present for a while but
not noticed before. All indexed alpha textures must now be converted
to RGBA, to start this process we revert some textures converted to
indexed in the recent commit af3c918.
2016-11-19 23:45:08 +00:00
2c122052d4 Boats: Use player yaw on place, align player yaw with boat on enter
When placing boats, align the boat with the player's yaw.

Align drivers yaw with boat yaw when entering a boat, would previously turn
boat yaw by player's yaw + 90° to the right.
2016-11-19 23:44:27 +00:00
c3f3406e8e Default: Add 'group:cools_lava' for lavacooling by snowblock and ice
Make lava cooling ABM use a new group 'group:cools_lava'.
Nodes other than water can cool lava. We assume snowblock and ice melt,
turn to water and cool lava.
Leave 'group:water' present temporarily to not break mod liquids.
2016-11-18 08:09:45 +00:00
68192a17e9 Default: Add tool breaking sounds
These will automatically play when a tool breaks.
2016-11-18 08:08:59 +00:00
022d22ceca Creative: Fix missing item bug caused by 'start_i' value
This fixes the missing item issue in creative inventory caused by using
1 instead of 0 for 'start_i'.
2016-11-18 05:38:25 +00:00
af3c91862c Convert many textures to indexed color
This fixes all cases where the color profile was broken, and
libpng warns about. It also makes almost all textures indexed
instead of RGB where possible (textures that don't have
semi-transparent pixels).
2016-11-18 05:37:02 +00:00
7fbf25d6ca Do not show item overlay if slot is occupied by item (bookshelf, vessels shelf) 2016-11-14 20:03:49 +01:00
f8bc1e1714 Nyancat: Make nyancat and rainbow light sources 2016-11-10 08:10:41 +00:00
ddea6c431e Default: Make snowblock change 'dirt with grass' below
To be consistent with the snow slab.
2016-11-10 08:10:34 +00:00
614e9cfe8d Default: Make snow walkable again 2016-11-10 08:10:29 +00:00
6e00ddee2a Default, vessels: Darken shelf empty slot icons
Rename slot icons.
2016-11-07 14:32:35 +00:00
3109f38b3c Sethome: Don't auto-grant home priv to singleplayer 2016-11-07 14:13:45 +00:00
Rui
5868274b00 Creative: Fix crash when turning on creative in-game 2016-11-07 14:13:10 +00:00
c824d69182 Fire / tnt: Make flint-and-steel use node on_ignite functions
Add on_ignite functions to tnt, gunpowder, coalblock.
2016-11-07 14:10:00 +00:00
c7e2d59461 Default: Add 'acacia leaves simple' texture
A deeper, darker level of leaves is created by tiling the texture
2 by 2, reducing brightness and offsetting this.
For a denser leaf appearence with the 'simple leaves' setting.
Also used for acacia bush leaves.
2016-11-06 08:25:53 +00:00
Rui
631f7f46c7 sethome.get: Copy a return value 2016-11-05 19:59:15 -07:00
178db04526 Default, flowers: Improve plant selection boxes
Selection box width is limited to 14 / 16 node to visually
distinguish box from any neighbouring cubic nodes.
2016-11-05 09:14:10 +00:00
23ba2d3a0c Add and edit fuel registrations
Edited fuels: fences, wooden ladder.
New fuels:
boat, paper, book, dry shrub, stick, vessels shelf, wooden tools,
wooden door, trapdoor, fence gates, farming crops, stairs, slabs, beds.
2016-11-02 13:04:25 +00:00
7fee589e03 Tnt: Flammable TNT and gunpowder that activates when burnt
Some code simplifications.
2016-11-02 12:41:14 +00:00
5b2a896180 Bucket: Allow buckets to trigger the on_punch of entities and nodes
The purpose of this is to allow mods to be able to interact (e.g. fill up)
an empty bucket when it is used to punch a node that's not a liquid source
or when punching a custom entity (e.g. milking a cow).
2016-11-02 12:39:56 +00:00
56d6eaed85 Xpanes: Use opaque texture for top+bottom of iron bar (#1357)
- Use opaque texture for top+bottom of iron bar
- Add color variation for iron bar top/bottom
- Add paramat's texture to credits
- Update license info for paramat's textures
2016-10-31 14:20:26 -07:00
d92034e3f7 Add fuel slot to furnace listring 2016-10-31 14:17:38 -07:00
0acd9a2ccb Add icon overlay to shelf inventory slots 2016-10-30 15:32:43 -07:00
02a82c9d7a Default: Remove unnecessary leaf 'visual scale' 2016-10-29 14:44:00 +01:00
89b9c3e69e Default: Remove 'player falling damage' sound
This plays when damage is disabled, an engine bug.
We can remove it because both sounds are identical, now it is removed
the 'player damage' sound still plays when falling damage is taken.
2016-10-29 14:42:47 +01:00
048aaa2616 Default: Add bush stem and leaves nodes
To allow mapgen bushes in green-grass and savanna grasslands.
Nodes for a generic bush and an acacia bush.
Stem nodes are craftable to a single wood node to provide a small
amount of wood resource in grasslands.
Fuel times are that of corresponding 'wood' nodes, 1/4 that of
corresponding tree nodes.
No leafdecay to enable use as hedges or without a nearby tree trunk.
Uses 'default leaves simple' texture for extra visual thickness.
2016-10-27 02:54:04 +01:00
581c390591 Default: Remove alpha channel from acacia tree textures 2016-10-26 07:14:12 +01:00
LNJ
138eb71db6 game_api.txt: Add new metal sounds func. 2016-10-25 14:15:53 -07:00
bca0142e7f Fire: Reduce volume of flint and steel sound 2016-10-25 04:22:17 +01:00
41a3345718 Default: Update and set volume of damage sounds
Use 'player damage' sound for both damage and falling damage.
Gains for damage sounds are set in the engine, however we cannot change
those gains as other subgames already use damage sounds based on those
gains.
Sound has been re-edited from source and normalised to 0 dB for
maximum volume, which is only just enough because gain is fixed at 0.5
in the engine.
2016-10-25 04:22:12 +01:00
3c9d71e6f7 Make flammable: Flowers, grasses and several crafitems 2016-10-25 02:37:36 +01:00
fbac9be51c Change many metal nodes to use default metal sounds 2016-10-25 02:37:36 +01:00
fa9a34554b Default: Add metal sound table function and metal sounds 2016-10-25 02:34:39 +01:00
f7325d26b6 Fire: Add flint and steel sound 2016-10-24 04:55:08 +01:00
9b62d8a504 Default: Add damage and falling damage sounds 2016-10-24 04:55:03 +01:00
bcb4426ec7 Default: Destroy flammable items when in fire or lava
The check for igniters (fire/lava) will be performed every 10 secs
if the item is flammable.

if the item is found to be in lava it will then burn up and
disappear in a smoke puff.

If a non-lava igniter node is found, a combination of `flammable`
value of the item and `igniter` group value of the node will be used
to determine the chance for the item to be removed.
2016-10-23 03:48:37 +01:00
4ea74466e4 Default: Fix 'leaves simple', 'jungleleaves simple' textures
'jungleleaves simple' had completely different leaf colours to
'jungleleaves', now matched.
'leaves simple' had dark green instead of black colour for transparent
pixels (the 'leaves' texture uses black), normally these pixels would
not be rendered as opaque colours but bush nodes now use this texture
and will be rendering it as opaque. The dark green pixels resulted in
a texture lacking in contrast.
2016-10-18 05:53:45 +01:00
3d26b33e5b Default: Add coral nodes and death ABM
Original code by Sofar.
Textures by Pithydon.
Exposure to air converts live coral to coral skeleton.
Live corals drop coral skeleton.
2016-10-12 23:55:46 +01:00
7b30c26a45 Bucket: Add optional 'force-renew' bool to registration
River water needs to be 'liquid_renewable = false' to avoid a mess caused by
spreading of sources, however picking it up with a bucket then creates
a hole in the river. Allow a 'force-renew' of the source node if it has a
source neighbour.
2016-10-12 04:11:36 +01:00
78311a27a1 Store registered plant on namespace
Handy for when modders want to use these definitions to extend or add to the mod
2016-10-12 00:14:11 +01:00
6fdfd2554c Tnt: Various optimisations
Pass nodename to tnt.burn function where possible to reduce
use of 'get_node'.
Change 'ipairs' to 'pairs'.
Use 'nodeupdate_single(pos)' instead of 'nodeupdate(pos)' to
avoid every node triggering recursion, the loop itself takes
the place of recursion and works upwards through horizontal
planes as required.
2016-10-10 03:16:41 +01:00
53179b8d10 Creative: Use element instead of parameter to disable close on enter 2016-10-08 18:02:14 +01:00
1906ab84f5 Default/functions: Tune speed of grass spread ABM
Through testing the chance is changed to 50 such that grass spread
speed matches that of the previous (0.4.13) ABM version.
2016-10-05 22:24:02 +01:00
Tim
1799754a8f Default: Prevent possible nil-crash on invalid book metadata 2016-10-05 22:23:49 +01:00
Tim
32f7051eb8 Fix sapling placement handling of on_rightclick and CONTENT_IGNORE 2016-10-05 22:22:15 +01:00
67fc2247fc Default: Add 'silver sand' for cold desert biome 2016-10-05 22:22:08 +01:00
c0de5646d2 Default: Generalise, optimise and simplify grass spread function
Credit to tenplus1 for the suggestion to generalise for mod use.
Mods can add mod nodes to 'group:spreading_dirt_type' enabling the
function to work with mod nodes.

Add some nodes to this group.

Removing 'dirt_with_grass' etc. from 'neighbors' stops the ABM action
running everywhere and constantly, on the dirt nodes immediately below
the surface nodes. Now the action only runs in the rare case of a dirt
node with neighbouring air, grass decorations or snow.

Remove check for air above to allow grass to spread under light-
transmitting nodes such as fences, walls, plants. This causes spread
under slabs, stairs and glass, when near air, but seems worth it.

Remove unnecessary check for nil node.
2016-10-01 23:15:05 +01:00
5e4a6e8ac6 Doors: Remove ability to rotate doors with screwdrivers
Rotating doors with screwdrivers causes too many issues to be worth it.
2016-09-30 02:44:24 +01:00
36a78c87d7 Default/player.lua: Remove outdated comment 2016-09-30 02:43:11 +01:00
0ad3306c79 Farming: Remove unnecessary overriding of groups
This removes the group overrides for dirt, dirt_with_grass and dirt_with_dry_grass which aren't needed and interfere with new grass spreading changes: https://github.com/minetest/minetest_game/pull/1286
2016-09-27 17:03:50 +01:00
0f6e75bcb5 Add settingtypes.txt for Minetest Game
Commit originally by PilzAdam.
Settings appear in advanced settings menu.
2016-09-23 18:24:54 +01:00
3e05870706 Doors: Trim open fencegate collison box again
The collision box still extended into a neighbouring empty node, causing
falling node objects to collide but not transform back into normal nodes.
Completes the fix started in a previous similar commit.
2016-09-23 18:24:47 +01:00
34c768d394 Default: New snow textures by Gambit
From PixelBOX2 texture pack.
Brightness increased for 'snow' and 'snow side'.
2016-09-14 06:02:16 +01:00
b848e35ca5 Stairs: Big simplification of slabs combination
Combine slabs if identical based on orientations using a simple lookup
table if the nodes are identical.

Otherwise relies on place_node() to place the node, which properly
handles rotation compared to adjacent nodes already, and can orient
based on look_dir as well.

Initial slabs placed are oriented based on (1) the orientation of
the pointed "face" (assumes nodes are cubic, of course), and uses
the player look direction to orient the node n/e/w/s if the slab
is horizontal or upside-down. If placed against a vertical face,
the slab is placed against the face without rotation around the axis
perpendicular to that vertical face. This allows upside down placement
and vertical placement without screwdriver.

If a slab is placed on top of an upside down slab, or below a normally
placed slab, the rotation is inverted so that no "floating" slab
is created.

Largely based on kilbith's #807 PR. Slab combining and place_node()
usage by sofar.

Since this relies entirely on `on_place` mechanics, this fails to
combine slabs into a plain node if the space *above* is occupied.
This is unavoidable due to the fact that on_place() happens after
the checks required to see if pointed_thing.above is empty or not.
2016-09-14 06:01:04 +01:00
0cbb516ae2 Bones: Search for nearby 'air' for fallback bones placement
When a player dies on ladders or rope then a space can not be found at or
above player, so this change looks around player for a space to place bones.
2016-09-10 05:19:15 +01:00
54235f3276 Xpanes: Convert to connected nodeboxes
I've rewritten this to use connected nodeboxes, but with a caveat. In
order to make flat nodes look better, I'm keeping one non-connected
pane that is flat around to convert flat sections to the flat nodes
instead of connected, as these look better and are easier to work
with. Once more sides are needed we convert the panes on the fly to
connected nodes and recalculate the shape.

We don't paint any of the half-panes that the previous generation of
xpanes did. There's no need and it's harder to work with. Updating the
nodes also seems more natural and placement and removal works straight
forward.

The conversion of old panes relies on an LBM, and does a reasonable
conversion job, but it's not exact, since the panes behave slightly
different now.

The game API documentation was wrong to begin with. We discard param
nr. 2 of the API entirely, and correct the tile usage text.
2016-09-10 05:18:02 +01:00
992f295880 Licenses: (Part 4) Remove overlooked WTFPL text. Cleanup 2016-09-08 06:17:05 +01:00
6171fb43f0 Change WTFPL to MIT (part 3)
Relicense WTFPL media to CC BY-SA 3.0.
Various corrections and edits.
2016-09-07 04:44:53 +01:00
7d70d25eeb Licenses: Change WTFPL to MIT (part 2)
Add license.txt files.
Update and improve README.txt files.
Corrections to part 1.
2016-09-06 04:45:23 +01:00
e9d26e2ee3 Licenses: Change WTFPL to MIT (part 1)
Part 1: All mods except default and xpanes.
Add license.txt files.
Add missing README.txt files.
Check and update copyright years for all contributors.
Improve text format and make more consistent.
2016-09-05 05:54:33 +01:00
f844a4f379 Default: Vary wood burn times according to wood density
Retain definitions for node groups to support mods.
Burn time is unchanged for applewood, and increases in the order:
aspen, pine, apple, acacia, jungle which is also the order of wood
colour darkness.
2016-09-04 05:39:24 +01:00
1d6fbe04cd Default/furnace: Indicate dst full
Indicate in the infotext when a furnace has filled up `dst` but still
has fuel. The info text shows the item as 100% with added "(output
full)" text, indicating that while it can cook the item, there is no
place for it in the `dst`. Emptying the `dst` should make the item
cook immediately and furnace resume normal operation.
2016-09-03 01:08:29 +01:00
0664570d22 Creative: Make dig times near-identical for nodes of all levels
Dig time is modified according to difference (leveldiff) between tool
'maxlevel' and node 'level'. Digtime is divided by the larger of leveldiff
and 1. In creative mode, where the hand is redefined to have maxlevel 3,
this results in higher level nodes taking significantly longer to break.

Now, to speed up digging, hand 'maxlevel' and 'digtime' have been
increased such that nodes of differing levels have an insignificant
effect on digtime. Dig time for all nodes is now identical to that of, for
example, dirt nodes.
2016-09-03 01:07:49 +01:00
5e9e3f7e84 Default: Eliminate redundant 'get modpath' calls 2016-08-29 00:31:18 +01:00
995256744a Default, stairs, doors: Vary wood flammable and choppy group values
Make the softer woods, pine and aspen, 'flammable = 3'.
Correct inconsistent flammability of wood and stairs in relation
to all other solid wood nodes in MTGame.
Make the the softer woods, pine and aspen, 'choppy = 3'.
2016-08-29 00:24:30 +01:00
471d1cf159 Add search on enter press to creative inventory 2016-08-27 21:24:07 +01:00
3be2f12beb Flowers: Add missing aliases for mushrooms from the mushroom mod 2016-08-22 00:43:04 +01:00
cabf80b743 Fire: Use 'enable fire' setting instead of 'disable fire' 2016-08-20 04:29:32 +01:00
088385493a Default: Improve fences inventory/wield images 2016-08-20 04:27:48 +01:00
1b745d401d Default/trees: Faster 'is snow nearby' function
Use 'find node near' instead of 'find nodes in area'
2016-08-15 20:43:19 +01:00
2ecbc43a7a Default: Optimise and simplify leafdecay ABM, remove cache
With thanks to contributor tenplus1
Remove leaf cache and globalstep accumulator limiter
Use 'pos' instead of 'p0'
Remove non-essential 'group:liquid' from 'neighbors'
Increase chance value to 10 to compensate for disabled cache
Disable 'catch-up' to avoid the ABM often becoming 10 times more
intensive
Remove use of 'do preserve' bool, instead simply 'return'
Remove unnecessary checks for 'd' and 'd == 0'
Don't 'get' n0, use already present 'node' instead
Swap order two conditionals so that the one most likely is first
2016-08-15 20:42:50 +01:00
619ac52693 Add labels to ABMs
Useful for searches and the mod profiler.
2016-08-09 03:56:37 +01:00
61a197ffd8 Changed snow nodebox to 'walkable = false'
Allows walking in, and prevents being trapped in, 2 node high spaces.
Simulates player's feet sinking into snow.
Easier jumping up onto nodes with snow.
2016-08-09 03:51:22 +01:00
14b99a72a9 Tnt: Limit blown up dropped stacks to stack_max
This replaces the hardcoded 99 item limit and instead uses the
get_stack_max() limit for each item.
2016-08-09 03:48:01 +01:00
Tim
76211624ac Use minetest instead of core namespace, discourage via luacheck 2016-08-09 03:47:27 +01:00
Tim
b408e9cce6 Let Travis-CI automatically run luacheck on the game 2016-08-09 03:47:11 +01:00
Tim
20fa037313 Screwdriver: disallow rotation with on_rotate = false
Other screwdriver mods, or mods that cause rotation, might operate without the screwdriver mod loaded and have `screwdriver.disallow` unavailable.
This allows nodes to default to full-disallow rather than full-rotation in such a situation.
2016-08-05 20:41:24 +01:00
Tim
60cf3f85b6 Doors: Allow the screwdriver to rotate doors around y-axis.
Keep other axis' disabled to prevent the hidden placeholder node to become irremovable to players.
2016-08-05 12:34:46 +02:00
6c83ea0b48 TNT: Fix bug with huge stacks
This fixes the TNT bug that can crash game when blowing up a container
which holds huge stacks above the norm... e.g. give yourself 65535 snow,
place in chest, blow up, stalled!
2016-08-04 03:21:55 +01:00
265c40b558 Doors: Trim open fence gate collision box
Previously, the collision box extended into an empty node, causing
falling node objects to land on the open gate but not transform
back into normal nodes. Now fallng node objects will fall through and
either side of the end of the open gate and transform back.
2016-08-04 03:21:09 +01:00
Tim
00c2dde4ea Doors: Fix potential crashes, code improvements
Fix crash when doors are placed under unknown nodes.
Share a can_dig among doors, that does not crash on nil-player.
Only set can_dig if we actually protect the door.
2016-08-01 01:21:57 +01:00
4fba897a96 Bones: Improve bones textures
Add mouth, remove jaw shadow, shade eyesockets.
Darker shading for spine and rotate texture using ^[transform2
instead of inverting texture.
Use 'node sound gravel defaults' for sounds.
2016-08-01 01:20:27 +01:00
ea49eb3f3d Beds, boats: Replace deprecated get_look_yaw/set_look_yaw 2016-07-27 21:39:22 +01:00
0ac096991c Default: Prevent placing sapling if grown tree intersects protection
Add a global 'intersects protection' function to functions.lua for
checking if a specified volume intersects with a protected volume.
A 3D lattice of points are checked with an adjustable interval.
Add a global 'sapling on place' function to avoid duplicated code in
nodes.lua.
2016-07-27 21:39:22 +01:00
2df7ce20dd Bones: Ability to change bones mode. Tidy up code
Add 'bones_mode' setting to minetest.conf -> Modes: bones, drop, keep
Remove table 'bones'
Add minetest.conf.example description
Remove protection check from may_replace
2016-07-27 21:37:49 +01:00
db129f4ca0 Flowers: Fix waterlily on-place itemstack code
Add 'record_protection_violation()'
2016-07-23 04:56:49 +01:00
72f4c6be48 Doors: Fix orientations of trapdoor textures 2016-07-23 04:56:09 +01:00
79dbafc13b Nyancat: Fix texture names 2016-07-18 23:47:14 +01:00
1a2eb89f17 Default/trees: Update to 'get_mapgen_setting()' 2016-07-18 23:47:14 +01:00
f018e06d9b Doors: Fix trapdoor on_blast
Removing the node above was an error and is unnecessary
2016-07-18 23:45:48 +01:00
9862bbc8e5 Doors: Same naming for trapdoors as for doors
This makes register_trapdoor act the same as the register_door.
If `name` isn't prefixed, it will be prefixed with "doors:".
2016-07-18 23:43:51 +01:00
3661cb61e3 Move nyancats into a separate mod
Nyancats are independent in the default mod. Nothing else uses them or
their code. Separating it into a separate mod makes it easier for
subgames to remove them. It also makes it easier for a mod to depend
on nyancats, as lots of subgames don't have them.

Default/mapgen.lua: Register biomes, ores and decorations in
singlenode mapgen. These were never disabled anyway because
singlenode was removed from the world creation menu.
2016-07-18 04:15:44 +01:00
0bd13d11cf Doors: Make door groups consistent with corresponding materials 2016-07-15 22:01:20 +01:00
d89bb69a22 Beds: Only register respawn callbacks if respawn is enabled 2016-07-15 22:00:57 +01:00
Tim
9524ff67a3 Clean up fire ABM parameters. 2016-07-15 21:58:49 +01:00
Tim
30b0a155fb Stop shadowing upvalues and definitions. 2016-07-15 21:58:49 +01:00
Tim
4473627de0 Remove unused and clean up missused variable-value assignments.
* Unused variables
* Unused values (assigned to variables, but overwritten before use)
* Defining already defined variables instead of reassigning to them.
2016-07-15 21:58:49 +01:00
d7a7456007 Beds: Save respawn position when entering bed, only read bed spawns once
No longer require night to be skipped for resawn position to be saved
Remove constant beds.read_spawns() calls when a player joins as this
is only required once
2016-07-13 14:45:30 +01:00
Tim
b74954969c Doors: Fix missing node parameter passing 2016-07-13 14:45:18 +01:00
07141b4a2e Bones: New textures 2016-07-10 21:08:01 +01:00
Tim
fcceec0e8c Doors: Fix trapdoor crash on can_dig with nil-player (e.g. minetest.dig_node) 2016-07-10 21:07:17 +01:00
f1f96dbe6b Default/trees: Faster way to detect snow around pine saplings
Instead of using voxelmanip use 'find nodes in area' instead
2016-07-10 20:50:40 +01:00
Tim
594365310d Doors: Remove unnecessary node lookups 2016-07-09 16:34:28 +01:00
Tim
71c7e21669 Always return the leftover ItemStack for on_place and on_rightclick 2016-07-09 16:32:41 +01:00
e38099225c TNT: Add missing 'then' 2016-07-07 19:22:26 +01:00
Tim
5644ab4bd3 Bucket: Allow liquid placed against unknown nodes instead of aborting abnormally 2016-07-07 19:22:13 +01:00
Tim
fe450b4144 Bucket: Prevent crashing when placing liquid against a buildable node into an unknown node 2016-07-07 19:21:46 +01:00
3d44804074 Doors: Code cleanup
Remove spaces inside curly brackets
Split lines over 90 columns
2016-07-07 18:14:36 +01:00
60f6564c75 Doors / default: Remove 'hot', 'bendy' and 'melty' groups from nodes 2016-07-07 18:14:36 +01:00
f17d791173 Default, flowers: Use 'get_mapgen_setting()' 2016-07-07 18:14:36 +01:00
497e6f6257 TNT: When disabled leave some useful functionality enabled
- Only remove the TNT craft recipe, tnt:tnt node and the ABM
- Leave tnt:tnt_burning available for explosions in 3rd party mods
2016-07-07 18:10:57 +01:00
98551edd94 Game_api.txt: Add position table reference 2016-07-05 18:18:45 +01:00
c5b0fe72ea Game_api.txt: Add API information for sethome functions
- Documentation for sethome.get, sethome.set and sethome.go
2016-07-05 18:17:22 +01:00
d42f77cc5f Default/mapgen: Simplify iron ore registrations
Preserve overlapping registrations of large and small clusters
below y = -64 but now extend the small clusters up to y = 0 (the
previous highest iron ore level) in a similar to way to coal
2016-07-05 18:16:52 +01:00
d476d017a4 Default/mapgen: Add ores above y = 1024
Each ore's rarity is equal to that occuring below y= -1024
2016-07-05 18:16:52 +01:00
1886d293d7 Default/mapgen: Clean up ore registrations
Re-order registrations
Add and improve comments
Change sand blob ymax to 0 as sand does not always rise above 0
Remove dirt blobs from sandstone as it is unsuitable for
many sandstone biomes and ugly in stony sandstone desert
Change ymax of first iron region to 0
2016-07-05 18:16:52 +01:00
21b457c9e1 Bucket: Correct liquid placing in protected areas
- Placing liquid inside a protected area no longer returns an empty bucket
- Remove on_place function, tidy up code, return proper itemstack
- Shorten code (changes from HybridDog/patch-35)
2016-07-05 18:15:35 +01:00
80d49095f5 Tidy sethome code, add global functions, round coords to 1 decimal
- Global functions sethome.set(name, pos) , sethome.get(name) and sethome.go(name)
- Tidy: trim coords to one decimal place and write to table and output table in one go.
- Add error checking
- Add t4im's homepos loader
2016-07-03 18:40:43 +02:00
f4f9e58ef2 Flowers: Make waterlily floodable
When waterlilies are placed near river water source make flowing river
water remove waterlilies instead of flowing around them in an ugly way
2016-07-01 07:05:53 +01:00
55fd286083 Doors: Remove use_texture_alpha from door definition 2016-07-01 07:05:19 +01:00
1231f72628 Wool: Use adv- and optipng to optimise texture files 2016-07-01 07:03:17 +01:00
15b82f5b03 Wool: Clean up code 2016-07-01 07:02:38 +01:00
f796194c69 Doors: Add dedicated sounds for glass doors
Changed node sounds for steel door/trapdoor to stone
defaults instead of wood defaults
2016-06-27 05:32:36 +01:00
84e4ae1881 Default: New aspen tree schematics 2016-06-27 05:32:36 +01:00
f15f35c604 Default: Enable crafting of mese crystal fragments into mese crystal 2016-06-27 05:31:04 +01:00
be918d2d98 Default: Craft locked chest from chest plus steel ingot 2016-06-27 05:30:20 +01:00
6bf552eb10 Creative: Document creative.formspec_add in game_api.txt 2016-06-27 05:28:43 +01:00
983af7b1c0 Stairs: Code cleanup, fix various errors
Improve registration format
Fix groups not matching corresponding full node
Improve some descriptions
2016-06-26 06:11:16 +01:00
22dc7b2d9e Stairs: Register stone / desert stone / sandstone / obsidian blocks 2016-06-26 06:11:16 +01:00
Tim
cd5893db02 Gitignore: Update to ignore additional ide/editors 2016-06-26 06:10:49 +01:00
9d6df824d6 Default: Add stone / desert stone / sandstone / obsidian blocks 2016-06-25 06:58:18 +01:00
5809c28ae3 Stairs: Stair recipe returns 8 stairs not 6
Make it consistent with the slab recipe which conserves volume
2016-06-22 02:12:57 +01:00
e77ef553ff Default: Fix character model uv-mapping
Arm and leg textures are now edge-consistent
2016-06-22 02:12:11 +01:00
1fafed3387 Default: Remove mortar from stone brick, desert stone brick 2016-06-22 02:10:52 +01:00
e0bec501f2 Flowers: Fix misaligned waterlily texture
Previously waterlily has misaligned top and bottom textures and looks
different when viewed from below.

This also hides the flower in bottom texture.
2016-06-21 02:21:00 +01:00
3e9afe097c Doors: Clean up nodedef usage
Allows for more properties to be passed through. Somewhat simplifies
the code as well.
2016-06-21 02:20:47 +01:00
cd2
5775c9147c Farming: Add negative fall_damage_add_percent to straw
This doubles the fall height without damage to 11 nodes.
2016-06-17 23:43:41 +01:00
ba1ae07b4a Default: Make brick and plank nodes rotatable
Allow many crafted nodes to be rotated in any way possible.

These blocks all have slab and stair versions, which can create awkward
patterns if placed together. By allowing these to be rotated players
can create new patterns and appearances that were not before possible.

Since this wasn't possible before, there won't be any effect
to existing builds, as param2 should always be '0'. The current
screwdriver mod also refuses to rotate and alter param2, so this is
safe to enable from now on.

Personally, since these are all *crafted* nodes to begin with, it
should be apparent that they can be rotated to begin with, but I can
see people may disagree from a simplicity perspective. It also may
affect param2 usage that other mods rely on, although I'm not aware
of any mods that do this.
2016-06-17 23:41:42 +01:00
50eb079813 Creative: Add missing 'formspec_escape' to fix bug
Symbols used in search caused the game to hang with a grey screen,
for example searching for 'diamond;ingot'
2016-06-14 23:29:21 +01:00
da0fe31443 Boats: Raise collisionbox top surface to fix boat behaviour
Lowering the top surface to be level with the boat top somehow
causes the boat to fall through world if underwater. Revert to
previous position that is needed for correct behaviour
2016-06-14 23:29:21 +01:00
2199be5108 Stairs: Add mossy cobble slab and stair
Allow water to turn cobble slab and stairs to turn into mossy versions.

There is no crafting recipe for mossy stairs and mossy slabs, the
stair/slab API has been modified to allow for a recipeitem that
is `nil`, which will omit adding a crafting recipe for these two
items. The API documentation is updated.

The slabs and stairs will turn mossy when water is adjacent, just like
cobblestone. You can either farm mossy versions by placing them in
water for a while, then collecting them, or run water over your craft.
2016-06-14 23:28:17 +01:00
b5ea7d17b2 Mapgen: Add biome fields for riverbed node and depth 2016-06-05 19:15:50 +01:00
dcf2465441 Farming: allow LBM's for other mods as well.
Fixes #1114
2016-06-04 13:39:58 +01:00
6386684f3e Fire: Ignite tnt, gunpowder, permanent flame above coalblock
Enable ignition of tnt, gunpowder and permanent
flame above coalblock using flint and steel
Override coalblock to remove flame above when dug
Add depends.txt for default mod
2016-06-04 13:39:00 +01:00
ba33639887 Doors: Pass pointed_thing to on_rightclick() callback
This is an omission technicality. The callee should be able
to trust this isn't `nil`
2016-05-30 11:55:12 +01:00
541b2d79c7 Default: New mese texture. Add missing texture credits
Mese texture is a classic-mese-yellow version
of celeron55's texture used in MTv0.4.0
Add missing texture credits for mese crystal
and mese crystal fragment
2016-05-30 11:54:24 +01:00
37347d40f4 Default: Bookshelf has 2 openings instead of 4
Make rotatable with 'paramtype2 = facedir'
2016-05-28 15:11:43 +01:00
d61803b65f Fire: move fire node removal out of ABM.
Because the fire nodes are not removed 100% when there are
no more burnable nodes nearby, they can potentially stay around
for very, very long times, leading to ABM trains every 5 seconds
for no good reason (only 1 in 16 will be removed every interval).

A much better method to remove fire nodes is to remove them by
timer, and give removal a 100% chance if no flammable nodes are
adjacent. This makes fire cleanup a lot faster and more natural,
and will reduce the amount of ABM hits making fire overall more
responsive.

We also remove the 1 in 4 chance and fold the removal of flammable
nodes into the ABM chance.

There's some low hanging fruit cleanups in here as well.
2016-05-28 15:11:31 +01:00
e0cb3fce02 Default: Convert saplings to use node timers
Each sapling is given a single node timer that is between
2 and 4 days of game play time (40-80 minutes). If you walk out
of the zone, and come back later, the tree will always grow
to full if the timer has elapsed.

Because trees.lua is all functions, it needs to be parsed before
nodes.lua, since that references some of its functions. Hence,
change the order of parsing here. Otherwise saplings would not
grow to full.
2016-05-25 03:27:08 +01:00
70ef7864c1 Farming: Convert plants to use node timers
This PR requires @minetest/minetest#3677

Farming and plant growth has traditionally in minetest been
implemented using ABM's. These ABM's periodically tick and cause
plants to grow. The way these ABM's work has several side effects
that can be considered harmful.

Not to mention a comprehensive list of downsides here, but ABM's
are chance-dependent. That results in the chance that some nodes
potentially never get processed by the ABM action, and others get
processed always. One can easily find this effect by planting a large
field of crops, and seeing that some nodes are fully grown really
fast, and some just won't make it to fully grown status even after
hours or play time.

One could solve the problem by making the ABM's slower, and giving them
a 100% of action, but this would cause the entire field to grow a step
instantly at ABM intervals, and is both ugly, and a large number of
node updates that needs to be sent out to each client. Very un-ideal.

With NodeTimers though, each node will see a separate node timer event,
and they will likely not coalesce. This means that we can stop relying
on chance to distribute plant growth, and assign a single timer event
to grow the plant to the next phase.  Due to the timer implementation,
we won't ever miss a growth event, and we can re-scehdule them until
the plant has reached full size.

Previously, plants would attempt to grow every 9 seconds, with a
chance of 1/20. This means typically, a plant would need 9*20 seconds
to grow 1 phase, and since there are 8 steps, a typical plant growth
would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual
underlying events per block, roughly).

because plants are likely not growing to full for a very long time
due to statistics working against it (5% of the crops take 20x longer
than the median to grow to full, we'd be seeing ABMs fire possibly
up to 9*20*8*20 with a 95% confidence interval (the actual math
is likely off, but the scale should be correct). That's incredibly
wasteful. We'd reach those conditions easily with 20 plant nodes.

Now, after we convert to NodeTimers, each plant node will see exactly
8 NodeTimer events, and no more. This scales lineairly per plant.

I've tuned the growth rate of crops to be mature in just under 3
whole days. That's about 1hr of game time. Previously, about half
the crops would grow to full in under 2 days, but many plants would
still not be mature by the end of day 3. This is more consistent.

An additional problem in the farming mod was that the final fully-grown
plant was also included in the ABM, causing infinite more ABM's even
after the entire field had grown to completion.

Now, we're left with the problem that none of the pre-existing plants
have actual node timers started on them, and we do not want a new ABM
to fix this issue, since that would be wasteful.  Fortunately, there
is now an LBM concept, and we can use it to assure that NodeTimers
on crop nodes are properly started, and only have to do the actual
conversion once per block, ever.

We want to provide a fairly similar growth rate after this conversion
and as such I've resorted to modelling some statistical data. For this
I created a virtual 32x32 crop field with 9 steps (8 transitions)
as is the default wheat crop. We then apply a step where 1 in 20
plants in the field grows a step (randomly chosen) and count the
number of steps needed to get to 25%, 50, 75% and 95% grown.

The resulting data looks as follows:

25% - ~120 steps * 9 sec / abm = 1080s
50% - ~152 steps               = 1368s
75% - ~194 steps               = 1746s
95% - ~255 steps               = 2295s

Next, we want to create a model where the chance that a crop grows
is 100% every node timer. Since there will only be 8 steps ever,
we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds
and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals.
We can roughly compare this to a normal distribution with a median
of 1400 with a stddev of ~350 (thick fingering this one here).

The rest is a bit of thick-fingering to get similar growth rates,
taking into account that ABM's fire regularly so if they're missed
it's fairly painless, but our timers are going to be 1-2 minutes
apart at minimum. I calculate the timer should be around 150s
median, and experimented with several jitter ranges.

Eventually I settled for now on [80,200] with a redo of [40,80],
meaning that each growth step at minimum takes (80 to 200) seconds,
and if a negative growth condition was found (darkness, soil not
wet, etc), then the growth step is retried every (40 to 80) seconds.

The end result is a growth period from seed to full in ~ 2.25
minetest days. This is a little bit shorter than the current
growth rate but the chances you'll miss timer ticks is a bit
larger, so in normal gameplay it should be fairly comparable.

A side effect is that fields grow to full yield fairly quickly
after crops make it to mature growth, and no crops are mature
a very long time before the majority grows to full. The spread
and view over a growing field is also fairly even, there's no
large updates with plenty of nodes. Just a node here or there
every second or so in large fields.

Ultimately, we get rid of ABM rollercoasters that cause tens of
node updates every 9 seconds. This will help multiplayer servers
likely a lot.
2016-05-25 03:26:53 +01:00
fc902a77de Boats: Lower boat collision box top
Standing on a boat makes you appear to "hover" over it since this
collision box is way too high. Lower it so that it's low enough
to look normal when walking on top of a boat
2016-05-23 08:37:58 +01:00
3e5f3f28d2 Vessels: Improve code style 2016-05-23 08:37:58 +01:00
d8daee7e47 Vessels: Make shelf open on 2 sides not impossible 4 sides
Make shelf facedir rotatable as is now required
2016-05-23 08:37:58 +01:00
7681682d28 Doors: Fix uninitialized state variable 2016-05-23 08:37:11 +01:00
b9422ed44e Vessels: Smaller/improved textures, remove duplicated 'inv' textures
Removed unnecessary inventory textures
The drinking glass inventory texture now differs from
the node texture to be more clearly a drinking glass
Smaller textures to reduce size as nodes
2016-05-21 03:03:03 +01:00
b1e0864cf1 Creative: Reset 'start_i' to 1 when the inventory filter is changed 2016-05-21 03:02:10 +01:00
90f24e312d Default: Remove unnecessary infotexts for chests and signs 2016-05-21 03:01:10 +01:00
e7a55734d3 Tnt: Avoid divide-by-zero errors in calc_velocity() 2016-05-08 22:53:16 +01:00
b36b154257 Creative: Fix inventory crash after toggling creative mode in-game 2016-05-08 00:40:52 +01:00
3976dc6a5b Creative: Fix '-' glitch in playername
Fix the glitch when players use the '-' character in their username
on a server, causing creative inventory to not pass page 2
2016-05-07 02:13:00 +01:00
8ea031ef77 Creative: Add global variable creative.formspec_add
This pull adds a new global variable called creative.formspec_add
that will allow mods to add to the creative inventory screen
without the need to fork the mod altogether.  Simple solution
that works already for inventory_plus' BACK button
2016-05-07 02:07:55 +01:00
8c3f96d738 Stairs/default: Make sandstone(brick) groups consistent
Sandstone is crumbly = 1 cracky = 3 to be slowly diggable by hand
Sandstonebrick(stair/slab) is cracky = 2
2016-05-05 23:46:53 +01:00
Foz
8d3d558e42 Tnt: Fix bug in dropped item counting 2016-05-05 23:46:10 +01:00
de3adb5859 Default: Lower grass_side and snow_side textures
Half coverage for a more grassy appearance
Make snow_side universal by removing green pixels
Move KevDoy's heart texture credit to above sound credits
2016-05-05 23:42:10 +01:00
acafe5ca86 Add give_initial_items API 2016-05-01 19:29:15 +01:00
12c763a6c7 TNT: Combine adjacent TNT into the explosion
This uses a vmanip to count adjacent tnt nodes and explodes them
all at once, using an inverse square law to recalculate the radius.
The maximum explosion becomes 125 nodes of tnt yielding a radius of
15 nodes, which does not break my machine and makes it return
in under a second.

This makes both bigger explosions and less stability issues.

The drop code has been simplified and now drops at all times a
reasonable amount of drops, never blanketing the area with drops,
even at the larges explosion level.

Particles are scaled up according to explosion size as well - a
bigger explosion will show bigger particles.

To scale the tnt:boom particle, we move it to the _effects() function.
2016-05-01 18:57:45 +01:00
098ea0d10a TNT: Allow mods to override entity physics.
Introduces an `on_blast(luaobj, damage)` callback that mods can attach
to an entity def. The function will get called with the damage that
TNT would make.

The function should return three values:

  bool do_damage, bool do_knockback, table drops

do_damage allows the mod to tell the TNT code to perform damage on
the entity for the mod. The mod code should not do anything with
the entity HP. The entity should not be immortal. If false, then
the entity will not be damaged by the TNT mod.

do_knockback allows the mod to tell the TNT mod to perform an
entity knockback effect. If false, no knockback effect is applied
to the entity.

the drops table is a list of items to drop. It may be nil. E.g. {
"wool:red" }.

I've documented both on_blast() API methods in game_api.txt. It is
a better place than lua_api.txt.
2016-04-30 20:47:21 +01:00
f14b411157 TNT: Fix multiple explosions erasing drops
Any second explosion near a first TNT explosion will punch all
entities found nearby, including item drops. This causes the
item pickup code to think the item was picked up, but by
a `nil` player, thus removing the item.

We query for the immortal entity group, and if the item is in
the immortal group, do not punch the item.
2016-04-30 20:47:21 +01:00
Foz
1a6298958e Default: Add function 'node_sound_gravel_defaults()' 2016-04-29 23:19:30 +01:00
fafbe2c268 Default: New grass and grass_side textures
Derived from Casimir's Voxelgarden texture
2016-04-29 23:19:30 +01:00
dc7cbdd5ab Beds: Quicker saves with tidy output
Tweaked the beds.save_spawns() function to compile list then output
to file with shortened co-ordinates containing 1 decimal place
2016-04-29 23:18:05 +01:00
5cd4b5a231 TNT: make tnt:boom visual a particle, and larger
We reuse the tnt:boom texture for a particle that is added by the
on_construct() of tnt:boom, and has a short expiry time (0.2sec).
It is 3 nodes larged, centered on the explosion.

We then make tnt:boom airlike so it doesn't have a texture, and it's
the thing that emits lots of light (we could even make it exist a
bit longer).

The nice thing about particles is that the client is less susceptible
to lag and will always remove them as fast as possible, so this makes
the visual more constant and responsive.
2016-04-26 22:34:00 +01:00
f62afa02b7 TNT: lower smoke particle count and speed.
The effect is similar, and the reduction in particles is a small
boost in responsiveness.

To compensate, I've lowered the spawner time and expiration length
as well.
2016-04-26 22:34:00 +01:00
7a892c70e6 TNT: self-start boom removal timer. 2016-04-26 22:34:00 +01:00
682d79b82a TNT: make tnt:burning a falling node.
This allows TNT to be used for e.g. traps (drop it from the
ceiling) or weird tnt effects with other explosions.
2016-04-26 22:34:00 +01:00
8b384fb257 TNT: randomly vary ejecting velocity
We add a +/- 0.5 random value to the velocity vector of
ejecting nodes.

I've spotted a lot of nodes going exactly straight up if blowing
up sand above TNT. The extra variation looks less artificial.
2016-04-26 22:34:00 +01:00
d6c33da355 TNT: Damage mobs, knock back players
We apply punch damage to mobs caught in the blast radius, as
this code previously only hurt players.

We "move" players back 1 node if they're caught in the blast, and
slightly up. We can't "eject" players due to missing API code to
support that, unfortunately.
2016-04-26 22:33:59 +01:00
386dcdef06 TNT: Whitespace cleanup 2016-04-26 22:33:59 +01:00
54b87e955d TNT: Add on_blast to all nodes with an inventory
Adds a minor helper function that allows efficient retrieval of
several inventories from a node inventory. We use this helper to
quickly retrieve the items in chests, vessel shelves, book shelves
and furnaces, and return these with the nodes itself to the TNT caller.

The TNT caller then performs the entity physics, and we don't need
to do anything else.

We disable TNT doing anything with bones.

We expose a bug in the code that drops the items - metadata was lost
entirely. This patch corrects that by properly copying the metadata
and creating the drops list inclusive metadata.
2016-04-26 22:33:59 +01:00
f32a3ff57c Farming: Add quiet sounds to seeds 2016-04-23 20:09:04 +01:00
16fe1efcd8 Flowers: Fix waterlily node's duplication with stack of 1 2016-04-23 20:08:43 +01:00
fa43bd8a56 Default: New heart texture
Similar to before, add symmetry and slightly more rounded off
2016-04-23 20:01:09 +01:00
e426f64993 Fire: Higher chance of removing flammable nodes
Flammable nodes burn away quicker
2016-04-19 05:33:13 +01:00
ab7b7c7504 Flowers: Make flower spread a public function to enable override
Remove search for 'group:flora_block'
Enable flora spread on 'dirt with dry grass'
2016-04-19 02:58:03 +01:00
80664f9f8a Doors: Use LBM instead of ABM to convert doors.
This works much more efficiently to replace old style doors.
2016-04-19 02:57:54 +01:00
0ca43e42bc Default: Create 'grass', 'dry_grass' groups, use in dirt conversion ABM 2016-04-18 01:52:03 +01:00
33aa5e77dc Character: Fix boat leg wobble.
There was a small leg wobble in the sitting animation (visible
when sitting on the boat). This removes it.
2016-04-18 01:51:57 +01:00
f8e273da15 Boats: Increase maximum velocity to 5n/s 2016-04-16 19:27:47 +01:00
9ece86cc7a Flowers: Tweak flower and mushroom spreading
Tidy up position numbers and code
Check for flora group aswell
Improve node light check for mushroom growth
Shrooms grow in 3 and below light
2016-04-16 19:27:41 +01:00
7d93272caa Change how dirt turns to dirt_with_(something)
This changes how dirt blocks turn to dirt_with -grass, -dry_grass
or -snow.

Previously, dirt that was sunlit would turn to dirt_with_grass no
matter what, but this happened without any context, so you could
get green patches of dirt_with_grass in the middle of a savannah or
even desert.

Dirt no longer turns to covered dirt unless it's within 1 node from
another dirt_with_grass or dirt_with_dry_grass or dirt_with_snow.
This makes dirt_with_grass "growback" a lot slower, since it now only
happens on the edges, but it retains the context nicely now.

If there is any dirt with a grass or dry grass plant, or snow on top,
and enough light, we'll convert it sporadically to dirt_with_grass
or dirt_with_dry_grass or dirt_with_snow.

This allows us to plant grass of our choice in a large dirt patch,
or in a region where otherwise that type of grass is not present.

This used to be done by 2 abms, but I've combined them in to a single
ABM that is ordered to run with maximum efficiency, solving for the
most common outcome first before attempting more complex checks.
2016-04-16 19:27:34 +01:00
64fe69f382 Remove "grass under snow" from default:dirt_with_snow in darkness.
This is technically "dirt with grass" that's just under a snow
cover, so in darkness the grass on these nodes will also die,
turning it into dirt.

This doesn't convert dirt_with_snow under snow.
2016-04-16 19:27:34 +01:00
a2d4e57716 Call nodeupdate on the entire blast zone
This will make sand and gravel blocks on top of TNT actually fly
in the air.

  https://youtu.be/4omndVZijLc
2016-04-16 19:27:16 +01:00
8114c3dbab Limit entity speed to 250m/s.
Let's just call it "terminal" velocity.
2016-04-16 19:27:16 +01:00
e6cef57661 TNT: Move timer start to on_create() for burning nodes.
We add on_create() handlers for both burning TNT and burning
gunpowder. Because gunpowder will explode TNT in 1 second,
and not 4, we need to modify the 4 second timer after we
make the TNT burning. Other mods can now place burning TNT
that will by default explode after 4 seconds.
2016-04-16 19:27:16 +01:00
0736d30e33 TNT: Fix up nil derefs
I spotted two places where under stress (many explosions) luajit would
end up passing nil to these functions. I'm not entirely sure how,
but it seems good form to guard against it, which does make it
more robust. After this patch, I'm not able to crash the server. With
many explosions, it may still lag significantly, but always returns
in the end.
2016-04-16 19:27:16 +01:00
da5f4a939e Fix API docs after various changes. 2016-04-16 19:27:16 +01:00
a84e2669c7 Restructure code to only check def once. 2016-04-16 19:27:16 +01:00
ccee025ce3 Calculate blast intensity at all locations.
We define the blast intensity as the square of the tnt_radius, divided
by the square of the distance to the explosion center, where distance
is limited to 1 at the lower end.

When destroying nodes, we calculate the intensity for each node, and
only destroy the nodes when the intensity is 1.0 or larger. To avoid
perfectly spherical explosions, we make sure to retain a randomness
factor of 20%. This will make explosion edges jagged and not smooth,
but not too much.

We pass the calculated intensity to on_blast() functions as well,
except we take the jitter here out and make sure it's always 1.0
or larger.
2016-04-16 19:27:16 +01:00
8c801529df TNT: Limit amount of stacks ejected.
We apply a log scale to the size of the stacks ejected, so that
in larger explosions we are getting larger stacks. For normal r=3
explosions, this gives stack sizes ~6-7 or so, but for r=10 explosions
it could end up giving stacks of 25+.V
2016-04-16 19:27:16 +01:00
3ddff2fbea TNT: Chain reaction
With the new high res timer, we can make TNT much better create chain
reactions. This does exactly that.
2016-04-16 19:27:16 +01:00
eafd1ebc43 TNT particles: use drops list smartly
The drops list already has quantities, so let's just select the one
with the highest quantity from it, and use that as tile. Fallback
tile will therefore only be used if explosion happens in air. Oh well.
2016-04-16 19:27:16 +01:00
3623398b78 TNT: Spacing / codestyle fixes
- Fix spacing errors around = and ..
- Indentation fixes
- Break up long lines
2016-04-16 19:27:16 +01:00
b25889e742 Make TNT faster by using VoxelManip() for removing nodes. 2016-04-16 19:27:16 +01:00
9f4dc1412b Fix TNT mod calculate blast intensity.
Currently the TNT mod uses a dummy vaule of 1 for this.
2016-04-16 19:27:16 +01:00
cfef21f4d9 Add TNT API. 2016-04-16 19:27:16 +01:00
8556dd30e2 TNT: add some depth to the explosion effect
We add a dirt-like particle (drawn from scratch, uses some
colors from default_dirt's palette) to spawn many particles
that have collision enabled around the center of the blast.

This has the effect of obscuring the center of the blast, as
that is a painfully visible empty area when the explosion happens,
as there's only a little spark.

The dirt particles bounce around the walls and floor a bit,
and disappear rapidly, well before the smoke particles disappear.

This is a nice visual distraction that obscures the sudden
appearance of the gaping hole, and makes it a whole lot more
believable.
2016-04-16 19:27:16 +01:00
8cd049c224 Make TNT a bit more fun.
But not too much.

TNT is a bit underwhelming at the moment. We can make it a bit
more interesting by ejecting not just one or two itemstacks,
but a bunch of them. This code splits up the drops into
separate itemstacks that are 2-5 items together, which
results in generally roughly 10 itemstacks being ejected.

Since now we have multiple ejecta, it makes sense to tune
the ejecta velocities a bit better to get the appearance of
an actual explosion better. The items will not all start
with the same vertical velocity, since that would look
like fireworks. Instead we give them all a different vertical
speed.
2016-04-16 19:27:16 +01:00
12d5ca2f48 Allow the on_blast API to pass an itemstack.
If the node is special and has an on_blast() handler, we need
to call it instead of getting node drops manually. However, we
do want to know if drops should be added for the special nodes,
so we modify the on_blast() handler code to allow the nodedef
handlers to pass back itemstacks. This could be used by e.g.
the doors mod to drop door items after a blast.

Since this API is documented in lua_api.txt, a separate PR will
be incoming to update the on_blast() documentation.
2016-04-16 19:27:16 +01:00
3ecafbcfb4 Remove composed shelf side.
Don't compose the shelf side texture. The texture isn't transparent,
and unlikely to be in any case.
2016-04-14 02:46:03 +01:00
082b36d3e7 Books: Split text per page relatively to number of lines 2016-04-14 02:45:57 +01:00
7be008936e Flowers: Fix itemstack when waterlily is placed 2016-04-12 01:28:16 +01:00
6e1a329763 default: Strengthen obsidian glass Remove group 'oddly_breakable_by_hand' 2016-04-12 01:27:55 +01:00
47b197e4d5 Flowers: Cleaning of waterlily's placement 2016-04-08 01:13:14 +01:00
be05441e77 Farming: Override dirt_with_dry_grass to enable cultivation 2016-04-08 01:13:05 +01:00
aadac1223d Default/mapgen: Denser rainforest, fewer logs 2016-04-08 01:12:56 +01:00
9a6cb2d7c8 Creative: Add myself in credits
Some people borrowed the creative code for their sub-games with an exclusive attribution to celeron55.

This is frustrating since I've largely rewritten, redesigned and carefully maintained this mod for the last months.

I expect to be credited.
2016-04-04 05:39:29 +01:00
f4e77edcc6 Flood snow with either lava or water.
Fixes #1005

This doesn't flood snow or ice blocks.
2016-04-04 05:39:23 +01:00
e38f69d549 Fix doors disappearing while underwater
Currently any doors viewed from underwater will disappear but removing the line 'use_texture_alpha = true,' seems to fix this.  Thanks to Thomas-S for finding this glitch.
2016-04-04 05:39:16 +01:00
874b1ae326 Beds: Check for buildable_to for bottom half
We properly checked top half already, just not the top half
target location.

Assure both checked positions are not unknown nodes.

Fixes #991
2016-04-04 05:39:06 +01:00
1977ae19ae Boats: Optimize, re-UV unwrap.
The boat model had over 1700 tris (!) before this redo. I've reduced
the amount of tris to ~150, which is very reasonable given that there
are almost 45 faces to this model.

I've also spent a good hour re-UV unwrapping the entire model which
has a huuuge impact on the boats' appearance. As much as possible,
the boat now looks like it's made out of actual blocks of wood,
and I've even attempted to make the grains connect around edges,
appear in the same pattern and spacing, and generally make it look
like it's just a nice crafted thing out of several pieces of wood.

I've had to tweak the rudder part to make the texture actually have
square texture pixels. I did that by varying the vertical position of
the botton of the rudder handle and the top of the rudder bottom, which
worked well. I also had to 'slice' the rear face of the boat to prevent
a strange texture tear, probably due to non-flat surface somewhere,
but I couldn't spot the issue there anymore after adding 2 extra edges.

This looks totally like a new boat now.

 - http://i.imgur.com/stiVzsa.jpg
2016-03-30 23:11:12 +01:00
Rui
7bbbcbf7b0 Fire: Use get_item_group instead of get_node_group 2016-03-30 23:11:04 +01:00
4d7dbfc826 Start timer as well when moving items around.
It's possible to hit this when using an e.g. charcoal mod
where a tree is both a fuel and a source.
2016-03-30 23:10:59 +01:00
787ccb5747 Add recipe to craft clay block back into lumps
Added a recipe to craft a clay block back into 4 clay lumps.
2016-03-30 23:10:52 +01:00
12bcfeab4d Shelves: Fix listring functionality + code cleaning 2016-03-30 23:10:46 +01:00
14334a1d89 Default: Reduce sand footstep and dug sound gains 2016-03-25 13:15:22 +00:00
6749da1070 Books: Ensure backward compatibility for older written books 2016-03-25 13:15:12 +00:00
7a29d26e3e Fire: Allow placing only above flammable blocks 2016-03-25 13:15:04 +00:00
Rui
7cba7af894 Rename Glass Door (the obisian one) to Obsidian Glass Door 2016-03-22 15:46:26 +00:00
a71948c007 Books: Move page buttons at the bottom 2016-03-22 15:46:19 +00:00
c3d2bc383b Wooden Sign: Add group oddly_breakable_by_hand 2016-03-22 15:46:13 +00:00
7d55320d5c Default: Make some plant nodes non-flammable 2016-03-22 15:46:07 +00:00
0d3bca790c Default: Fix rotation errors for mapgen aspen and sapling jungletree 2016-03-22 15:46:00 +00:00
ffba9d978e Doors: Allow schematic placement of wooden doors.
If LVM or some other nonmetadata method is used to place a door,
then metadata is missing that tells us whether the door is left
or right-hinged.

However, we can detect that nodemeta is missing and see if the node
name is _a or _b. In the case of _a, nothing needs to be done and we
can just open the door. In the case of _b we assume the door is right
hinged, and tune the state nodemeta value so that the door opens the
right way. This all of course assumes that the schematic method places
the doors *closed* by default, which is reasonable.
2016-03-22 15:45:54 +00:00
1a5f89e750 Creative: Code cleaning + Fix items moving in virtual inventory 2016-03-22 15:45:48 +00:00
51891122f2 Changes to Screwdriver to add new drivers.
A few screwdriver changes so that mod makers can add new screwdrivers with different wear levels.  Tried and tested with new diamond screwdriver :)
2016-03-22 15:45:39 +00:00
537f94c28e Fire: Speed up fire spread and burn out 2016-03-21 06:17:50 +00:00
da0cc7f6f6 Beds: priv/griefing fixes.
- disallow placing beds in protected areas
- fix rotation of beds(broken after 41c2b2ae)
- allow using others' beds, but don't change spawn location

Fixes #953. #943 isn't something I think was ever implemented, and
this does a fair job of addressing the main concern (spawning in
others' houses)
2016-03-21 06:17:45 +00:00
b57dd0f9b2 Books: Add support for multiple pages 2016-03-21 06:17:40 +00:00
Rui
8fdcfea9f9 Allow for shift+clicking inventory from bones 2016-03-21 06:17:33 +00:00
9de43cdf7d Doors: Allow falling nodes to fall onto doors.
We were cleverly attempting to use an airlike node as the
top half of the doors, but as airlike nodes are not walkable,
falling nodes would not stop falling and thus remain an entity
stuck on top of a door.

After inspecting the builtin/game/falling.lua code, I considered
the remaining options: (a) revert doors such that the top part is
actually the door, (b) play with nodedef fields and see if other
flags may work, or (c) modify the hidden door part to another
drawtype that properly prevents this issue.

(a) seemed way over the top for now, although it would solve the
issue, it would cause a rewrite of most of the code including the
old-door-conversion.

(b) turned up nothing.

(c) turned out to be relatively simple.

So, here's the implementation where I turn the hidden door top
into a tiny, non-targetable but walkable nodebox that is entirely
inside the door hinge. It's entirely transparent, so you still
can't see it, can't hit it, nor can you place anything in it or
make liquids flow through it. The top part is placed in the right
position on placement and not touched further.

Falling nodes will properly stop on top of these doors. I've
adjusted the door conversion code to properly account for the
issue as well, so the only thing remaining is people who have
been running a git branch - those can upgrade by re-placing the
door.
2016-03-21 06:17:27 +00:00
a2ecc51fbc Create API for registration of fence gate. 2016-03-21 06:17:21 +00:00
d90a081722 Rename argument to priv check
Fixes crash when punching bones not owned by you, and may resolve https://github.com/minetest/minetest_game/issues/940
2016-03-18 02:35:38 +00:00
70248505ae Walls: Don't connect to group:cracky
the ```group:cracky``` group contains all sorts of odds and ends
nodes that we shouldn't connect to. There are a few nodes that
walls now no longer connect to, that probably should get
```group:stone``` added, or something similar, though.
2016-03-18 02:35:28 +00:00
22e32a01ad Allow digging of protected doors with "protection_bypass"
This was probably lost in either the API rewrite or a merge/rebase.

Fixes #929
2016-03-18 02:35:20 +00:00
c94349eaef Re-export character.b3d without texture linkage.
I've created a modified B3Dexport.py version that automatically strips
the embedded texture link to external texture files. These links were
causing the engine to spew "can't find character.png" messages on the
console, but were harmless due to texture loading being done by the
client side and not through irrlicht.

I previously moved character.png to /textures/, which is wrong. I now
understand that character.png was in the same folder as character.blend
simply to make blender load the texture from the embedded linkage
automatically. Nothing more, nothing less.

Subsequently the character.png file should just sit in convenience
in the /models/ folder with the blend file, and not in the textures
file. This patch moves it back. And yes, minetest does load the
character.png from this path.
2016-03-18 02:35:14 +00:00
41c2b2aeea Allow both sides of the bed to be digged up.
Tested with nodebreaker, fire.

If called from lua, minetest.remove_node() calls on_destruct() callbacks
before the map is actually updated. This means that we can't look at the
map data to determine if we're done cleaning up adjacent nodes, and we
have to stop recursing some other way.

There's no data we can pass around through functions that would survive
scope to a secondary on_destruct() callback, so we have to maintain
local state somewhere in the mod namespace.

In this case, we keep a bitflag. The bitflag is set to "true" by
default. On the first half removal, the flag is flipped and afterwards
we remove the other half node. When the on_destruct for the other half
is running, it's value is false and we flip it back to true without
removing the other half node.

This thus prevents recursing.

To facilitate easier finding of the bed partner, we tell our on_destruct
whether we're a top or bottom half node through a passed flag.

Now that the top is diggable, we just need to assure that it drops a
bottom bed part.
2016-03-18 02:35:07 +00:00
cb57f70aab Add steel door/trapdoor sounds.
I've found a favorable steel door sound from a parking garage
door that isn't abrupt or scary, just sounds like a nice solid
metal door. The sample had both opening and closing sounds, and
so they match nicely. Amplified and mixed several samples together
to reduce ambient noise, and get the right level compared to
wood doors. Attribution was added as well. CC-BY-3.0 sounds.
2016-03-18 02:34:43 +00:00
f18871d60c Default: Colourise desert cobble to be consistent with desert stone
Hue and saturation match desert stone and desert stone brick
Preserve original mortar colour
2016-03-15 16:23:13 +00:00
c17c317669 Doors: Update glass door item textures to new design 2016-03-15 16:23:05 +00:00
7c966db4bc Fencegate: prevent y-fighting at top.
We raise the height of the fencegate node by 0.0001 to make the
fencegate post stop fighting with node blocks. This makes the
gate pole appear to be cut through the node, and doesn't leave
a gap when stacking fencegates, which would look odd.
2016-03-15 16:22:58 +00:00
e5304ce674 Fire: Optimize spreading ABM.
No need to find_node_near twice with the same params.
2016-03-15 16:22:50 +00:00
28884cc784 Add flint and flint-and-steel 2016-03-15 16:22:42 +00:00
dfee51c21e Clean up door tops if fire destroys bottom.
Fixes #909. Door tops are never flammable.

This doesn't guard yet against a voxelmanip removing the top node,
but that is less of an issue since if a voxelmanip removes the top,
then the bottom part remains functional and visibly intact. If the
voxelmanip removes the bottom part, but not the top, then this patch
makes it clean up the top just fine.
2016-03-13 04:49:21 +00:00
20053d6b52 Fix bug rotating unknown node
This fixes a bug what crashes game when rotating an unknown node.
2016-03-13 04:49:15 +00:00
079b796031 Dye: Add global table of dye names and descriptions 2016-03-13 04:49:03 +00:00
9c887e0b32 Dye: Make pink dye mixable
Correct 2 inconsistent mixes
Clean up code style and vertically align mix table
Remove dyelocal and simplify table names
2016-03-13 04:49:03 +00:00
2fb40be409 Add "protection_bypass" priv.
The access privilege allows players that have it to bypass protection
on locked doors/trapdoors, chests and bones.

The priv also allows bypassing any minetest.is_protected() check,
including digging nodes and placing them. It is meant for world
moderators to clean up and fix map issues.

Original patch by red-001. Split up and rebased/rewritten by sofar.

This patch requires https://github.com/minetest/minetest/pull/3800
2016-03-13 04:48:57 +00:00
f8f7502e32 Basic stone walls, using NDT_CONNECTED.
These basic connected wall nodes automatically connect
to neigboring stone blocks, other wall blocks and anything
that's "cracky". The do not connect to wood (fences will do
that).

The walls are generated using a new walls.register() API.
Documentation on the API is included in game_api.txt.

This change requires minetest/minetest#3503.

Walls are added for all cobble stone materials. They generally
look best and are the natural use cases for these materials.
2016-03-13 04:11:22 +00:00
b998ab1b3a Add a simple, but stylish fence gate.
This fence gate builds on NDT_CONNECTED by assuming fence nodes will
automatically connect to it's sides properly. The fence gate will
open and close just like doors, with sounds, but it only opens one
way. The gate sticks out quite a bit and can be bumped into, so the
fence may be used as some sort of path switch.

The fence gate offers no form of protection and can be opened and
closed by anyone. This is done on purpose - the fencegate isn't
meant to provide protection from players, as fences can be
trivially jumped over. Instead, these fences should be used for
protecting crops from hungry sheep, or keeping rabbits in their
pen, or just decoration. Mods can also modify the mod to add
protection, of course.

A recipe is added to make these. It's 4 sticks and 2 wood (any)
as follows:

  stick  wood  stick
  stick  wood  stick

The collision box of the open gate is such that if two gates are
connected but mirrored (making an M shape) then you can walk a large
entity that's larger than 1.0 wide through the opening. The gate of
an opened fence can also be stood upon or bumped into.

I've mixed together some sounds to provide a somewhat light sound
experience, one that one would expect from a small gate latching open
and close.

This change requires #873, otherwise it doesn't connect to fences.
2016-03-13 04:11:03 +00:00
d979293f14 Convert fences to NDT_CONNECTED.
This changes the drawtype of fences to NDT_CONNECTED nodebox drawtype.

These nodes are drawn by the client with the needed connections on
the fly as the scene is drawn. There is no logic needed by mods to
modify the nodes.

These fences connect to (1) other fences, (2) planks and (3) tree
trunks, but nothing else. They do not connect to stone, dirt, wool,
etc. This is done by the "connects_to" parameter, which takes groups
and node names.

Due to the way textures are wrapped, we can make these nodes look a
lot better by giving them a special tile.

This change requires minetest/minetest#3503.
2016-03-13 04:10:51 +00:00
676822d286 Change steel ladder sounds + fix/add missing recipes 2016-03-11 15:28:13 +00:00
a5ad30748d Add an on_burn callback. 2016-03-11 15:27:57 +00:00
45bc0b245f Beds: Fix code style issues 2016-03-09 02:44:32 +00:00
aa676ab878 Add steel sign + Update wooden sign texture 2016-03-09 02:44:27 +00:00
f80fafbcfb Default: New jungletree_top texture 2016-03-06 01:32:11 +00:00
7f317871d4 Add steel ladder 2016-03-06 01:31:36 +00:00
68f5740dcc Fix markdown formating in game_api.txt. 2016-03-06 01:30:58 +00:00
6c6cc2159a Default/craftitems: Fix whitespace and code style issues 2016-03-06 01:30:40 +00:00
aa254e2835 Fix book formspec to word-wrap lines
Books still don't wrap long lines of text properly so until this has been sorted out I suggest reverting back to a previous working formspec which lets players read books properly until a fix is found (and maybe scrollbars added to texarea's).  Also adding a recipe to blank written books.
2016-03-03 00:37:07 +00:00
29252c6fb2 Allow non-players to dig steel doors. 2016-03-03 00:37:01 +00:00
ac843f8fe7 Allow non-players to dig locked chests. 2016-03-03 00:37:01 +00:00
0410b5e0ca Allow non-players to dig bones. 2016-03-03 00:37:01 +00:00
3a98245f62 Document share_bones_time_early 2016-03-03 00:36:53 +00:00
00a0d9a5d4 Doors: Prevent placement in protected areas.
https://forum.minetest.net/viewtopic.php?f=42&t=1523&start=500#p208773

Currently, doors can be placed inside others' protected areas. We
need to check protection for both bottom and top halves.
2016-02-29 20:29:47 +01:00
5d28040915 Default: Add 'snowy pine tree from sapling' schematic
Add function to detect nearby snow to enable snow on sapling-grown pine trees
Correct 'place schematic' rotation parameters to "0" or "random"
2016-02-27 21:47:10 +00:00
62dbf29301 Default/mapgen: Remove unnecessary spaces from log decorations 2016-02-25 00:08:30 +00:00
6493e5fefb Default/mapgen: Make forest clearings larger and more common
In mgv5/v7/flat/fractal/valleys
Add missing noise parameters to pine logs for
density to vary in relation to pine tree density
2016-02-24 22:53:32 +00:00
42cc6d2c31 Add item name to chest log messages 2016-02-24 22:53:20 +00:00
3a55e19055 Control leaf decay with sneak.
As requested by @paramat.
Leaves are preserved by default and only decay when using place + sneak.
2016-02-23 20:35:08 +00:00
ea2a7d3b1f Remove dig_up() from cactus.
Digging a cactus leaves the branches hanging. With this change it will no longer happen.
2016-02-23 20:34:32 +00:00
2c355a8642 Allow mod namespace for door registrations.
This is an adapted version of #861 - by oleastre

Most mods had been calling `doors.register_door() with a door
name that included the "modname:" prefix, and we should continue
to allow mods to do so, without registering the nodenames created
in the "doors:" namespace.

The default case is to use the "modname:" prefix verbatim. If
mods or code calls this function without a prefix, then "doors:"
is automatically used.

Now that the namespace is corrected, the copy replacement ABM is
no longer needed.
2016-02-23 20:34:23 +00:00
777088481b Fallback doors.register_door() code.
This function maps doors.register_door to the new API as far as
reasonable. We can't map the texture, so we fall back to a default
texture. An error message is printed if mod writers did not provide the
needed new tiles field for the door. The created doors are functional
and a full replacement. Old doors are replaced with the new ones
through an ABM.
2016-02-23 20:34:23 +00:00
6b055ae18a Fix broken door protection.
A previous fix overwrote the `def` variable during registration,
causing protected doors no longer to be placed with protection.
2016-02-23 20:34:23 +00:00
4c9944b263 Creative: Rename fields with correct naming convention to avoid possible conflicts 2016-02-21 15:31:37 +00:00
73d998ccdf Lower snow footstep and dig sound level.
These sounds were perceived to be too loud in the
game. I've lowered them significantly but they remain
plenty audible. The dig sounds were very loud as well
so I toned them down as well.
2016-02-21 15:31:28 +00:00
3fcb7821d7 Move character.png to textures.
This file is obviously out of place, as the engine does not
load textures, ever, out of a models folder.
2016-02-21 15:31:20 +00:00
ed9fd475de Call on_place_node() callbacks after placing door.
Other mods may depend on knowing whether doors are placed
to setup additional attributes or perform node manipulations.

This is something e.g. mesecons does to connect circuits
to doors. This was tested with mesecons. Placing a door next
to a mesecon wire will make the wire automatically
connect, which was otherwise not happening.
2016-02-19 19:54:55 +00:00
2cc6640edf Open doors when right-clicking a door with a door.
And similarly, if we wield a door and right click any node
that has an on_rightclick() handler, call the handler
instead.

Just to be on the safe side, assure that none of this
code runs when right-clicking an entity or player, which
would likely crash the server.

Fold in PR #831 as well - prevent server crash on door
place on unknown blocks, by @tenplus1.
2016-02-19 19:54:50 +00:00
bbf17c9eca Allow building doors on buildable_to nodes.
This code never allowed placing a door on e.g. a grass
plant. The code to handle this isn't that complex. With
this code, doors can be placed on flowers and on normal
node surfaces without issues.
2016-02-19 19:54:50 +00:00
1ab0fc12a7 Add background image to book formspec 2016-02-19 19:54:45 +00:00
5569950b26 New gravel texture.
Issue #811 - new gravel texture needed.

This texture was Gambits' PixelBOX gravel light texture. Gambit
posted that his texture pack is WTFPL:
- https://forum.minetest.net/viewtopic.php?f=4&t=4990&start=50#p141196

I've made significant modifications to this texture:
- slightly rotated and rolled some sections of pixels
- minor burn/dodge some pixels to keep high contrast
- removed lineair repeating effects
- etc.

Attribution is added back to Gambit. Thanks.
2016-02-19 19:54:40 +00:00
363b95c003 Doors: Allow arbitrary recipe to be passed, even nil
This allows mod makers to register their own recipies, including
none, to register doors.
2016-02-18 13:57:09 +00:00
8422f2ef52 Fix character.b3d animation issues.
Both the standing and sitting animations had misplaced curve
cusps that caused the end part of the animation to wiggle the
feet slightly back and forward.

I've fixed both animations parts and re-exported. Verified in-game
with multiplayer that everything was indeed fixed.
2016-02-18 13:57:04 +00:00
36d18cb161 added timer to tnt:tnt_burning for explosions
By adding the timer to the tnt:tnt_burning node it will help mods add the block and cause an explosion after 4 seconds instead of doing nothing like in it's current state.
2016-02-18 13:56:57 +00:00
b47a556472 Remove log_mods from TNT
This option is not documented nor is it used with any other mod in Minetest Game so why should it be used in TNT?
2016-02-18 13:56:50 +00:00
7d2dfe4101 Consolidate ABMs
Spread ABM intervals evenly across 1 to 16 seconds
16s ensures no nodes are missed when player walks past
Adjust chance values to compensate, for identical action rates
Combine lavacooling ABMs into one, return to chance = 1
Grass growth: add 'neighbors = "air"' to avoid
processing the thousands of underground dirt nodes
Grass death: Reduce action rate to that of grass growth
Fire: Use chance = 1 for flame extinguishing
and flame removal when mod is disabled
2016-02-14 05:22:20 +00:00
04f01bc57f Doors: fix unability to register doors outside of doors mod 2016-02-13 18:37:16 +01:00
Rui
7a3cff5529 Remove minetest.inventorycube 2016-02-13 03:47:49 +00:00
8f095c62a8 Convert furnace ABM to node timer
Node timers are higher precision and a better guarantee
of happening at regular intervals, whereas ABM's may be
postponed, cancelled or missed if a player is too far.

The largest benefit is that once the furnace is done
cooking, no more ABM's are fired - the timer is stopped
instead and no more events are created until items
are put in the furnace.

This patch is larger due to the migration of the timer
function and indentation change as a result of the somewhat
reduced complexity. I've tested with several furnaces and
this works correctly and behavior is not affected, although
people may find that their furnaces now work more
regularly.

If you place several furnaces next to eachother, you will
still find all furnace timers firing exactly at the same
time. This is a bug in core that should not coalesce node
timers at second intervals.
2016-02-13 03:47:38 +00:00
f600a9f645 New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.

Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.

Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.

Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.

Metadata is used to store door state, just like the old version.

A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.

In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.

TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.

We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.

The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.

Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-02-13 03:47:28 +00:00
9e54b379c8 Creative: Extend search function to descriptions 2016-02-06 01:24:24 +00:00
5994ac8dc5 Default/schematics: Re-add force-placed root node to mapgen trees
Avoids trees or large cacti being placed multiple times at a single
position, by changing the node at the heightmap y value
2016-02-06 01:24:19 +00:00
c198d8c57e Default/mapgen: Confine Aspen to one half of deciduous forest 2016-02-06 01:24:14 +00:00
09dbaf7972 Follow naming conventions of textures in creative 2016-02-03 19:33:59 +00:00
0add474af2 Follow naming conventions of textures and models in boats 2016-02-03 19:33:46 +00:00
0ea23a50d3 Creative: move player datas in separate table (fixes #812) 2016-02-03 19:33:31 +00:00
2f39cad09b Create API for fence.register, and use it.
This converts the call to minetest.register() for the default
fence node, so it can be called by other mods to quickly
setup other fences.

Since this creates an API, insert it into the game_api.txt.

The api looks like minetest.register(name, {def}), and has two
uncommon fields: "texture" and "material". Any normal nodedef
property can be passed through, except "drawtype". The "fence"
group will always be added.

The default fence recipe is modified to be as follows:
  wood, stick, wood
  wood, stick, wood

This recipe yields 4 fence nodes.

This allows us to create according recipes for acacia, pine,
aspen, and junglewood fences without adding new stick types:

  pine wood, stick, pine wood
  pine wood, stick, pine wood

This is a from-scratch implementation, written by heart but inspired
by (#665 - Add many wooden fences).

Stick and fences nodes are named in a consistent way.
2016-02-03 19:33:19 +00:00
a4e144e4c8 Default/mapgen: Add gravel beach in Tundra 2016-01-29 03:50:32 +00:00
f4512cb5b6 ability to dye coloured wool white
as above, the avility to dye coloured wool whilte again.
2016-01-29 03:50:07 +00:00
38a8351327 Register biomes before ores.
We may want to use biomes here at a later stage.
2016-01-26 21:33:27 +00:00
a5d40e13be Stair and Slab groups.
Organizing these in groups will allow mods to do several things
easier:

- create craft recipes using them as ingredients
- manipulate map nodes based on group properties

There are quite a few slab and stair blocks already, so automatically
add these groups at registration time for all of those. Since most
mods I've seen use the registration code in this submod, they will
also benefit.
2016-01-26 21:33:17 +00:00
4b8410a982 Default/mapgen: Remove unused 'mapgen_air' alias 2016-01-22 13:21:26 +00:00
250be40ecd Fix blank page in creative in some rare case and keep crafting tab's size stationary 2016-01-20 22:17:38 +00:00
322967d2d1 Better trapdoor side appearance.
We're using a normal wooden side texture to draw the sides
of trapdoors. But the side textures have only 2 edges that
have a nice texture for the 2px wide trapdoor. We can
either repaint the textures, or just rotate the texture
properly for the two sides that need it.

Because the side texture for wooden doors was just a default:wood
texture, it clashes with the colors in the trapdoor, and so
we add a wooden trapdoor-matching tile side texture as well.

This also improves the steel trapdoor side, but without a
texture change there since that was already a specially
drawn texture for that node.

We also increase the thickness of the trapdoor to 2px. Right
now the model is 0.4 large, but this causes the side textures
to look odd as there's a mismatch in pixel size. By scaling the
trapdoor side up to exactly 2px, the sides look natural.

Thanks to @kilbith for the suggestion.
2016-01-20 22:17:25 +00:00
f41314185e Allow trapdoors to be rotated all ways.
There really is no reason to prevent rotation in trapdoors, I
expect this to be an oversight.

Trapdoors work perfectly well sideways, upside down and can
work like fences, gates and more. Most commonly, people will
want to put them in the top half of the node so they remain
flush with a floor.
2016-01-20 22:17:13 +00:00
6d79d157c3 New design of the creative inventory (with tabs) 2016-01-15 04:56:24 +00:00
6267f26027 Aspen trees.
Adds a birch-like tree to the default_game. Aspen was chosen on
purpose instead of birch, as several birch tree mods already exist
and choosing a different name avoids any conflicts.

Schematics were made for both normal and sapling version, assuring
saplings will not be able to grief. The shape of the Aspen is "fanning
out at the top" and provides an easy tree to walk under, but still a
somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up
to three layers of leaves on top, making it slightly taller than an
Apple tree, but shorter than a Pine tree, which provides a good blend.

Textures were painted from scratch, except tree_top and _wood
variants, which are color modified versions of the pine_wood
variants. Appropriate licenses have been chosen for the new textures.

The leaf texture is light enough to contrast other trees, but dark
enough to offset against our light default grass color. The leaves
are drawn in the typical minetest default fashion with plenty of
transparancy, but enough definition to suggest that you're seeing
something that looks like leaves. The placement of leaves in the
schematic also suggests the top of the tree is sparse and you can
see the sky through the leaves.

Sapling texture is both traditional and different, with lush green
leaves and a well-defined stem, but slightly stick-like and skinny,
as these plants tend to grow up first, then out.

Add fallen Aspen logs. We make these logs a minimum of 2 blocks long,
and up to 3. This allows us to make these logs a place where both
red and brown mushrooms can be found, to these may be attractive to
players. However, the spawn rate for these has been reduced a lot
compared to the other logs, to account for the scarcity of Aspen.

Add stairs, slabs for these wood types as well.

Mapgen will place these trees in deciduous forests only, but in
a way that the biome is a range between entirely Apple trees, and
mostly entirely Aspen trees, with a bias to Apple trees. To make
fallen logs somewhat correlated with trees, we modify the planting
of Apple trees and logs to use perlin noise and not fill ratio,
otherwise you'd always end up with Apple logs in Aspen tree areas,
which would be suspicious. There still is a bit of a mix.
2016-01-15 04:56:15 +00:00
535e611eb1 Fix trapdoor recipe conflict with iron bar recipe.
In oversight, I added this recipe not verifying that it was already
taken.

We change this to a 2x2 iron bar recipe. The shape and amount are
reasonable (reduced to output 1 steel trapdoor), and I verified that
it wasn't in use.

Fixes #779
2016-01-12 04:03:19 +00:00
223e924edf Lower mushroom-on-log rate for pine forests.
These were likely too high, so we lower them to the rate
of mushrooms on apple trees.

issue #773
2016-01-08 04:44:29 +00:00
556f0d48e3 Replace aliased fertile mushrooms.
This is a non-issue: these are aliased to normal mushrooms. For
clarity, we replace them with the normal mushrooms here as well.
2016-01-08 00:24:05 +00:00
57939c6c3f Place tree logs as decorations.
We can vary the landscape a bit more by placing "fallen logs"
around the various forests. These decorations are quite fast
and will provide some gameplay value but are still more rare
than the corresponding trees, so they don't provide free
materials.

I've manually put the schematic as lua tables since these log
schematics are only 8 blocks. We vary the log lengths between
1 and 3 blocks by making the end blocks have a lower chance
of appearing.

Amount is varied by fill_ratio, except for acacia trees where
we reduce the scale, so that acacia logs show up near places with
acacia trees consistently.

Mushrooms are placed optionally on each log. We can't place
two different mushrooms on a log, so instead we opt to place
brown mushrooms on oak/appletree logs, brown mushrooms on
jungletree logs, and red mushrooms on pine logs. No mushrooms
are placed on acacia logs, as they occur in a dry biome,
savannah, and this adds a bit of biome diversity.
2016-01-07 05:36:12 +00:00
9542d119f6 Fix endless trapdoor bug.
Closes #770 - thanks to @tenplus1, @kilbith
2016-01-05 23:29:24 +00:00
7488f483c7 Minor polishing of creative 2016-01-05 23:29:15 +00:00
b0ec8f1b5a Allow books to be copied on the craft grid.
Combine any written book with an empty book to copy it. The
copy is in player hands when using, and the original is put
back on the crafting grid and can be directly copied again.

All ownership and metadata is retained, so the copy of the book
is as writable as the original is, or isn't.
2016-01-05 23:29:08 +00:00
c76a91943c Fix TNT drops being placed inside nodes 2016-01-05 23:28:59 +00:00
0472e61a9d Default: Remove normalmap textures 2016-01-03 02:12:22 +00:00
e9a7782c88 Steel Trapdoor.
Adds a steel trapdoor. Textures were painted from scratch, and
inspired by the current Steel Door. Ownership on the trapdoor
works as expected, and so does the crafting recipe.
2016-01-03 02:11:40 +00:00
76471dd137 Default: Add mapgen alias for air 2015-12-31 00:05:34 +00:00
11115c7d15 Default: New appletree schematics with more variation 2015-12-28 21:41:23 +00:00
481d1758ad Fix door volume level.
Playing stereo sounds positionally in OpenAL causes it to play
the sounds unattenuated - same volume for all distances. This
shouldn't happen, and makes door sounds unneccesarily loud from
very far away.

Convert all door samples to mono, 22kHz 64kbit.

Trimmed all door samples to remove lead, trail silence.
2015-12-28 21:41:15 +00:00
32bdb9a393 Remove spores from mushrooms.
These have almost no value gameplay wise. Mushrooms spread
by their very nature into appropriate soil nearby, and
harvesting spores is something only scientists do. Actual
mushroom farmers leave a few mushrooms and put on more
manure, and keep the light off.

Modify the growth ABM to test for light levels and attempt
to plant a similar mushroom nearby (+/- 2 x,z, +/- y). Light
at both source and destination needs to be low enough. I've
tuned it to be 3-4 spaces from a torch.

Mushrooms will die in full sunlight, but they can survive under
trees and may grow out at night anywhere.

Removed obsolete textures.

Remove unused nodes and provide aliases for them.

Aliased obsolete nodes so no unknown item nodes appear.

Mushrooms die only in full sunlight (light level 15).
2015-12-25 15:37:40 +00:00
82299b94dc Verify node type is facedir.
This prevents nodes that are not of the "facedir" paramtype2,
as these are generally not expected to be able to rotate. Mods
and other methods may still manipulate param2 of these nodes
as expected.

Addresses #712
2015-12-25 15:37:17 +00:00
b1e2ece638 Add a search field to the creative inventory 2015-12-25 15:36:55 +00:00
eaed418b10 Ores: Allow dirt and sand blob ore in sandstone, desert stone
Re-align parameter format in 'register ore'
2015-12-23 16:55:18 +00:00
8704afe5b1 Flowers/mapgen: Slightly more flowers in mgv5/v7/flat/fractal 2015-12-19 15:03:10 +00:00
c3a1545ca1 Default/mapgen: Correct spelling of 'noise threshhold' in 'register ore' 2015-12-19 15:03:09 +00:00
a1b8b68e92 Default/mapgen: Re-add grassy sand dune biomes 2015-12-19 15:03:09 +00:00
b57ecb94df Add a separate image for a written book.
Since written books are quite different from empty books, the
visual clue that they are different items is really needed in-game.

I've added a "clasp" or "belt-with-buckle" like element to the
png from default_book, keeping them very similar but also
immediately recgnizably different.

I added the new texture to blockmen's license list since it's
obviously derivative of his work.

The PNG was run through a minimizer/optimizer to save space.
2015-12-12 19:56:56 +01:00
c66a98bbed Default: Slightly reduce alpha of water post effect colour
To make water a little clearer and feel purer
Also correct lava alpha values from 192 to 191
2015-12-12 13:42:54 +00:00
25e1f84733 Default: Remove root from mapgen trees and large cactus 2015-12-06 22:19:23 +00:00
b8333cf82a Speed-up creative inventory initializing (~10x faster) 2015-12-06 00:22:12 +00:00
abf0ca9c7e Default/mapgen: Retune cactus density due to low density fix 2015-11-23 03:19:11 +00:00
135d80eb86 Default/trees: Make 'can grow' public to enable over-riding 2015-11-23 03:19:00 +00:00
0d49978341 Default/mapgen: Use sidelen 16 for low density decorations
The fixing of low density decorations allows returning to
sidelen 16 for acacia trees and cacti, previously sidelen
80 was required for low density decorations to appear
Also use sidelen 16 instead of 8 for mgv6 papyrus
2015-11-15 09:20:21 +00:00
4ef6810298 Beds: Re-add commas at list ends 2015-11-14 05:18:11 +00:00
Rui
1d8def5c06 Beds: Make non pointable by pointable definition 2015-11-14 04:49:22 +00:00
e41a411f1c Default, fire: Disable catch-up in some ABMs
To avoid processing spikes where catch-up is non-essential
Disable in: Lavacooling, grass growing, grass removal
and all fire mod ABMs
2015-11-14 04:49:03 +00:00
e67e28d226 Default/mapgen: Fix missing taiga pine 2015-11-09 01:10:41 +00:00
3d6f1685ad Default/mapgen: Tune biome points for improved disribution
Bring humidity points closer to reduce distortion of voronoi cells
Slightly reduce size of hot and frozen biomes
Improve location of glacier biomes
Remove unnecessary snow nodeboxes from tundra to improve FPS
Add missing dirt_with_snow to taiga
2015-11-08 05:04:39 +00:00
592ca341ea Default/mapgen: Tune biome points and biome depths 2015-11-04 01:13:46 +00:00
a88576afd1 Boats: Check player attached object 2015-10-29 23:06:01 +00:00
6f6d46ddfc Fire: Add 'permanent flame' node
Update 'disable fire' documentation in conf.example
2015-10-28 03:08:09 +00:00
7c0abe9366 Remove unused TNT & torch textures
Closes #544
2015-10-28 03:07:56 +00:00
321bd66721 Default/trees: Clean-up 'can grow' function 2015-10-27 01:51:54 +00:00
2729777b94 Default/functions: ABM for mossycobble replacing cobble next to water 2015-10-25 23:11:29 +00:00
f3dc78204c Boats: Check inventory in boat.on_punch
If puncher inventory is full, then drop boat
2015-10-20 00:26:30 +01:00
b292975fbc Use PI variable rather than unclear constant 2015-10-20 00:26:19 +01:00
Rui
3fb6ee5bdf Default/book: textarea -> table 2015-10-18 18:02:27 +01:00
ef8b7e230d Default/trees: Add requirement of light level 13 for sapling growth 2015-10-17 09:41:17 +01:00
c15bd9d529 Fix wrong nomenclature in game_api.txt 2015-10-11 18:29:39 +02:00
41c1e99b1f Default/mapgen: Remove dunes biome. Sand for glacier seabed 2015-10-10 16:28:49 +01:00
70e8924082 New header image 'Minetest Game' 2015-10-10 16:28:40 +01:00
f4a412d9c1 Papyrus: Grow on dirt and grass only, remove from desert ocean 2015-10-05 01:47:37 +01:00
8148bbf95e Flowers: Allow placing waterlily on river water
Add 'buildable_to = true' to flowers and waterlily
2015-10-05 01:47:18 +01:00
2119054a95 Mgv5/7 biomes: Add more shallow dirt waters
Dirt waters are more suitable for waterlilies
Add dedicated dunes biome in coniferous forest
Papyrus: use dirt base again
Force-place roots on mapgen tree schematics
Tune some humidity points to improve voronoi cells
Add random rotation to jungle trees
2015-10-03 01:12:45 +01:00
ac810dbf9d Default: Remove light source from mese ore
New brighter mineral_mese texture
2015-10-03 01:11:10 +01:00
8e51f318b3 Rename to Minetest Game
Rename in game.conf and documentation
Update game_api.txt documentation for bucket API and tree functions
Fix tab, space and comment formatting in game_api.txt
Rename in mod READMEs
2015-09-30 23:33:12 +01:00
93a2c40ebc Adding bones' drop feature Before, when you died, you got to punch you bones to get back your stuff, the bones block was not dropped. However, a lot of people wants to use them for decorations/building, and have to install a dedicated mod since 0.4.10-release. With this commit, a bones block containing an inventory is dropped/added to inventory (if enough room) when the bones block is removed. Then, when a player places a bones block by himself, he will dig it like any other basic node (eg. default:tree), not just punch it.
Thanks for reading.
2015-09-29 21:01:34 +01:00
ff0973fa4f Update api.lua
added protection for seed placement and hoeing
2015-09-29 21:01:20 +01:00
1f85f001f9 Remove ugly def of xpanes 2015-09-29 01:26:02 +01:00
279b85fc45 Add option to disable bed's night skip - Solve second point of #512 by adding a setting, enable_bed_night_skip , with default value of true. 2015-09-29 01:25:40 +01:00
24578ca968 Default/mapgen blob ores: Tune, make faithful to mgv6 2015-09-20 00:39:05 +01:00
d0fad4b004 Flowers: Make waterlily not walkable. Add missing flower group 2015-09-17 16:50:11 +01:00
4bb9652c0f Flowers: Add waterlily and add to mapgen 2015-09-17 12:34:17 +01:00
b6c12010b1 Remove beds/Changelog.txt & farming/API.txt
- beds/Changelog.txt probably won't be updated because http://dev.minetest.net/Changelog is used instead
- The information in farming/API.txt is already documented in game_api.txt
2015-09-14 23:08:52 +01:00
f5c8f881d7 Change obsidian glass drawtype to glasslike_framed_optional 2015-09-14 23:08:37 +01:00
0004c5e637 Better bucket textures 2015-09-14 06:58:19 +02:00
1cc8300ba9 Default/mapgen: Make river water ice in glacier biome
Add commented-out 'node river water' lines to all biomes
2015-09-10 16:34:34 +01:00
fd5721faa8 Flowers: Make flowers wave when waving shader enabled 2015-09-10 16:34:18 +01:00
09d910efcb Default/schematics: Fix root error in jungletree from sapling 2015-09-05 06:09:47 +01:00
acb0cecb36 Fire: Move flame extinguishing to separate faster ABM
Add extinguish sounds (from default mod lavacooling)
'disable fire' setting extinguishes fire quickly using a dedicated ABM
'disable fire' also disables all other ABMs
Simplify flammable node removal ABM
Speed up node ignition, it was too slow
Add 'sunlight propagates = true' and 'paramtype = "light" to flame
Balance fire sounds' gain
2015-09-04 23:05:26 +01:00
c2307b8816 Default/nodes: Fix acacia leaves not waving 2015-09-01 06:18:06 +01:00
73113f3443 Default/trees: Add not-force-placed tree schematics grown from saplings 2015-09-01 05:57:07 +01:00
4d9b595a69 Default: Allow papyrus growing on default:sand
Mgv5/mgv7 papyrus schematic now has sand nodes as a base
Add sand beach to mgv5/mgv7 deserts
2015-08-31 22:58:33 +01:00
908d8e5f90 Default/nodes.lua: Add missing spaces, shorten lines 2015-08-25 06:47:55 +01:00
a0d7644a86 Default: Add snow, snowblock, ice to puts_out_fire group 2015-08-25 03:03:06 +01:00
399 changed files with 13081 additions and 7450 deletions

29
.gitignore vendored
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@ -1,9 +1,22 @@
## Generic ignorable patterns and files
*~
.*.swp
*bak*
tags
*.vim
## Files related to minetest development cycle
*.patch
/*.patch
# GNU Patch reject file
*.rej
## Editors and Development environments
*~
*.swp
*.bak*
*.orig
# Vim
*.vim
# Kate
.*.kate-swp
.swp.*
# Eclipse (LDT)
.project
.settings/
.buildpath
.metadata
# Idea IDE
.idea/*

21
.luacheckrc Normal file
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@ -0,0 +1,21 @@
unused_args = false
allow_defined_top = true
read_globals = {
"DIR_DELIM",
"minetest", "core",
"dump",
"vector",
"VoxelManip", "VoxelArea",
"PseudoRandom", "ItemStack",
"Settings",
"unpack",
-- Silence "accessing undefined field copy of global table".
table = { fields = { "copy" } }
}
-- Overwrites minetest.handle_node_drops
files["mods/creative/init.lua"].globals = { "minetest" }
-- Don't report on legacy definitions of globals.
files["mods/default/legacy.lua"].global = false

12
.travis.yml Normal file
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@ -0,0 +1,12 @@
language: generic
sudo: false
addons:
apt:
packages:
- luarocks
before_install:
- luarocks install --local luacheck
script:
- $HOME/.luarocks/bin/luacheck --no-color ./mods
notifications:
email: false

519
LICENSE.txt Normal file
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@ -0,0 +1,519 @@
License of media (textures and sounds)
--------------------------------------
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
See README.txt in each mod directory for information about other authors.
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
License of menu/header.png
Copyright (C) 2015 paramat CC BY-SA 3.0
License of source code
----------------------
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
See README.txt in each mod directory for information about other authors.
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Version 2.1, February 1999
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<signature of Ty Coon>, 1 April 1990
Ty Coon, President of Vice
That's all there is to it!

View File

@ -1,52 +1,28 @@
The main game for the Minetest game engine [minetest_game]
==========================================================
Minetest Game [minetest_game]
=============================
The main subgame for the Minetest engine
========================================
To use this game with Minetest, insert this repository as
/games/minetest_game
in the Minetest Engine.
To use this subgame with the Minetest engine, insert this repository as
/games/minetest_game
The Minetest Engine can be found in:
https://github.com/minetest/minetest/
The Minetest engine can be found in:
https://github.com/minetest/minetest/
Compatibility
--------------
The minetest_game github master HEAD is generally compatible with the github
master HEAD of minetest.
The Minetest Game github master HEAD is generally compatible with the github
master HEAD of the Minetest engine.
Additionally, when the minetest engine is tagged to be a certain version (eg.
0.4.10), minetest_game is tagged with the version too.
Additionally, when the Minetest engine is tagged to be a certain version (eg.
0.4.10), Minetest Game is tagged with the version too.
When stable releases are made, minetest_game is packaged and made available in
http://minetest.net/download
When stable releases are made, Minetest Game is packaged and made available in
http://minetest.net/download
and in case the repository has grown too much, it may be reset. In that sense,
this is not a "real" git repository. (Package maintainers please note!)
License of source code
----------------------
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
See README.txt in each mod directory for information about other authors.
Licensing
---------
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
License of media (textures and sounds)
--------------------------------------
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
See README.txt in each mod directory for information about other authors.
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
License of menu/header.png
Copyright (C) 2013 BlockMen CC BY-3.0
See LICENSE.txt

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@ -1 +1 @@
name = Minetest
name = Minetest Game

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@ -1,21 +1,38 @@
# This file contains settings of minetest_game that can be changed in
# minetest.conf
#
# This file contains settings of Minetest Game that can be changed in minetest.conf
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
# Whether creative mode (fast digging of all blocks, unlimited resources) should be enabled
#creative_mode = false
# Sets the behaviour of the inventory items when a player dies.
# "bones": Store all items inside a bone node but drop items if inside protected area
# "drop": Drop all items on the ground
# "keep": Player keeps all items
#bones_mode = "bones"
# The time in seconds after which the bones of a dead player can be looted by everyone
# 0 to disable
#share_bones_time = 1200
# Whether fire should be disabled (all fire nodes will instantly disappear)
#disable_fire = false
# How much earlier the bones of a dead player can be looted by
# everyone if the player dies in a protected area they don't own.
# 0 to disable. By default it is "share_bones_time" divide by four.
#share_bones_time_early = 300
# Whether steel tools, torches and cobblestone should be given to new players
# Whether fire should be enabled. If disabled, 'basic flame' nodes will disappear.
# 'permanent flame' nodes will remain with either setting.
#enable_fire = true
# Enable flame sound.
#flame_sound = true
# Whether lavacooling should be enabled.
#enable_lavacooling = true
# Whether the stuff in initial_stuff should be given to new players
#give_initial_stuff = false
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,default:torch 99,default:cobble 99
# Whether the TNT mod should be enabled
#enable_tnt = <true in singleplayer, false in multiplayer>
@ -26,3 +43,11 @@
# Enable the stairs mod ABM that replaces the old 'upside down'
# stair and slab nodes in old maps with the new param2 versions.
#enable_stairs_replace_abm = false
# Whether you allow respawning in beds
# Default value is true
#enable_bed_respawn = true
# Whether players can skip night by sleeping
# Default value is true
#enable_bed_night_skip = true

View File

@ -1,18 +0,0 @@
1.0.1 beta
----------
- Add backwards compatibility with PilzAdam's beds mod
- Fix placement
- Fix small bugs
- Prevent possible crash
1.1
---
- Add fancy bed model (based on jp's model)
- Add API to register beds
- Allow players always to detach from bed (by donat-b)
- If more than 50% of players want sleep they can skip the night
- Don't show sleep dialog in singleplayer
1.1.1
-----
- Prevent possbile crash by trying to reposition leaving players

View File

@ -1,29 +1,26 @@
Minetest mod "Beds"
===================
by BlockMen (c) 2014-2015
Minetest Game mod: beds
=======================
See license.txt for license information.
Version: 1.1.1
Authors of source code
----------------------
Originally by BlockMen (MIT)
Various Minetest developers and contributors (MIT)
About
~~~~~
This mod adds a bed to Minetest which allows to skip the night. To sleep rightclick the bed, if playing
in singleplayer mode the night gets skipped imideatly. If playing on server you get shown how many other
players are in bed too. If all players are sleeping the night gets skipped aswell. Also the night skip can be forced
if more than 50% of the players are lying in bed and use this option.
Authors of media (textures)
---------------------------
BlockMen (CC BY-SA 3.0)
Another feature is a controled respawning. If you have slept in bed (not just lying in it) your respawn point
is set to the beds location and you will respawn there after death.
You can disable the respawn at beds by setting "enable_bed_respawn = false" in minetest.conf
This mod adds a bed to Minetest which allows to skip the night.
To sleep, rightclick the bed. If playing in singleplayer mode the night gets skipped
immediately. If playing multiplayer you get shown how many other players are in bed too,
if all players are sleeping the night gets skipped. The night skip can be forced if more
than 50% of the players are lying in bed and use this option.
License of source code, textures: WTFPL
---------------------------------------
(c) Copyright BlockMen (2014-2015)
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.
Another feature is a controlled respawning. If you have slept in bed (not just lying in
it) your respawn point is set to the beds location and you will respawn there after
death.
You can disable the respawn at beds by setting "enable_bed_respawn = false" in
minetest.conf.
You can disable the night skip feature by setting "enable_bed_night_skip = false" in
minetest.conf or by using the /set command in-game.

View File

@ -1,3 +1,27 @@
local reverse = true
local function destruct_bed(pos, n)
local node = minetest.get_node(pos)
local other
if n == 2 then
local dir = minetest.facedir_to_dir(node.param2)
other = vector.subtract(pos, dir)
elseif n == 1 then
local dir = minetest.facedir_to_dir(node.param2)
other = vector.add(pos, dir)
end
if reverse then
reverse = not reverse
minetest.remove_node(other)
minetest.check_for_falling(other)
else
reverse = not reverse
end
end
function beds.register_bed(name, def)
minetest.register_node(name .. "_bottom", {
description = def.description,
@ -9,8 +33,8 @@ function beds.register_bed(name, def)
paramtype2 = "facedir",
is_ground_content = false,
stack_max = 1,
groups = {snappy = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 1},
sounds = default.node_sound_wood_defaults(),
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 1},
sounds = def.sounds or default.node_sound_wood_defaults(),
node_box = {
type = "fixed",
fixed = def.nodebox.bottom,
@ -18,38 +42,73 @@ function beds.register_bed(name, def)
selection_box = {
type = "fixed",
fixed = def.selectionbox,
},
after_place_node = function(pos, placer, itemstack)
local n = minetest.get_node_or_nil(pos)
if not n or not n.param2 then
minetest.remove_node(pos)
return true
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
local dir = minetest.facedir_to_dir(n.param2)
local p = vector.add(pos, dir)
local n2 = minetest.get_node_or_nil(p)
local def = n2 and minetest.registered_items[n2.name]
if not def or not def.buildable_to then
minetest.remove_node(pos)
return true
local pos
if udef and udef.buildable_to then
pos = under
else
pos = pointed_thing.above
end
minetest.set_node(p, {name = n.name:gsub("%_bottom", "_top"), param2 = n.param2})
return false
end,
local player_name = placer and placer:get_player_name() or ""
if minetest.is_protected(pos, player_name) and
not minetest.check_player_privs(player_name, "protection_bypass") then
minetest.record_protection_violation(pos, player_name)
return itemstack
end
local node_def = minetest.registered_nodes[minetest.get_node(pos).name]
if not node_def or not node_def.buildable_to then
return itemstack
end
local dir = placer and placer:get_look_dir() and
minetest.dir_to_facedir(placer:get_look_dir()) or 0
local botpos = vector.add(pos, minetest.facedir_to_dir(dir))
if minetest.is_protected(botpos, player_name) and
not minetest.check_player_privs(player_name, "protection_bypass") then
minetest.record_protection_violation(botpos, player_name)
return itemstack
end
local botdef = minetest.registered_nodes[minetest.get_node(botpos).name]
if not botdef or not botdef.buildable_to then
return itemstack
end
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(player_name)) then
itemstack:take_item()
end
return itemstack
end,
on_destruct = function(pos)
local n = minetest.get_node_or_nil(pos)
if not n then return end
local dir = minetest.facedir_to_dir(n.param2)
local p = vector.add(pos, dir)
local n2 = minetest.get_node(p)
if minetest.get_item_group(n2.name, "bed") == 2 and n.param2 == n2.param2 then
minetest.remove_node(p)
end
destruct_bed(pos, 1)
end,
on_rightclick = function(pos, node, clicker)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
beds.on_rightclick(pos, clicker)
return itemstack
end,
on_rotate = function(pos, node, user, mode, new_param2)
local dir = minetest.facedir_to_dir(node.param2)
local p = vector.add(pos, dir)
@ -67,8 +126,8 @@ function beds.register_bed(name, def)
end
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
local node3 = minetest.get_node_or_nil(newp)
local def = node3 and minetest.registered_nodes[node3.name]
if not def or not def.buildable_to then
local node_def = node3 and minetest.registered_nodes[node3.name]
if not node_def or not node_def.buildable_to then
return false
end
if minetest.is_protected(newp, user:get_player_name()) then
@ -76,9 +135,10 @@ function beds.register_bed(name, def)
return false
end
node.param2 = new_param2
minetest.swap_node(pos, node)
minetest.remove_node(p)
minetest.set_node(newp, {name = node.name:gsub("%_bottom", "_top"), param2 = new_param2})
-- do not remove_node here - it will trigger destroy_bed()
minetest.set_node(p, {name = "air"})
minetest.set_node(pos, node)
minetest.set_node(newp, {name = name .. "_top", param2 = new_param2})
return true
end,
})
@ -89,21 +149,21 @@ function beds.register_bed(name, def)
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
groups = {snappy = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
sounds = default.node_sound_wood_defaults(),
pointable = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
sounds = def.sounds or default.node_sound_wood_defaults(),
drop = name .. "_bottom",
node_box = {
type = "fixed",
fixed = def.nodebox.top,
},
selection_box = {
type = "fixed",
fixed = {0, 0, 0, 0, 0, 0},
},
on_destruct = function(pos)
destruct_bed(pos, 2)
end,
})
minetest.register_alias(name, name .. "_bottom")
-- register recipe
minetest.register_craft({
output = name,
recipe = def.recipe

View File

@ -1,44 +1,45 @@
-- fancy shaped bed
-- Fancy shaped bed
beds.register_bed("beds:fancy_bed", {
description = "Fancy Bed",
inventory_image = "beds_bed_fancy.png",
wield_image = "beds_bed_fancy.png",
tiles = {
bottom = {
"beds_bed_top1.png",
"default_wood.png",
"beds_bed_side1.png",
"beds_bed_side1.png^[transformFX",
"default_wood.png",
"beds_bed_foot.png",
},
top = {
"beds_bed_top2.png",
"default_wood.png",
"beds_bed_side2.png",
"beds_bed_side2.png^[transformFX",
"beds_bed_head.png",
"default_wood.png",
}
bottom = {
"beds_bed_top1.png",
"default_wood.png",
"beds_bed_side1.png",
"beds_bed_side1.png^[transformFX",
"default_wood.png",
"beds_bed_foot.png",
},
top = {
"beds_bed_top2.png",
"default_wood.png",
"beds_bed_side2.png",
"beds_bed_side2.png^[transformFX",
"beds_bed_head.png",
"default_wood.png",
}
},
nodebox = {
bottom = {
{-0.5, -0.5, -0.5, -0.375, -0.065, -0.4375},
{0.375, -0.5, -0.5, 0.5, -0.065, -0.4375},
{-0.5, -0.375, -0.5, 0.5, -0.125, -0.4375},
{-0.5, -0.375, -0.5, -0.4375, -0.125, 0.5},
{0.4375, -0.375, -0.5, 0.5, -0.125, 0.5},
{-0.4375, -0.3125, -0.4375, 0.4375, -0.0625, 0.5},
},
top = {
{-0.5, -0.5, 0.4375, -0.375, 0.1875, 0.5},
{0.375, -0.5, 0.4375, 0.5, 0.1875, 0.5},
{-0.5, 0, 0.4375, 0.5, 0.125, 0.5},
{-0.5, -0.375, 0.4375, 0.5, -0.125, 0.5},
{-0.5, -0.375, -0.5, -0.4375, -0.125, 0.5},
{0.4375, -0.375, -0.5, 0.5, -0.125, 0.5},
{-0.4375, -0.3125, -0.5, 0.4375, -0.0625, 0.4375},
}
bottom = {
{-0.5, -0.5, -0.5, -0.375, -0.065, -0.4375},
{0.375, -0.5, -0.5, 0.5, -0.065, -0.4375},
{-0.5, -0.375, -0.5, 0.5, -0.125, -0.4375},
{-0.5, -0.375, -0.5, -0.4375, -0.125, 0.5},
{0.4375, -0.375, -0.5, 0.5, -0.125, 0.5},
{-0.4375, -0.3125, -0.4375, 0.4375, -0.0625, 0.5},
},
top = {
{-0.5, -0.5, 0.4375, -0.375, 0.1875, 0.5},
{0.375, -0.5, 0.4375, 0.5, 0.1875, 0.5},
{-0.5, 0, 0.4375, 0.5, 0.125, 0.5},
{-0.5, -0.375, 0.4375, 0.5, -0.125, 0.5},
{-0.5, -0.375, -0.5, -0.4375, -0.125, 0.5},
{0.4375, -0.375, -0.5, 0.5, -0.125, 0.5},
{-0.4375, -0.3125, -0.5, 0.4375, -0.0625, 0.4375},
}
},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = {
@ -48,41 +49,56 @@ beds.register_bed("beds:fancy_bed", {
},
})
-- simple shaped bed
-- Simple shaped bed
beds.register_bed("beds:bed", {
description = "Simple Bed",
inventory_image = "beds_bed.png",
wield_image = "beds_bed.png",
tiles = {
bottom = {
"beds_bed_top_bottom.png^[transformR90",
"default_wood.png",
"beds_bed_side_bottom_r.png",
"beds_bed_side_bottom_r.png^[transformfx",
"beds_transparent.png",
"beds_bed_side_bottom.png"
},
top = {
"beds_bed_top_top.png^[transformR90",
"default_wood.png",
"beds_bed_side_top_r.png",
"beds_bed_side_top_r.png^[transformfx",
"beds_bed_side_top.png",
"beds_transparent.png",
}
bottom = {
"beds_bed_top_bottom.png^[transformR90",
"default_wood.png",
"beds_bed_side_bottom_r.png",
"beds_bed_side_bottom_r.png^[transformfx",
"beds_transparent.png",
"beds_bed_side_bottom.png"
},
top = {
"beds_bed_top_top.png^[transformR90",
"default_wood.png",
"beds_bed_side_top_r.png",
"beds_bed_side_top_r.png^[transformfx",
"beds_bed_side_top.png",
"beds_transparent.png",
}
},
nodebox = {
bottom = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
top = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
bottom = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
top = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = {
{"wool:red", "wool:red", "wool:white"},
{"group:wood", "group:wood", "group:wood"}
},
})
-- aliases for PA's beds mod
-- Aliases for PilzAdam's beds mod
minetest.register_alias("beds:bed_bottom_red", "beds:bed_bottom")
minetest.register_alias("beds:bed_top_red", "beds:bed_top")
-- Fuel
minetest.register_craft({
type = "fuel",
recipe = "beds:fancy_bed_bottom",
burntime = 13,
})
minetest.register_craft({
type = "fuel",
recipe = "beds:bed_bottom",
burntime = 12,
})

View File

@ -1,26 +1,34 @@
local pi = math.pi
local player_in_bed = 0
local is_sp = minetest.is_singleplayer()
local enable_respawn = minetest.setting_getbool("enable_bed_respawn")
local enable_respawn = minetest.settings:get_bool("enable_bed_respawn")
if enable_respawn == nil then
enable_respawn = true
end
-- helper functions
-- Helper functions
local function get_look_yaw(pos)
local n = minetest.get_node(pos)
if n.param2 == 1 then
return 7.9, n.param2
return pi / 2, n.param2
elseif n.param2 == 3 then
return 4.75, n.param2
return -pi / 2, n.param2
elseif n.param2 == 0 then
return 3.15, n.param2
return pi, n.param2
else
return 6.28, n.param2
return 0, n.param2
end
end
local function is_night_skip_enabled()
local enable_night_skip = minetest.settings:get_bool("enable_bed_night_skip")
if enable_night_skip == nil then
enable_night_skip = true
end
return enable_night_skip
end
local function check_in_beds(players)
local in_bed = beds.player
if not players then
@ -56,13 +64,13 @@ local function lay_down(player, pos, bed_pos, state, skip)
if skip then
return
end
if p then
if p then
player:setpos(p)
end
-- physics, eye_offset, etc
player:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
player:set_look_yaw(math.random(1, 180)/100)
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_look_horizontal(math.random(1, 180) / 100)
default.player_attached[name] = false
player:set_physics_override(1, 1, 1)
hud_flags.wielditem = true
@ -75,11 +83,11 @@ local function lay_down(player, pos, bed_pos, state, skip)
player_in_bed = player_in_bed + 1
-- physics, eye_offset, etc
player:set_eye_offset({x=0,y=-13,z=0}, {x=0,y=0,z=0})
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
local yaw, param2 = get_look_yaw(bed_pos)
player:set_look_yaw(yaw)
player:set_look_horizontal(yaw)
local dir = minetest.facedir_to_dir(param2)
local p = {x=bed_pos.x+dir.x/2,y=bed_pos.y,z=bed_pos.z+dir.z/2}
local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
player:set_physics_override(0, 0, 0)
player:setpos(p)
default.player_attached[name] = true
@ -92,18 +100,16 @@ end
local function update_formspecs(finished)
local ges = #minetest.get_connected_players()
local form_n = ""
local is_majority = (ges/2) < player_in_bed
local form_n
local is_majority = (ges / 2) < player_in_bed
if finished then
form_n = beds.formspec ..
"label[2.7,11; Good morning.]"
form_n = beds.formspec .. "label[2.7,11; Good morning.]"
else
form_n = beds.formspec ..
"label[2.2,11;"..tostring(player_in_bed).." of "..tostring(ges).." players are in bed]"
if is_majority then
form_n = form_n ..
"button_exit[2,8;4,0.75;force;Force night skip]"
form_n = beds.formspec .. "label[2.2,11;" .. tostring(player_in_bed) ..
" of " .. tostring(ges) .. " players are in bed]"
if is_majority and is_night_skip_enabled() then
form_n = form_n .. "button_exit[2,8;4,0.75;force;Force night skip]"
end
end
@ -113,10 +119,10 @@ local function update_formspecs(finished)
end
-- public functions
-- Public functions
function beds.kick_players()
for name,_ in pairs(beds.player) do
for name, _ in pairs(beds.player) do
local player = minetest.get_player_by_name(name)
lay_down(player, nil, nil, false)
end
@ -124,7 +130,6 @@ end
function beds.skip_night()
minetest.set_timeofday(0.23)
beds.set_spawns()
end
function beds.on_rightclick(pos, player)
@ -143,6 +148,7 @@ function beds.on_rightclick(pos, player)
-- move to bed
if not beds.player[name] then
lay_down(player, ppos, pos)
beds.set_spawns() -- save respawn positions when entering bed
else
lay_down(player, nil, nil, false)
end
@ -154,34 +160,31 @@ function beds.on_rightclick(pos, player)
-- skip the night and let all players stand up
if check_in_beds() then
minetest.after(2, function()
beds.skip_night()
if not is_sp then
update_formspecs(true)
update_formspecs(is_night_skip_enabled())
end
if is_night_skip_enabled() then
beds.skip_night()
beds.kick_players()
end
beds.kick_players()
end)
end
end
-- callbacks
minetest.register_on_joinplayer(function(player)
beds.read_spawns()
end)
-- respawn player at bed if enabled and valid position is found
minetest.register_on_respawnplayer(function(player)
if not enable_respawn then
return false
end
local name = player:get_player_name()
local pos = beds.spawn[name] or nil
if pos then
player:setpos(pos)
return true
end
end)
-- Callbacks
-- Only register respawn callback if respawn enabled
if enable_respawn then
-- respawn player at bed if enabled and valid position is found
minetest.register_on_respawnplayer(function(player)
local name = player:get_player_name()
local pos = beds.spawn[name]
if pos then
player:setpos(pos)
return true
end
end)
end
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
@ -189,9 +192,11 @@ minetest.register_on_leaveplayer(function(player)
beds.player[name] = nil
if check_in_beds() then
minetest.after(2, function()
beds.skip_night()
update_formspecs(true)
beds.kick_players()
update_formspecs(is_night_skip_enabled())
if is_night_skip_enabled() then
beds.skip_night()
beds.kick_players()
end
end)
end
end)
@ -206,8 +211,10 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
end
if fields.force then
beds.skip_night()
update_formspecs(true)
beds.kick_players()
update_formspecs(is_night_skip_enabled())
if is_night_skip_enabled() then
beds.skip_night()
beds.kick_players()
end
end
end)

View File

@ -3,14 +3,15 @@ beds.player = {}
beds.pos = {}
beds.spawn = {}
beds.formspec = "size[8,15;true]"..
"bgcolor[#080808BB; true]"..
"button_exit[2,12;4,0.75;leave;Leave Bed]"
beds.formspec = "size[8,15;true]" ..
"bgcolor[#080808BB; true]" ..
"button_exit[2,12;4,0.75;leave;Leave Bed]"
local modpath = minetest.get_modpath("beds")
-- load files
dofile(modpath.."/functions.lua")
dofile(modpath.."/api.lua")
dofile(modpath.."/beds.lua")
dofile(modpath.."/spawns.lua")
-- Load files
dofile(modpath .. "/functions.lua")
dofile(modpath .. "/api.lua")
dofile(modpath .. "/beds.lua")
dofile(modpath .. "/spawns.lua")

60
mods/beds/license.txt Normal file
View File

@ -0,0 +1,60 @@
License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2014-2016 BlockMen
Copyright (C) 2014-2016 Various Minetest developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2014-2016 BlockMen
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

View File

@ -18,8 +18,8 @@ function beds.read_spawns()
repeat
local x = input:read("*n")
if x == nil then
break
end
break
end
local y = input:read("*n")
local z = input:read("*n")
local name = input:read("*l")
@ -32,19 +32,21 @@ function beds.read_spawns()
beds.save_spawns()
os.rename(file, file .. ".backup")
file = org_file
else
spawns = {}
end
end
beds.read_spawns()
function beds.save_spawns()
if not beds.spawn then
return
end
local data = {}
local output = io.open(org_file, "w")
for i, v in pairs(beds.spawn) do
output:write(v.x.." "..v.y.." "..v.z.." "..i.."\n")
for k, v in pairs(beds.spawn) do
table.insert(data, string.format("%.1f %.1f %.1f %s\n", v.x, v.y, v.z, k))
end
output:write(table.concat(data))
io.close(output)
end
@ -52,7 +54,10 @@ function beds.set_spawns()
for name,_ in pairs(beds.player) do
local player = minetest.get_player_by_name(name)
local p = player:getpos()
beds.spawn[name] = p
-- but don't change spawn location if borrowing a bed
if not minetest.is_protected(p, name) then
beds.spawn[name] = p
end
end
beds.save_spawns()
end

View File

@ -1,16 +1,15 @@
Minetest 0.4 mod: boats
=======================
by PilzAdam, slightly modified for NeXt
Minetest Game mod: boats
========================
See license.txt for license information.
License of source code:
-----------------------
WTFPL
Authors of source code
----------------------
Originally by PilzAdam (MIT)
Various Minetest developers and contributors (MIT)
License of media (textures and sounds):
---------------------------------------
WTFPL
Authors of media files:
-----------------------
textures: Zeg9
model: thetoon and Zeg9, modified by PavelS(SokolovPavel)
Authors of media (textures and model)
-------------------------------------
Textures: Zeg9 (CC BY-SA 3.0)
Model: thetoon and Zeg9 (CC BY-SA 3.0),
modified by PavelS(SokolovPavel) (CC BY-SA 3.0),
modified by sofar (CC BY-SA 3.0)

View File

@ -34,9 +34,11 @@ end
local boat = {
physical = true,
-- Warning: Do not change the position of the collisionbox top surface,
-- lowering it causes the boat to fall through the world if underwater
collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
visual = "mesh",
mesh = "boat.obj",
mesh = "boats_boat.obj",
textures = {"default_wood.png"},
driver = nil,
@ -62,6 +64,14 @@ function boat.on_rightclick(self, clicker)
clicker:setpos(pos)
end)
elseif not self.driver then
local attach = clicker:get_attach()
if attach and attach:get_luaentity() then
local luaentity = attach:get_luaentity()
if luaentity.driver then
luaentity.driver = nil
end
clicker:set_detach()
end
self.driver = clicker
clicker:set_attach(self.object, "",
{x = 0, y = 11, z = -3}, {x = 0, y = 0, z = 0})
@ -69,7 +79,7 @@ function boat.on_rightclick(self, clicker)
minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
end)
self.object:setyaw(clicker:get_look_yaw() - math.pi / 2)
clicker:set_look_horizontal(self.object:getyaw())
end
end
@ -88,8 +98,7 @@ function boat.get_staticdata(self)
end
function boat.on_punch(self, puncher, time_from_last_punch,
tool_capabilities, direction)
function boat.on_punch(self, puncher)
if not puncher or not puncher:is_player() or self.removed then
return
end
@ -100,13 +109,20 @@ function boat.on_punch(self, puncher, time_from_last_punch,
end
if not self.driver then
self.removed = true
local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(puncher:get_player_name()))
or not inv:contains_item("main", "boats:boat") then
local leftover = inv:add_item("main", "boats:boat")
-- if no room in inventory add a replacement boat to the world
if not leftover:is_empty() then
minetest.add_item(self.object:getpos(), leftover)
end
end
-- delay remove to ensure player is detached
minetest.after(0.1, function()
self.object:remove()
end)
if not minetest.setting_getbool("creative_mode") then
puncher:get_inventory():add_item("main", "boats:boat")
end
end
end
@ -147,13 +163,13 @@ function boat.on_step(self, dtime)
self.v = 0
return
end
if math.abs(self.v) > 4.5 then
self.v = 4.5 * get_sign(self.v)
if math.abs(self.v) > 5 then
self.v = 5 * get_sign(self.v)
end
local p = self.object:getpos()
p.y = p.y - 0.5
local new_velo = {x = 0, y = 0, z = 0}
local new_velo
local new_acce = {x = 0, y = 0, z = 0}
if not is_water(p) then
local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
@ -170,8 +186,8 @@ function boat.on_step(self, dtime)
p.y = p.y + 1
if is_water(p) then
local y = self.object:getvelocity().y
if y >= 4.5 then
y = 4.5
if y >= 5 then
y = 5
elseif y < 0 then
new_acce = {x = 0, y = 20, z = 0}
else
@ -203,22 +219,40 @@ minetest.register_entity("boats:boat", boat)
minetest.register_craftitem("boats:boat", {
description = "Boat",
inventory_image = "boat_inventory.png",
wield_image = "boat_wield.png",
inventory_image = "boats_inventory.png",
wield_image = "boats_wield.png",
wield_scale = {x = 2, y = 2, z = 1},
liquids_pointable = true,
groups = {flammable = 2},
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
if pointed_thing.type ~= "node" then
return
return itemstack
end
if not is_water(pointed_thing.under) then
return
return itemstack
end
pointed_thing.under.y = pointed_thing.under.y + 0.5
minetest.add_entity(pointed_thing.under, "boats:boat")
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
boat = minetest.add_entity(pointed_thing.under, "boats:boat")
if boat then
if placer then
boat:setyaw(placer:get_look_horizontal())
end
local player_name = placer and placer:get_player_name() or ""
if not (creative and creative.is_enabled_for and
creative.is_enabled_for(player_name)) then
itemstack:take_item()
end
end
return itemstack
end,
@ -233,3 +267,9 @@ minetest.register_craft({
{"group:wood", "group:wood", "group:wood"},
},
})
minetest.register_craft({
type = "fuel",
recipe = "boats:boat",
burntime = 20,
})

63
mods/boats/license.txt Normal file
View File

@ -0,0 +1,63 @@
License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2012-2016 Various Minetest developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures and model)
--------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2012-2016 Zeg9
Copyright (C) 2012-2016 thetoon
Copyright (C) 2012-2016 PavelS(SokolovPavel)
Copyright (C) 2016 sofar (sofar@foo-projects.org)
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,358 @@
# Blender v2.76 (sub 11) OBJ File: 'boat.blend'
# www.blender.org
mtllib boat.mtl
o boats_boat
v -6.786140 -3.033999 -9.415440
v -6.786140 -1.967150 -9.415440
v -6.786140 -1.967150 8.793510
v -6.786140 -3.033999 8.793510
v 5.732520 -1.967150 -9.415440
v 5.732520 -3.033999 -9.415440
v 5.732520 -3.033999 8.793510
v 5.732520 -1.967150 8.793510
v -2.233900 -3.033999 -9.415440
v -2.233900 -1.967150 -9.415440
v -2.233900 -1.967150 8.793510
v -2.233900 -3.033999 8.793510
v 2.318340 -3.033999 -9.415440
v 2.318340 -1.967150 -9.415440
v 2.318340 -1.967150 8.793510
v 2.318340 -3.033999 8.793510
v -3.371960 -3.033999 8.793510
v -3.371960 -1.967150 8.793510
v -3.371960 -1.967150 -9.415440
v -3.371960 -3.033999 -9.415440
v 2.318340 0.276645 8.793510
v 1.180280 -1.967150 8.793510
v 5.732520 0.276645 8.793510
v 5.732520 1.039180 8.793510
v 6.870580 0.276645 8.793510
v 6.870580 -1.967150 8.793510
v 2.318340 1.039180 8.793510
v 1.180280 0.276645 8.793510
v 1.180280 1.039180 8.793510
v 1.180280 -3.033999 8.793510
v -2.233900 0.276645 8.793510
v -3.371960 0.276645 8.793510
v -2.233900 1.039180 8.793510
v -3.371960 1.039180 8.793510
v -6.786140 0.276645 8.793510
v -7.786200 0.276645 8.793510
v -7.786200 -1.967150 8.793510
v -6.786140 1.039180 8.793510
v 1.180280 -1.967150 -9.415440
v 1.180280 -3.033999 -9.415440
v 2.318340 0.276645 -9.415440
v 1.180280 0.276645 -9.415440
v 2.318340 1.039180 -9.415440
v 5.732520 0.276645 -9.415440
v 6.870580 -1.967150 -9.415440
v 5.732520 1.039180 -9.415440
v 6.870580 0.276645 -9.415440
v 0.042220 1.039180 -9.415440
v 1.180280 1.039180 -9.415440
v 0.042220 -1.967150 -9.415440
v -1.095840 -1.967150 -9.415440
v -2.233900 0.276645 -9.415440
v -3.371960 0.276645 -9.415440
v -2.233900 1.039180 -9.415440
v -1.095840 1.039180 -9.415440
v -3.371960 1.039180 -9.415440
v -6.786140 0.276645 -9.415440
v -6.786140 1.039180 -9.415440
v -7.786200 -1.967150 -9.415440
v -7.786200 0.276645 -9.415440
v -1.095840 0.156645 -12.044100
v -1.095840 -4.601110 -9.415440
v -1.095840 1.039181 -10.802900
v -1.095840 2.868579 -10.802900
v -1.095840 2.868580 -7.883420
v -1.095840 3.746069 -12.034100
v -1.095840 3.746070 -7.883420
v -1.095840 0.156645 -14.294900
v -1.095840 -4.601110 -14.284900
v 0.042220 -4.601110 -14.284900
v 0.042220 -4.601110 -9.415440
v 0.042220 1.039181 -10.802900
v 0.042220 0.156645 -12.044100
v 0.042220 2.868579 -10.802900
v 0.042220 0.156645 -14.294900
v 0.042220 3.746069 -12.034100
v 0.042220 3.746070 -7.883420
v 0.042220 2.868580 -7.883420
v -1.096322 -3.033999 -9.415440
v 0.044046 -3.035397 -9.415440
vt 1.000000 0.187500
vt -1.000000 0.312500
vt 1.000000 0.312500
vt 0.687500 1.000000
vt 0.500000 0.875000
vt 0.500000 0.625000
vt -1.000000 0.062500
vt 1.000000 0.062500
vt 1.000000 -0.000000
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vt 1.000000 0.125000
vt 0.437500 0.125000
vt 0.312500 0.500000
vt 0.312500 0.125000
vt 1.000000 0.625000
vt -1.000000 0.500000
vt 1.000000 0.500000
vt 0.187500 0.687500
vt -0.187500 0.687500
vt -0.187500 0.312500
vt 1.000000 0.812500
vt -1.000000 0.937500
vt -1.000000 0.812500
vt 0.812500 0.687500
vt 1.187500 0.687500
vt 0.812500 0.312500
vt 1.000000 0.562500
vt 0.312500 0.437500
vt 1.000000 0.437500
vt 1.000000 0.750000
vt -1.000000 0.875000
vt -1.000000 0.750000
vt -1.000000 1.000000
vt 1.000000 1.000000
vt 0.437500 0.625000
vt 0.562500 0.437500
vt 0.562500 0.625000
vt -1.000000 0.437500
vt -1.000000 0.000000
vt 0.500000 0.062500
vt 0.375000 0.750000
vt 0.500000 0.750000
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vt 1.000000 0.687500
vt 0.625000 0.375000
vt 1.000000 0.375000
vt 1.000000 0.250000
vt 1.000000 0.937500
vt 0.437500 0.812500
vt 0.312500 0.312500
vt 0.312500 0.812500
vt 0.437500 0.312500
vt 0.437500 0.437500
vt 0.687500 0.812500
vt 0.000000 0.687500
vt 0.000000 0.812500
vt -1.000000 0.562500
vt 0.875000 0.812500
vt 0.875000 0.687500
vt 0.250000 0.312500
vt 0.562500 0.187500
vt 0.250000 0.187500
vt -1.000000 0.187500
vt 0.312500 0.625000
vt 0.312500 0.187500
vt 0.312500 -0.187500
vt 1.000000 -0.187500
vt 0.687500 0.500000
vt -0.000000 1.000000
vt 0.000000 0.875000
vt 0.437500 0.500000
vt -1.000000 0.625000
vt 0.812500 0.187500
vt 1.187500 0.187500
vt 1.187500 0.312500
vt 1.312500 0.312500
vt 1.312500 0.687500
vt 0.687500 0.187500
vt 0.687500 0.312500
vt 1.187500 0.812500
vt 0.812500 0.812500
vt 0.187500 0.312500
vt 0.312500 0.687500
vt 0.687500 0.687500
vt -0.187500 0.187500
vt 0.187500 0.187500
vt -0.312500 0.687500
vt -0.312500 0.312500
vt 0.187500 0.812500
vt -0.187500 0.812500
vt 0.437500 0.687500
vt 0.437500 0.187500
vt 0.562500 0.812500
vt 0.562500 0.687500
vt 0.312500 0.562500
vt 1.000000 0.875000
vt 0.375000 0.062500
vt -1.000000 0.375000
vt 0.625000 0.500000
vt 0.875000 0.562500
vt 0.937500 0.812500
vt 0.937500 0.687500
vt 0.875000 0.937500
vt 0.562500 0.312500
vn -1.000000 0.000000 0.000000
vn 1.000000 0.000000 0.000000
vn 0.000000 0.000000 1.000000
vn 0.000000 0.000000 -1.000000
vn 0.000000 -1.000000 0.000000
vn 0.000000 1.000000 0.000000
vn 0.000000 -0.002100 -1.000000
vn 0.001200 -1.000000 0.000000
vn 0.000000 0.002800 -1.000000
vn -0.001200 -1.000000 0.000200
g boats_boat_boats_boat_None
usemtl None
s off
f 41/1/1 27/2/1 43/3/1
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@ -1,17 +1,12 @@
Minetest 0.4 mod: bones
=======================
Minetest Game mod: bones
========================
See license.txt for license information.
License of source code:
-----------------------
Copyright (C) 2012 PilzAdam
WTFPL
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
Authors of source code
----------------------
Bad_Command_
Originally by PilzAdam (MIT)
Various Minetest developers and contributors (MIT)
Authors of media (textures)
---------------------------
All textures: paramat (CC BY-SA 3.0)

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@ -1,33 +1,33 @@
-- Minetest 0.4 mod: bones
-- See README.txt for licensing and other information.
bones = {}
-- See README.txt for licensing and other information.
local function is_owner(pos, name)
local owner = minetest.get_meta(pos):get_string("owner")
if owner == "" or owner == name then
if owner == "" or owner == name or minetest.check_player_privs(name, "protection_bypass") then
return true
end
return false
end
bones.bones_formspec =
"size[8,9]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
"list[current_name;main;0,0.3;8,4;]"..
"list[current_player;main;0,4.85;8,1;]"..
"list[current_player;main;0,6.08;8,3;8]"..
local bones_formspec =
"size[8,9]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
"list[current_name;main;0,0.3;8,4;]" ..
"list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" ..
"listring[current_name;main]" ..
"listring[current_player;main]" ..
default.get_hotbar_bg(0,4.85)
local share_bones_time = tonumber(minetest.setting_get("share_bones_time") or 1200)
local share_bones_time_early = tonumber(minetest.setting_get("share_bones_time_early") or (share_bones_time/4))
local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or 1200
local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4
minetest.register_node("bones:bones", {
description = "Bones",
tiles = {
"bones_top.png",
"bones_top.png^[transform2",
"bones_bottom.png",
"bones_side.png",
"bones_side.png",
@ -35,52 +35,63 @@ minetest.register_node("bones:bones", {
"bones_front.png"
},
paramtype2 = "facedir",
groups = {dig_immediate=2},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_gravel_footstep", gain=0.5},
dug = {name="default_gravel_footstep", gain=1.0},
}),
groups = {dig_immediate = 2},
sounds = default.node_sound_gravel_defaults(),
can_dig = function(pos, player)
local inv = minetest.get_meta(pos):get_inventory()
return is_owner(pos, player:get_player_name()) and inv:is_empty("main")
local name = ""
if player then
name = player:get_player_name()
end
return is_owner(pos, name) and inv:is_empty("main")
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
if is_owner(pos, player:get_player_name()) then
return count
end
return 0
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
return 0
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
if is_owner(pos, player:get_player_name()) then
return stack:get_count()
end
return 0
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if meta:get_inventory():is_empty("main") then
local inv = player:get_inventory()
if inv:room_for_item("main", {name = "bones:bones"}) then
inv:add_item("main", {name = "bones:bones"})
else
minetest.add_item(pos, "bones:bones")
end
minetest.remove_node(pos)
end
end,
on_punch = function(pos, node, player)
if(not is_owner(pos, player:get_player_name())) then
if not is_owner(pos, player:get_player_name()) then
return
end
if minetest.get_meta(pos):get_string("infotext") == "" then
return
end
local inv = minetest.get_meta(pos):get_inventory()
local player_inv = player:get_inventory()
local has_space = true
for i=1,inv:get_size("main") do
for i = 1, inv:get_size("main") do
local stk = inv:get_stack("main", i)
if player_inv:room_for_item("main", stk) then
inv:set_stack("main", i, nil)
@ -90,37 +101,40 @@ minetest.register_node("bones:bones", {
break
end
end
-- remove bones if player emptied them
if has_space then
if player_inv:room_for_item("main", {name = "bones:bones"}) then
player_inv:add_item("main", {name = "bones:bones"})
else
minetest.add_item(pos,"bones:bones")
end
minetest.remove_node(pos)
end
end,
on_timer = function(pos, elapsed)
local meta = minetest.get_meta(pos)
local time = meta:get_int("time") + elapsed
if time >= share_bones_time then
meta:set_string("infotext", meta:get_string("owner").."'s old bones")
meta:set_string("infotext", meta:get_string("owner") .. "'s old bones")
meta:set_string("owner", "")
else
meta:set_int("time", time)
return true
end
end,
on_blast = function(pos)
end,
})
local function may_replace(pos, player)
local node_name = minetest.get_node(pos).name
local node_definition = minetest.registered_nodes[node_name]
-- if the node is unknown, we let the protection mod decide
-- this is consistent with when a player could dig or not dig it
-- unknown decoration would often be removed
-- while unknown building materials in use would usually be left
-- if the node is unknown, we return false
if not node_definition then
-- only replace nodes that are not protected
return not minetest.is_protected(pos, player:get_player_name())
return false
end
-- allow replacing air and liquids
@ -140,71 +154,93 @@ local function may_replace(pos, player)
return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
end
local drop = function(pos, itemstack)
local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
if obj then
obj:setvelocity({
x = math.random(-10, 10) / 9,
y = 5,
z = math.random(-10, 10) / 9,
})
end
end
minetest.register_on_dieplayer(function(player)
if minetest.setting_getbool("creative_mode") then
local bones_mode = minetest.settings:get("bones_mode") or "bones"
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
bones_mode = "bones"
end
-- return if keep inventory set or in creative mode
if bones_mode == "keep" or (creative and creative.is_enabled_for
and creative.is_enabled_for(player:get_player_name())) then
return
end
local player_inv = player:get_inventory()
if player_inv:is_empty("main") and
player_inv:is_empty("craft") then
return
end
local pos = player:getpos()
pos.x = math.floor(pos.x+0.5)
pos.y = math.floor(pos.y+0.5)
pos.z = math.floor(pos.z+0.5)
local param2 = minetest.dir_to_facedir(player:get_look_dir())
local pos = vector.round(player:getpos())
local player_name = player:get_player_name()
local player_inv = player:get_inventory()
if (not may_replace(pos, player)) then
if (may_replace({x=pos.x, y=pos.y+1, z=pos.z}, player)) then
-- drop one node above if there's space
-- this should solve most cases of protection related deaths in which players dig straight down
-- yet keeps the bones reachable
pos.y = pos.y+1
-- check if it's possible to place bones, if not find space near player
if bones_mode == "bones" and not may_replace(pos, player) then
local air = minetest.find_node_near(pos, 1, {"air"})
if air and not minetest.is_protected(air, player_name) then
pos = air
else
-- drop items instead of delete
for i=1,player_inv:get_size("main") do
minetest.add_item(pos, player_inv:get_stack("main", i))
end
for i=1,player_inv:get_size("craft") do
minetest.add_item(pos, player_inv:get_stack("craft", i))
end
-- empty lists main and craft
player_inv:set_list("main", {})
player_inv:set_list("craft", {})
return
bones_mode = "drop"
end
end
minetest.set_node(pos, {name="bones:bones", param2=param2})
if bones_mode == "drop" then
-- drop inventory items
for i = 1, player_inv:get_size("main") do
drop(pos, player_inv:get_stack("main", i))
end
player_inv:set_list("main", {})
-- drop crafting grid items
for i = 1, player_inv:get_size("craft") do
drop(pos, player_inv:get_stack("craft", i))
end
player_inv:set_list("craft", {})
drop(pos, ItemStack("bones:bones"))
return
end
local param2 = minetest.dir_to_facedir(player:get_look_dir())
minetest.set_node(pos, {name = "bones:bones", param2 = param2})
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
inv:set_size("main", 8 * 4)
inv:set_list("main", player_inv:get_list("main"))
for i=1,player_inv:get_size("craft") do
for i = 1, player_inv:get_size("craft") do
local stack = player_inv:get_stack("craft", i)
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
--drop if no space left
minetest.add_item(pos, stack)
drop(pos, stack)
end
end
player_inv:set_list("main", {})
player_inv:set_list("craft", {})
meta:set_string("formspec", bones.bones_formspec)
meta:set_string("formspec", bones_formspec)
meta:set_string("owner", player_name)
if share_bones_time ~= 0 then
meta:set_string("infotext", player_name.."'s fresh bones")
meta:set_string("infotext", player_name .. "'s fresh bones")
if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then
meta:set_int("time", 0)

58
mods/bones/license.txt Normal file
View File

@ -0,0 +1,58 @@
License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2012-2016 Various Minetest developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2016 paramat
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.

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@ -1,26 +1,13 @@
Minetest 0.4 mod: bucket
Minetest Game mod: bucket
=========================
See license.txt for license information.
License of source code:
-----------------------
Copyright (C) 2011-2012 Kahrl <kahrl@gmx.net>
Copyright (C) 2011-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
http://www.gnu.org/licenses/lgpl-2.1.html
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) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
Authors of source code
----------------------
Kahrl <kahrl@gmx.net> (LGPL 2.1)
celeron55, Perttu Ahola <celeron55@gmail.com> (LGPL 2.1)
Various Minetest developers and contributors (LGPL 2.1)
Authors of media (textures)
---------------------------
ElementW (CC BY-SA 3.0)

View File

@ -36,12 +36,17 @@ end
-- inventory_image = texture of the new bucket item (ignored if itemname == nil)
-- name = text description of the bucket item
-- groups = (optional) groups of the bucket item, for example {water_bucket = 1}
-- force_renew = (optional) bool. Force the liquid source to renew if it has a
-- source neighbour, even if defined as 'liquid_renewable = false'.
-- Needed to avoid creating holes in sloping rivers.
-- This function can be called from any mod (that depends on bucket).
function bucket.register_liquid(source, flowing, itemname, inventory_image, name, groups)
function bucket.register_liquid(source, flowing, itemname, inventory_image, name,
groups, force_renew)
bucket.liquids[source] = {
source = source,
flowing = flowing,
itemname = itemname,
force_renew = force_renew,
}
bucket.liquids[flowing] = bucket.liquids[source]
@ -52,54 +57,54 @@ function bucket.register_liquid(source, flowing, itemname, inventory_image, name
stack_max = 1,
liquids_pointable = true,
groups = groups,
on_place = function(itemstack, user, pointed_thing)
-- Must be pointing to node
if pointed_thing.type ~= "node" then
return
end
local node = minetest.get_node_or_nil(pointed_thing.under)
local ndef
if node then
ndef = minetest.registered_nodes[node.name]
end
local ndef = node and minetest.registered_nodes[node.name]
-- Call on_rightclick if the pointed node defines it
if ndef and ndef.on_rightclick and
user and not user:get_player_control().sneak then
not (user and user:is_player() and
user:get_player_control().sneak) then
return ndef.on_rightclick(
pointed_thing.under,
node, user,
itemstack) or itemstack
itemstack)
end
local place_liquid = function(pos, node, source, flowing)
if check_protection(pos,
user and user:get_player_name() or "",
"place "..source) then
return
end
minetest.add_node(pos, {name=source})
end
local lpos
-- Check if pointing to a buildable node
if ndef and ndef.buildable_to then
-- buildable; replace the node
place_liquid(pointed_thing.under, node,
source, flowing)
lpos = pointed_thing.under
else
-- not buildable to; place the liquid above
-- check if the node above can be replaced
local node = minetest.get_node_or_nil(pointed_thing.above)
if node and minetest.registered_nodes[node.name].buildable_to then
place_liquid(pointed_thing.above,
node, source,
flowing)
else
lpos = pointed_thing.above
node = minetest.get_node_or_nil(lpos)
local above_ndef = node and minetest.registered_nodes[node.name]
if not above_ndef or not above_ndef.buildable_to then
-- do not remove the bucket with the liquid
return
return itemstack
end
end
return {name="bucket:bucket_empty"}
if check_protection(lpos, user
and user:get_player_name()
or "", "place "..source) then
return
end
minetest.set_node(lpos, {name = source})
return ItemStack("bucket:bucket_empty")
end
})
end
@ -111,8 +116,11 @@ minetest.register_craftitem("bucket:bucket_empty", {
stack_max = 99,
liquids_pointable = true,
on_use = function(itemstack, user, pointed_thing)
-- Must be pointing to node
if pointed_thing.type ~= "node" then
if pointed_thing.type == "object" then
pointed_thing.ref:punch(user, 1.0, { full_punch_interval=1.0 }, nil)
return user:get_wielded_item()
elseif pointed_thing.type ~= "node" then
-- do nothing if it's neither object nor node
return
end
-- Check if pointing to a liquid source
@ -142,7 +150,7 @@ minetest.register_craftitem("bucket:bucket_empty", {
else
local pos = user:getpos()
pos.y = math.floor(pos.y + 0.5)
core.add_item(pos, liquiddef.itemname)
minetest.add_item(pos, liquiddef.itemname)
end
-- set to return empty buckets minus 1
@ -150,9 +158,24 @@ minetest.register_craftitem("bucket:bucket_empty", {
end
minetest.add_node(pointed_thing.under, {name="air"})
-- force_renew requires a source neighbour
local source_neighbor = false
if liquiddef.force_renew then
source_neighbor =
minetest.find_node_near(pointed_thing.under, 1, liquiddef.source)
end
if not (source_neighbor and liquiddef.force_renew) then
minetest.add_node(pointed_thing.under, {name = "air"})
end
return ItemStack(giving_back)
else
-- non-liquid nodes will have their on_punch triggered
local node_def = minetest.registered_nodes[node.name]
if node_def then
node_def.on_punch(pointed_thing.under, node, user, pointed_thing)
end
return user:get_wielded_item()
end
end,
})
@ -172,7 +195,8 @@ bucket.register_liquid(
"bucket:bucket_river_water",
"bucket_river_water.png",
"River Water Bucket",
{water_bucket = 1}
{water_bucket = 1},
true
)
bucket.register_liquid(

51
mods/bucket/license.txt Normal file
View File

@ -0,0 +1,51 @@
License of source code
----------------------
GNU Lesser General Public License, version 2.1
Copyright (C) 2011-2016 Kahrl <kahrl@gmx.net>
Copyright (C) 2011-2016 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2011-2016 Various Minetest developers and contributors
This program is free software; you can redistribute it and/or modify it under the terms
of the GNU Lesser General Public License as published by the Free Software Foundation;
either version 2.1 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details:
https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2015-2016 ElementW
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

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mods/carts/README.txt Normal file
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@ -0,0 +1,22 @@
Carts (formerly boost_cart)
==========================
Carts, based almost entirely on the mod boost_cart [1], which
itself is based on (and fully compatible with) the carts mod [2].
The model was originally designed by stujones11 [3] (CC-0).
Cart textures are based on original work from PixelBOX (WTFPL).
[1] https://github.com/SmallJoker/boost_cart/
[2] https://github.com/PilzAdam/carts/
[3] https://github.com/stujones11/railcart/
Features
----------
- A fast cart for your railway or roller coaster (up to 7 m/s!)
- Boost and brake rails
- Rail junction switching with the 'right-left' walking keys
- Handbrake with the 'back' key

404
mods/carts/cart_entity.lua Normal file
View File

@ -0,0 +1,404 @@
local cart_entity = {
physical = false, -- otherwise going uphill breaks
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
visual = "mesh",
mesh = "carts_cart.b3d",
visual_size = {x=1, y=1},
textures = {"carts_cart.png"},
driver = nil,
punched = false, -- used to re-send velocity and position
velocity = {x=0, y=0, z=0}, -- only used on punch
old_dir = {x=1, y=0, z=0}, -- random value to start the cart on punch
old_pos = nil,
old_switch = 0,
railtype = nil,
attached_items = {}
}
function cart_entity:on_rightclick(clicker)
if not clicker or not clicker:is_player() then
return
end
local player_name = clicker:get_player_name()
if self.driver and player_name == self.driver then
self.driver = nil
carts:manage_attachment(clicker, nil)
elseif not self.driver then
self.driver = player_name
carts:manage_attachment(clicker, self.object)
end
end
function cart_entity:on_activate(staticdata, dtime_s)
self.object:set_armor_groups({immortal=1})
if string.sub(staticdata, 1, string.len("return")) ~= "return" then
return
end
local data = minetest.deserialize(staticdata)
if not data or type(data) ~= "table" then
return
end
self.railtype = data.railtype
if data.old_dir then
self.old_dir = data.old_dir
end
if data.old_vel then
self.old_vel = data.old_vel
end
end
function cart_entity:get_staticdata()
return minetest.serialize({
railtype = self.railtype,
old_dir = self.old_dir,
old_vel = self.old_vel
})
end
function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
local pos = self.object:getpos()
local vel = self.object:getvelocity()
if not self.railtype or vector.equals(vel, {x=0, y=0, z=0}) then
local node = minetest.get_node(pos).name
self.railtype = minetest.get_item_group(node, "connect_to_raillike")
end
-- Punched by non-player
if not puncher or not puncher:is_player() then
local cart_dir = carts:get_rail_direction(pos, self.old_dir, nil, nil, self.railtype)
if vector.equals(cart_dir, {x=0, y=0, z=0}) then
return
end
self.velocity = vector.multiply(cart_dir, 2)
self.punched = true
return
end
-- Player digs cart by sneak-punch
if puncher:get_player_control().sneak then
if self.sound_handle then
minetest.sound_stop(self.sound_handle)
end
-- Detach driver and items
if self.driver then
if self.old_pos then
self.object:setpos(self.old_pos)
end
local player = minetest.get_player_by_name(self.driver)
carts:manage_attachment(player, nil)
end
for _,obj_ in ipairs(self.attached_items) do
if obj_ then
obj_:set_detach()
end
end
-- Pick up cart
local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(puncher:get_player_name()))
or not inv:contains_item("main", "carts:cart") then
local leftover = inv:add_item("main", "carts:cart")
-- If no room in inventory add a replacement cart to the world
if not leftover:is_empty() then
minetest.add_item(self.object:getpos(), leftover)
end
end
self.object:remove()
return
end
-- Player punches cart to alter velocity
if puncher:get_player_name() == self.driver then
if math.abs(vel.x + vel.z) > carts.punch_speed_max then
return
end
end
local punch_dir = carts:velocity_to_dir(puncher:get_look_dir())
punch_dir.y = 0
local cart_dir = carts:get_rail_direction(pos, punch_dir, nil, nil, self.railtype)
if vector.equals(cart_dir, {x=0, y=0, z=0}) then
return
end
local punch_interval = 1
if tool_capabilities and tool_capabilities.full_punch_interval then
punch_interval = tool_capabilities.full_punch_interval
end
time_from_last_punch = math.min(time_from_last_punch or punch_interval, punch_interval)
local f = 2 * (time_from_last_punch / punch_interval)
self.velocity = vector.multiply(cart_dir, f)
self.old_dir = cart_dir
self.punched = true
end
local function rail_on_step_event(handler, obj, dtime)
if handler then
handler(obj, dtime)
end
end
-- sound refresh interval = 1.0sec
local function rail_sound(self, dtime)
if not self.sound_ttl then
self.sound_ttl = 1.0
return
elseif self.sound_ttl > 0 then
self.sound_ttl = self.sound_ttl - dtime
return
end
self.sound_ttl = 1.0
if self.sound_handle then
local handle = self.sound_handle
self.sound_handle = nil
minetest.after(0.2, minetest.sound_stop, handle)
end
local vel = self.object:getvelocity()
local speed = vector.length(vel)
if speed > 0 then
self.sound_handle = minetest.sound_play(
"carts_cart_moving", {
object = self.object,
gain = (speed / carts.speed_max) / 2,
loop = true,
})
end
end
local function get_railparams(pos)
local node = minetest.get_node(pos)
return carts.railparams[node.name] or {}
end
local function rail_on_step(self, dtime)
local vel = self.object:getvelocity()
if self.punched then
vel = vector.add(vel, self.velocity)
self.object:setvelocity(vel)
self.old_dir.y = 0
elseif vector.equals(vel, {x=0, y=0, z=0}) then
return
end
local pos = self.object:getpos()
local update = {}
-- stop cart if velocity vector flips
if self.old_vel and self.old_vel.y == 0 and
(self.old_vel.x * vel.x < 0 or self.old_vel.z * vel.z < 0) then
self.old_vel = {x = 0, y = 0, z = 0}
self.old_pos = pos
self.object:setvelocity(vector.new())
self.object:setacceleration(vector.new())
rail_on_step_event(get_railparams(pos).on_step, self, dtime)
return
end
self.old_vel = vector.new(vel)
if self.old_pos and not self.punched then
local flo_pos = vector.round(pos)
local flo_old = vector.round(self.old_pos)
if vector.equals(flo_pos, flo_old) then
-- Do not check one node multiple times
return
end
end
local ctrl, player
-- Get player controls
if self.driver then
player = minetest.get_player_by_name(self.driver)
if player then
ctrl = player:get_player_control()
end
end
if self.old_pos then
-- Detection for "skipping" nodes
local found_path = carts:pathfinder(
pos, self.old_pos, self.old_dir, ctrl, self.old_switch, self.railtype
)
if not found_path then
-- No rail found: reset back to the expected position
pos = vector.new(self.old_pos)
update.pos = true
end
end
local cart_dir = carts:velocity_to_dir(vel)
local railparams
-- dir: New moving direction of the cart
-- switch_keys: Currently pressed L/R key, used to ignore the key on the next rail node
local dir, switch_keys = carts:get_rail_direction(
pos, cart_dir, ctrl, self.old_switch, self.railtype
)
local new_acc = {x=0, y=0, z=0}
if vector.equals(dir, {x=0, y=0, z=0}) then
vel = {x = 0, y = 0, z = 0}
pos = vector.round(pos)
update.pos = true
update.vel = true
else
-- Direction change detected
if not vector.equals(dir, self.old_dir) then
vel = vector.multiply(dir, math.abs(vel.x + vel.z))
update.vel = true
if dir.y ~= self.old_dir.y then
pos = vector.round(pos)
update.pos = true
end
end
-- Center on the rail
if dir.z ~= 0 and math.floor(pos.x + 0.5) ~= pos.x then
pos.x = math.floor(pos.x + 0.5)
update.pos = true
end
if dir.x ~= 0 and math.floor(pos.z + 0.5) ~= pos.z then
pos.z = math.floor(pos.z + 0.5)
update.pos = true
end
-- Slow down or speed up..
local acc = dir.y * -4.0
-- Get rail for corrected position
railparams = get_railparams(pos)
-- no need to check for railparams == nil since we always make it exist.
local speed_mod = railparams.acceleration
if speed_mod and speed_mod ~= 0 then
-- Try to make it similar to the original carts mod
acc = acc + speed_mod
else
-- Handbrake or coast
if ctrl and ctrl.down then
acc = acc - 3
else
acc = acc - 0.4
end
end
new_acc = vector.multiply(dir, acc)
end
-- Limits
local max_vel = carts.speed_max
for _, v in pairs({"x","y","z"}) do
if math.abs(vel[v]) > max_vel then
vel[v] = carts:get_sign(vel[v]) * max_vel
new_acc[v] = 0
update.vel = true
end
end
self.object:setacceleration(new_acc)
self.old_pos = vector.new(pos)
if not vector.equals(dir, {x=0, y=0, z=0}) then
self.old_dir = vector.new(dir)
end
self.old_switch = switch_keys
if self.punched then
-- Collect dropped items
for _, obj_ in pairs(minetest.get_objects_inside_radius(pos, 1)) do
if not obj_:is_player() and
obj_:get_luaentity() and
not obj_:get_luaentity().physical_state and
obj_:get_luaentity().name == "__builtin:item" then
obj_:set_attach(self.object, "", {x=0, y=0, z=0}, {x=0, y=0, z=0})
self.attached_items[#self.attached_items + 1] = obj_
end
end
self.punched = false
update.vel = true
end
railparams = railparams or get_railparams(pos)
if not (update.vel or update.pos) then
rail_on_step_event(railparams.on_step, self, dtime)
return
end
local yaw = 0
if self.old_dir.x < 0 then
yaw = 0.5
elseif self.old_dir.x > 0 then
yaw = 1.5
elseif self.old_dir.z < 0 then
yaw = 1
end
self.object:setyaw(yaw * math.pi)
local anim = {x=0, y=0}
if dir.y == -1 then
anim = {x=1, y=1}
elseif dir.y == 1 then
anim = {x=2, y=2}
end
self.object:set_animation(anim, 1, 0)
self.object:setvelocity(vel)
if update.pos then
self.object:setpos(pos)
end
-- call event handler
rail_on_step_event(railparams.on_step, self, dtime)
end
function cart_entity:on_step(dtime)
rail_on_step(self, dtime)
rail_sound(self, dtime)
end
minetest.register_entity("carts:cart", cart_entity)
minetest.register_craftitem("carts:cart", {
description = "Cart (Sneak+Click to pick up)",
inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_side.png", "carts_cart_side.png"),
wield_image = "carts_cart_side.png",
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
if not pointed_thing.type == "node" then
return
end
if carts:is_rail(pointed_thing.under) then
minetest.add_entity(pointed_thing.under, "carts:cart")
elseif carts:is_rail(pointed_thing.above) then
minetest.add_entity(pointed_thing.above, "carts:cart")
else
return
end
minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
{pos = pointed_thing.above})
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(placer:get_player_name())) then
itemstack:take_item()
end
return itemstack
end,
})
minetest.register_craft({
output = "carts:cart",
recipe = {
{"default:steel_ingot", "", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
},
})

1
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default

232
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function carts:get_sign(z)
if z == 0 then
return 0
else
return z / math.abs(z)
end
end
function carts:manage_attachment(player, obj)
if not player then
return
end
local status = obj ~= nil
local player_name = player:get_player_name()
if default.player_attached[player_name] == status then
return
end
default.player_attached[player_name] = status
if status then
player:set_attach(obj, "", {x=0, y=6, z=0}, {x=0, y=0, z=0})
player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0})
else
player:set_detach()
player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0})
end
end
function carts:velocity_to_dir(v)
if math.abs(v.x) > math.abs(v.z) then
return {x=carts:get_sign(v.x), y=carts:get_sign(v.y), z=0}
else
return {x=0, y=carts:get_sign(v.y), z=carts:get_sign(v.z)}
end
end
function carts:is_rail(pos, railtype)
local node = minetest.get_node(pos).name
if node == "ignore" then
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(pos, pos)
local area = VoxelArea:new{
MinEdge = emin,
MaxEdge = emax,
}
local data = vm:get_data()
local vi = area:indexp(pos)
node = minetest.get_name_from_content_id(data[vi])
end
if minetest.get_item_group(node, "rail") == 0 then
return false
end
if not railtype then
return true
end
return minetest.get_item_group(node, "connect_to_raillike") == railtype
end
function carts:check_front_up_down(pos, dir_, check_up, railtype)
local dir = vector.new(dir_)
local cur
-- Front
dir.y = 0
cur = vector.add(pos, dir)
if carts:is_rail(cur, railtype) then
return dir
end
-- Up
if check_up then
dir.y = 1
cur = vector.add(pos, dir)
if carts:is_rail(cur, railtype) then
return dir
end
end
-- Down
dir.y = -1
cur = vector.add(pos, dir)
if carts:is_rail(cur, railtype) then
return dir
end
return nil
end
function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
local pos = vector.round(pos_)
local cur
local left_check, right_check = true, true
-- Check left and right
local left = {x=0, y=0, z=0}
local right = {x=0, y=0, z=0}
if dir.z ~= 0 and dir.x == 0 then
left.x = -dir.z
right.x = dir.z
elseif dir.x ~= 0 and dir.z == 0 then
left.z = dir.x
right.z = -dir.x
end
if ctrl then
if old_switch == 1 then
left_check = false
elseif old_switch == 2 then
right_check = false
end
if ctrl.left and left_check then
cur = carts:check_front_up_down(pos, left, false, railtype)
if cur then
return cur, 1
end
left_check = false
end
if ctrl.right and right_check then
cur = carts:check_front_up_down(pos, right, false, railtype)
if cur then
return cur, 2
end
right_check = true
end
end
-- Normal
cur = carts:check_front_up_down(pos, dir, true, railtype)
if cur then
return cur
end
-- Left, if not already checked
if left_check then
cur = carts:check_front_up_down(pos, left, false, railtype)
if cur then
return cur
end
end
-- Right, if not already checked
if right_check then
cur = carts:check_front_up_down(pos, right, false, railtype)
if cur then
return cur
end
end
-- Backwards
if not old_switch then
cur = carts:check_front_up_down(pos, {
x = -dir.x,
y = dir.y,
z = -dir.z
}, true, railtype)
if cur then
return cur
end
end
return {x=0, y=0, z=0}
end
function carts:pathfinder(pos_, old_pos, old_dir, ctrl, pf_switch, railtype)
if vector.equals(old_pos, pos_) then
return true
end
local pos = vector.round(pos_)
local pf_pos = vector.round(old_pos)
local pf_dir = vector.new(old_dir)
for i = 1, 3 do
pf_dir, pf_switch = carts:get_rail_direction(
pf_pos, pf_dir, ctrl, pf_switch, railtype)
if vector.equals(pf_dir, {x=0, y=0, z=0}) then
-- No way forwards
return false
end
pf_pos = vector.add(pf_pos, pf_dir)
if vector.equals(pf_pos, pos) then
-- Success! Cart moved on correctly
return true
end
end
-- Cart not found
return false
end
function carts:register_rail(name, def_overwrite, railparams)
local def = {
drawtype = "raillike",
paramtype = "light",
sunlight_propagates = true,
is_ground_content = false,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
},
sounds = default.node_sound_metal_defaults()
}
for k, v in pairs(def_overwrite) do
def[k] = v
end
if not def.inventory_image then
def.wield_image = def.tiles[1]
def.inventory_image = def.tiles[1]
end
if railparams then
carts.railparams[name] = table.copy(railparams)
end
minetest.register_node(name, def)
end
function carts:get_rail_groups(additional_groups)
-- Get the default rail groups and add more when a table is given
local groups = {
dig_immediate = 2,
attached_node = 1,
rail = 1,
connect_to_raillike = minetest.raillike_group("rail")
}
if type(additional_groups) == "table" then
for k, v in pairs(additional_groups) do
groups[k] = v
end
end
return groups
end

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carts = {}
carts.modpath = minetest.get_modpath("carts")
carts.railparams = {}
-- Maximal speed of the cart in m/s (min = -1)
carts.speed_max = 7
-- Set to -1 to disable punching the cart from inside (min = -1)
carts.punch_speed_max = 5
dofile(carts.modpath.."/functions.lua")
dofile(carts.modpath.."/rails.lua")
-- Support for non-default games
if not default.player_attached then
default.player_attached = {}
end
dofile(carts.modpath.."/cart_entity.lua")

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License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2014-2016 SmallJoker
Copyright (C) 2012-2016 Various Minetest developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation the
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media
-----------------
CC-0, see: https://creativecommons.org/share-your-work/public-domain/cc0/, except
if other license is mentioned.
Authors
---------
Originally from PixelBOX (Gambit):
carts_cart_side.png
carts_cart_top.png
carts_cart_front.png*
carts_cart.png*
sofar + stujones11:
carts_cart.b3d and carts_cart.blend
hexafraction, modified by sofar
carts_rail_*.png
http://www.freesound.org/people/YleArkisto/sounds/253159/ - YleArkisto - CC-BY-3.0
carts_cart_moving.*.ogg

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carts:register_rail("carts:rail", {
description = "Rail",
tiles = {
"carts_rail_straight.png", "carts_rail_curved.png",
"carts_rail_t_junction.png", "carts_rail_crossing.png"
},
inventory_image = "carts_rail_straight.png",
wield_image = "carts_rail_straight.png",
groups = carts:get_rail_groups(),
}, {})
minetest.register_craft({
output = "carts:rail 18",
recipe = {
{"default:steel_ingot", "group:wood", "default:steel_ingot"},
{"default:steel_ingot", "", "default:steel_ingot"},
{"default:steel_ingot", "group:wood", "default:steel_ingot"},
}
})
minetest.register_alias("default:rail", "carts:rail")
carts:register_rail("carts:powerrail", {
description = "Powered rail",
tiles = {
"carts_rail_straight_pwr.png", "carts_rail_curved_pwr.png",
"carts_rail_t_junction_pwr.png", "carts_rail_crossing_pwr.png"
},
groups = carts:get_rail_groups(),
}, {acceleration = 5})
minetest.register_craft({
output = "carts:powerrail 18",
recipe = {
{"default:steel_ingot", "group:wood", "default:steel_ingot"},
{"default:steel_ingot", "default:mese_crystal", "default:steel_ingot"},
{"default:steel_ingot", "group:wood", "default:steel_ingot"},
}
})
carts:register_rail("carts:brakerail", {
description = "Brake rail",
tiles = {
"carts_rail_straight_brk.png", "carts_rail_curved_brk.png",
"carts_rail_t_junction_brk.png", "carts_rail_crossing_brk.png"
},
groups = carts:get_rail_groups(),
}, {acceleration = -3})
minetest.register_craft({
output = "carts:brakerail 18",
recipe = {
{"default:steel_ingot", "group:wood", "default:steel_ingot"},
{"default:steel_ingot", "default:coal_lump", "default:steel_ingot"},
{"default:steel_ingot", "group:wood", "default:steel_ingot"},
}
})

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Minetest 0.4 mod: creative
==========================
Minetest Game mod: creative
===========================
See license.txt for license information.
Implements creative mode.
Switch on by using the "creative_mode" setting.
Registered items that
- have a description, and
- do not have the group not_in_creative_inventory
are added to the creative inventory.
License of source code and media files:
---------------------------------------
Copyright (C) 2012 Perttu Ahola (celeron55) <celeron55@gmail.com>
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.
Authors of source code
----------------------
Originally by Perttu Ahola (celeron55) <celeron55@gmail.com> (MIT)
Jean-Patrick G. (kilbith) <jeanpatrick.guerrero@gmail.com> (MIT)
Author of media (textures)
--------------------------
Jean-Patrick G. (kilbith) <jeanpatrick.guerrero@gmail.com> (CC BY-SA 3.0)

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default
sfinv

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-- minetest/creative/init.lua
creative = {}
creative_inventory = {}
creative_inventory.creative_inventory_size = 0
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
-- Create detached creative inventory after loading all mods
minetest.after(0, function()
local inv = minetest.create_detached_inventory("creative", {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if minetest.setting_getbool("creative_mode") then
return count
else
return 0
end
end,
allow_put = function(inv, listname, index, stack, player)
return 0
end,
allow_take = function(inv, listname, index, stack, player)
if minetest.setting_getbool("creative_mode") then
return -1
else
return 0
end
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
end,
on_put = function(inv, listname, index, stack, player)
end,
on_take = function(inv, listname, index, stack, player)
--print(player:get_player_name().." takes item from creative inventory; listname="..dump(listname)..", index="..dump(index)..", stack="..dump(stack))
if stack then
minetest.log("action", player:get_player_name().." takes "..dump(stack:get_name()).." from creative inventory")
--print("stack:get_name()="..dump(stack:get_name())..", stack:get_count()="..dump(stack:get_count()))
end
end,
})
local creative_list = {}
for name,def in pairs(minetest.registered_items) do
if (not def.groups.not_in_creative_inventory or def.groups.not_in_creative_inventory == 0)
and def.description and def.description ~= "" then
table.insert(creative_list, name)
end
end
table.sort(creative_list)
inv:set_size("main", #creative_list)
for _,itemstring in ipairs(creative_list) do
inv:add_item("main", ItemStack(itemstring))
end
creative_inventory.creative_inventory_size = #creative_list
--print("creative inventory size: "..dump(creative_inventory.creative_inventory_size))
end)
-- Create the trash field
local trash = minetest.create_detached_inventory("creative_trash", {
-- Allow the stack to be placed and remove it in on_put()
-- This allows the creative inventory to restore the stack
allow_put = function(inv, listname, index, stack, player)
if minetest.setting_getbool("creative_mode") then
return stack:get_count()
else
return 0
end
end,
on_put = function(inv, listname, index, stack, player)
inv:set_stack(listname, index, "")
end,
})
trash:set_size("main", 1)
creative_inventory.set_creative_formspec = function(player, start_i, pagenum)
pagenum = math.floor(pagenum)
local pagemax = math.floor((creative_inventory.creative_inventory_size-1) / (6*4) + 1)
player:set_inventory_formspec(
"size[13,7.5]"..
--"image[6,0.6;1,2;player.png]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
"list[current_player;main;5,3.5;8,1;]"..
"list[current_player;main;5,4.75;8,3;8]"..
"list[current_player;craft;8,0;3,3;]"..
"list[current_player;craftpreview;12,1;1,1;]"..
"image[11,1;1,1;gui_furnace_arrow_bg.png^[transformR270]"..
"list[detached:creative;main;0.3,0.5;4,6;"..tostring(start_i).."]"..
"label[2.0,6.55;"..tostring(pagenum).."/"..tostring(pagemax).."]"..
"button[0.3,6.5;1.6,1;creative_prev;<<]"..
"button[2.7,6.5;1.6,1;creative_next;>>]"..
"listring[current_player;main]"..
"listring[current_player;craft]"..
"listring[current_player;main]"..
"listring[detached:creative;main]"..
"label[5,1.5;Trash:]"..
"list[detached:creative_trash;main;5,2;1,1;]"..
default.get_hotbar_bg(5,3.5)
)
function creative.is_enabled_for(name)
return creative_mode_cache
end
minetest.register_on_joinplayer(function(player)
-- If in creative mode, modify player's inventory forms
if not minetest.setting_getbool("creative_mode") then
return
end
creative_inventory.set_creative_formspec(player, 0, 1)
end)
minetest.register_on_player_receive_fields(function(player, formname, fields)
if not minetest.setting_getbool("creative_mode") then
return
end
-- Figure out current page from formspec
local current_page = 0
local formspec = player:get_inventory_formspec()
local start_i = string.match(formspec, "list%[detached:creative;main;[%d.]+,[%d.]+;[%d.]+,[%d.]+;(%d+)%]")
start_i = tonumber(start_i) or 0
if fields.creative_prev then
start_i = start_i - 4*6
end
if fields.creative_next then
start_i = start_i + 4*6
end
dofile(minetest.get_modpath("creative") .. "/inventory.lua")
if start_i < 0 then
start_i = start_i + 4*6
end
if start_i >= creative_inventory.creative_inventory_size then
start_i = start_i - 4*6
end
if start_i < 0 or start_i >= creative_inventory.creative_inventory_size then
start_i = 0
end
if creative_mode_cache then
-- Dig time is modified according to difference (leveldiff) between tool
-- 'maxlevel' and node 'level'. Digtime is divided by the larger of
-- leveldiff and 1.
-- To speed up digging in creative, hand 'maxlevel' and 'digtime' have been
-- increased such that nodes of differing levels have an insignificant
-- effect on digtime.
local digtime = 42
local caps = {times = {digtime, digtime, digtime}, uses = 0, maxlevel = 256}
creative_inventory.set_creative_formspec(player, start_i, start_i / (6*4) + 1)
end)
if minetest.setting_getbool("creative_mode") then
local digtime = 0.5
minetest.register_item(":", {
type = "none",
wield_image = "wieldhand.png",
wield_scale = {x=1,y=1,z=2.5},
wield_scale = {x = 1, y = 1, z = 2.5},
range = 10,
tool_capabilities = {
full_punch_interval = 0.5,
max_drop_level = 3,
groupcaps = {
crumbly = {times={[1]=digtime, [2]=digtime, [3]=digtime}, uses=0, maxlevel=3},
cracky = {times={[1]=digtime, [2]=digtime, [3]=digtime}, uses=0, maxlevel=3},
snappy = {times={[1]=digtime, [2]=digtime, [3]=digtime}, uses=0, maxlevel=3},
choppy = {times={[1]=digtime, [2]=digtime, [3]=digtime}, uses=0, maxlevel=3},
oddly_breakable_by_hand = {times={[1]=digtime, [2]=digtime, [3]=digtime}, uses=0, maxlevel=3},
crumbly = caps,
cracky = caps,
snappy = caps,
choppy = caps,
oddly_breakable_by_hand = caps,
},
damage_groups = {fleshy = 10},
}
})
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack)
return true
end)
function minetest.handle_node_drops(pos, drops, digger)
if not digger or not digger:is_player() then
return
end
local inv = digger:get_inventory()
if inv then
for _,item in ipairs(drops) do
item = ItemStack(item):get_name()
if not inv:contains_item("main", item) then
inv:add_item("main", item)
end
end
-- Unlimited node placement
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack)
if placer and placer:is_player() then
return creative.is_enabled_for(placer:get_player_name())
end
end)
-- Don't pick up if the item is already in the inventory
local old_handle_node_drops = minetest.handle_node_drops
function minetest.handle_node_drops(pos, drops, digger)
if not digger or not digger:is_player() or
not creative.is_enabled_for(digger:get_player_name()) then
return old_handle_node_drops(pos, drops, digger)
end
local inv = digger:get_inventory()
if inv then
for _, item in ipairs(drops) do
if not inv:contains_item("main", item, true) then
inv:add_item("main", item)
end
end
end
end

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local player_inventory = {}
local inventory_cache = {}
local function init_creative_cache(items)
inventory_cache[items] = {}
local i_cache = inventory_cache[items]
for name, def in pairs(items) do
if def.groups.not_in_creative_inventory ~= 1 and
def.description and def.description ~= "" then
i_cache[name] = def
end
end
table.sort(i_cache)
return i_cache
end
function creative.init_creative_inventory(player)
local player_name = player:get_player_name()
player_inventory[player_name] = {
size = 0,
filter = "",
start_i = 0
}
minetest.create_detached_inventory("creative_" .. player_name, {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player2)
local name = player2 and player2:get_player_name() or ""
if not creative.is_enabled_for(name) or
to_list == "main" then
return 0
end
return count
end,
allow_put = function(inv, listname, index, stack, player2)
return 0
end,
allow_take = function(inv, listname, index, stack, player2)
local name = player2 and player2:get_player_name() or ""
if not creative.is_enabled_for(name) then
return 0
end
return -1
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player2)
end,
on_take = function(inv, listname, index, stack, player2)
if stack and stack:get_count() > 0 then
minetest.log("action", player_name .. " takes " .. stack:get_name().. " from creative inventory")
end
end,
}, player_name)
return player_inventory[player_name]
end
function creative.update_creative_inventory(player_name, tab_content)
local creative_list = {}
local inv = player_inventory[player_name] or
creative.init_creative_inventory(minetest.get_player_by_name(player_name))
local player_inv = minetest.get_inventory({type = "detached", name = "creative_" .. player_name})
local items = inventory_cache[tab_content] or init_creative_cache(tab_content)
for name, def in pairs(items) do
if def.name:find(inv.filter, 1, true) or
def.description:lower():find(inv.filter, 1, true) then
creative_list[#creative_list+1] = name
end
end
table.sort(creative_list)
player_inv:set_size("main", #creative_list)
player_inv:set_list("main", creative_list)
inv.size = #creative_list
end
-- Create the trash field
local trash = minetest.create_detached_inventory("creative_trash", {
-- Allow the stack to be placed and remove it in on_put()
-- This allows the creative inventory to restore the stack
allow_put = function(inv, listname, index, stack, player)
return stack:get_count()
end,
on_put = function(inv, listname)
inv:set_list(listname, {})
end,
})
trash:set_size("main", 1)
creative.formspec_add = ""
function creative.register_tab(name, title, items)
sfinv.register_page("creative:" .. name, {
title = title,
is_in_nav = function(self, player, context)
return creative.is_enabled_for(player:get_player_name())
end,
get = function(self, player, context)
local player_name = player:get_player_name()
creative.update_creative_inventory(player_name, items)
local inv = player_inventory[player_name]
local start_i = inv.start_i or 0
local pagenum = math.floor(start_i / (3*8) + 1)
local pagemax = math.ceil(inv.size / (3*8))
return sfinv.make_formspec(player, context,
"label[6.2,3.35;" .. minetest.colorize("#FFFF00", tostring(pagenum)) .. " / " .. tostring(pagemax) .. "]" ..
[[
image[4.06,3.4;0.8,0.8;creative_trash_icon.png]
listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF]
list[current_player;main;0,4.7;8,1;]
list[current_player;main;0,5.85;8,3;8]
list[detached:creative_trash;main;4,3.3;1,1;]
listring[]
button[5.4,3.2;0.8,0.9;creative_prev;<]
button[7.25,3.2;0.8,0.9;creative_next;>]
button[2.1,3.4;0.8,0.5;creative_search;?]
button[2.75,3.4;0.8,0.5;creative_clear;X]
tooltip[creative_search;Search]
tooltip[creative_clear;Reset]
tooltip[creative_prev;Previous page]
tooltip[creative_next;Next page]
listring[current_player;main]
field_close_on_enter[creative_filter;false]
]] ..
"field[0.3,3.5;2.2,1;creative_filter;;" .. minetest.formspec_escape(inv.filter) .. "]" ..
"listring[detached:creative_" .. player_name .. ";main]" ..
"list[detached:creative_" .. player_name .. ";main;0,0;8,3;" .. tostring(start_i) .. "]" ..
default.get_hotbar_bg(0,4.7) ..
default.gui_bg .. default.gui_bg_img .. default.gui_slots
.. creative.formspec_add, false)
end,
on_enter = function(self, player, context)
local player_name = player:get_player_name()
local inv = player_inventory[player_name]
if inv then
inv.start_i = 0
end
end,
on_player_receive_fields = function(self, player, context, fields)
local player_name = player:get_player_name()
local inv = player_inventory[player_name]
assert(inv)
if fields.creative_clear then
inv.start_i = 0
inv.filter = ""
creative.update_creative_inventory(player_name, items)
sfinv.set_player_inventory_formspec(player, context)
elseif fields.creative_search or
fields.key_enter_field == "creative_filter" then
inv.start_i = 0
inv.filter = fields.creative_filter:lower()
creative.update_creative_inventory(player_name, items)
sfinv.set_player_inventory_formspec(player, context)
elseif not fields.quit then
local start_i = inv.start_i or 0
if fields.creative_prev then
start_i = start_i - 3*8
if start_i < 0 then
start_i = inv.size - (inv.size % (3*8))
if inv.size == start_i then
start_i = math.max(0, inv.size - (3*8))
end
end
elseif fields.creative_next then
start_i = start_i + 3*8
if start_i >= inv.size then
start_i = 0
end
end
inv.start_i = start_i
sfinv.set_player_inventory_formspec(player, context)
end
end
})
end
creative.register_tab("all", "All", minetest.registered_items)
creative.register_tab("nodes", "Nodes", minetest.registered_nodes)
creative.register_tab("tools", "Tools", minetest.registered_tools)
creative.register_tab("craftitems", "Items", minetest.registered_craftitems)
local old_homepage_name = sfinv.get_homepage_name
function sfinv.get_homepage_name(player)
if creative.is_enabled_for(player:get_player_name()) then
return "creative:all"
else
return old_homepage_name(player)
end
end

60
mods/creative/license.txt Normal file
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License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2012-2016 Perttu Ahola (celeron55) <celeron55@gmail.com>
Copyright (C) 2015-2016 Jean-Patrick G. (kilbith) <jeanpatrick.guerrero@gmail.com>
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2016 Jean-Patrick G. (kilbith) <jeanpatrick.guerrero@gmail.com>
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

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Minetest 0.4 mod: default
Minetest Game mod: default
==========================
See license.txt for license information.
License of source code:
-----------------------
Copyright (C) 2011-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
Authors of source code
----------------------
Originally by celeron55, Perttu Ahola <celeron55@gmail.com> (LGPL 2.1)
Various Minetest developers and contributors (LGPL 2.1)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
http://www.gnu.org/licenses/lgpl-2.1.html
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
-----------------------
Authors of media (textures, models and sounds)
----------------------------------------------
Everything not listed in here:
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
celeron55, Perttu Ahola <celeron55@gmail.com> (CC BY-SA 3.0)
Cisoun's WTFPL texture pack:
Cisoun's texture pack (CC BY-SA 3.0):
default_jungletree.png
default_lava.png
default_leaves.png
default_sapling.png
default_sign_wall.png
default_bush_sapling.png
default_stone.png
default_tree.png
default_tree_top.png
default_water.png
Cisoun's conifers mod (WTFPL):
Cisoun's conifers mod (CC BY-SA 3.0):
default_pine_needles.png
Originating from G4JC's Almost MC Texture Pack:
Originating from G4JC's Almost MC Texture Pack (CC BY-SA 3.0):
default_torch.png
default_torch_on_ceiling.png
default_torch_on_floor.png
VanessaE's animated torches (WTFPL):
VanessaE's animated torches (CC BY-SA 3.0):
default_torch_animated.png
default_torch_on_ceiling_animated.png
default_torch_on_floor_animated.png
default_torch_on_floor.png
RealBadAngel's animated water (WTFPL):
RealBadAngel's animated water (CC BY-SA 3.0):
default_water_source_animated.png
default_water_flowing_animated.png
VanessaE (WTFPL):
default_nc_back.png
default_nc_front.png
default_nc_rb.png
default_nc_side.png
VanessaE (CC BY-SA 3.0):
default_desert_sand.png
default_desert_stone.png
default_sand.png
default_jungletree_top.png
default_mese_crystal.png
default_mese_crystal_fragment.png
Calinou (CC BY-SA):
Calinou (CC BY-SA 3.0):
default_brick.png
default_papyrus.png
default_mineral_copper.png
default_glass_detail.png
MirceaKitsune (WTFPL):
MirceaKitsune (CC BY-SA 3.0):
character.x
Jordach (CC BY-SA 3.0):
character.png
PilzAdam (WTFPL):
PilzAdam (CC BY-SA 3.0):
default_jungleleaves.png
default_junglesapling.png
default_obsidian_glass.png
default_obsidian_shard.png
default_mineral_gold.png
default_snowball.png
jojoa1997 (WTFPL):
jojoa1997 (CC BY-SA 3.0):
default_obsidian.png
InfinityProject (WTFPL):
InfinityProject (CC BY-SA 3.0):
default_mineral_diamond.png
Splizard (CC BY-SA 3.0):
default_snow.png
default_snow_side.png
default_pine_sapling.png
Zeg9 (CC BY-SA 3.0):
default_coal_block.png
default_steel_block.png
default_copper_block.png
default_bronze_block.png
default_gold_block.png
paramat (CC BY-SA 3.0):
wieldhand.png, derived from character.png by Jordach (CC BY-SA 3.0)
wieldhand.png -- Copied from character.png by Jordach (CC BY-SA 3.0)
default_pinetree.png
default_pinetree_top.png
default_pinewood.png
default_sandstone_brick.png
default_obsidian_brick.png
default_river_water.png
default_river_water_source_animated.png
default_river_water_flowing_animated.png
default_acacia_leaves.png
default_acacia_leaves_simple.png
default_acacia_sapling.png
default_acacia_bush_sapling.png
default_acacia_tree.png
default_acacia_tree_top.png
default_acacia_wood.png
default_acacia_bush_stem.png
default_bush_stem.png
default_junglewood.png
default_jungletree_top.png
default_sandstone_brick.png
default_obsidian_brick.png
default_stone_brick.png
default_desert_stone_brick.png
default_sandstone_block.png
default_obsidian_block.png
default_stone_block.png
default_desert_stone_block.png
default_river_water.png
default_river_water_source_animated.png
default_river_water_flowing_animated.png
default_dry_grass.png
default_dry_grass_side.png
default_dry_grass_*.png
default_junglewood.png, derived from a texture by BlockMen (CC BY-SA 3.0)
default_grass.png, derived from a texture by Philipbenr (CC BY-SA 3.0)
default_grass_side.png, derived from a texture by Philipbenr (CC BY-SA 3.0)
default_stone_brick.png, derived from a texture by Cisoun (WTFPL)
default_desert_stone_brick.png, derived from a texture by VanessaE (WTFPL)
default_grass.png
default_grass_side.png
default_mese_block.png
default_silver_sand.png
default_mese_post_light_side.png
default_mese_post_light_side_dark.png
default_mese_post_light_top.png
default_silver_sandstone.png -- Derived from a texture by GreenXenith (CC-BY-SA 3.0)
default_silver_sandstone_brick.png -- Derived from a texture by GreenXenith (CC-BY-SA 3.0)
default_silver_sandstone_block.png -- Derived from a texture by GreenXenith (CC-BY-SA 3.0)
default_bookshelf_slot.png -- Derived from a texture by Gambit (CC-BY-SA 3.0)
brunob.santos (CC BY-SA 4.0):
default_desert_cobble.png
BlockMen (CC BY-SA 3.0):
default_aspen_leaves.png -- Derived from Sofar's texture
default_wood.png
default_clay_brick.png
default_iron_ingot.png
default_gold_ingot.png
default_tool_steelsword.png
default_diamond.png
default_book.png
default_tool_*.png
default_lava_source_animated.png
default_lava_flowing_animated.png
@ -145,17 +143,27 @@ BlockMen (CC BY-SA 3.0):
default_mineral_mese.png
default_meselamp.png
bubble.png
heart.png
gui_*.png
sofar (CC BY-SA 3.0):
default_aspen_sapling
default_aspen_tree
default_aspen_tree_top, derived from default_pine_tree_top (by paramat)
default_aspen_wood, derived from default_pine_wood (by paramat)
default_chest_inside
sofar (WTFPL):
default_gravel.png -- Derived from Gambit's PixelBOX texture pack light gravel
Neuromancer (CC BY-SA 2.0):
default_cobble.png, based on texture by Brane praefect
default_mossycobble.png, based on texture by Brane praefect
Neuromancer (CC BY-SA 3.0):
default_dirt.png
default_furnace_*.png
Gambit (WTFPL):
Gambit (CC BY-SA 3.0):
default_bronze_ingot.png
default_copper_ingot.png
default_copper_lump.png
@ -166,16 +174,63 @@ Gambit (WTFPL):
default_grass_*.png
default_paper.png
default_diamond_block.png
default_ladder_steel.png
default_sign_wall_wood.png
default_flint.png
default_snow.png
default_snow_side.png
default_snowball.png
default_key.png
default_key_skeleton.png
default_book.png
asl97 (WTFPL):
asl97 (CC BY-SA 3.0):
default_ice.png
KevDoy (CC BY-SA 3.0)
heart.png
Pithydon (CC BY-SA 3.0)
default_coral_brown.png
default_coral_orange.png
default_coral_skeleton.png
Ferk (CC0 1.0)
default_item_smoke.png
default_item_smoke.ogg, based on sound by http://opengameart.org/users/bart
npx (CC BY-SA 3.0)
default_rainforest_litter.png
default_rainforest_litter_side.png
kaeza (CC-BY-SA 3.0):
default_desert_sandstone.png
default_desert_sandstone_brick.png
default_desert_sandstone_block.png
kilbith (CC BY-SA 3.0):
default_steel_block.png
default_copper_block.png
default_bronze_block.png
default_gold_block.png
default_tin_block.png
default_mineral_tin.png
default_tin_ingot.png
default_tin_lump.png
CloudyProton (CC BY-SA 3.0):
default_book_written.png, based on default_book.png by Gambit
Glass breaking sounds (CC BY 3.0):
1: http://www.freesound.org/people/cmusounddesign/sounds/71947/
2: http://www.freesound.org/people/Tomlija/sounds/97669/
3: http://www.freesound.org/people/lsprice/sounds/88808/
Mito551 (sounds) (CC BY-SA):
sonictechtonic (CC BY 3.0):
https://www.freesound.org/people/sonictechtonic/sounds/241872/
player_damage.ogg
Mito551 (sounds) (CC BY-SA 3.0):
default_dig_choppy.ogg
default_dig_cracky.ogg
default_dig_crumbly.1.ogg
@ -209,3 +264,37 @@ Mito551 (sounds) (CC BY-SA):
default_dirt_footstep.1.ogg
default_dirt_footstep.2.ogg
default_glass_footstep.ogg
Metal sounds:
default_dig_metal.ogg - yadronoff - CC-BY-3.0
- https://www.freesound.org/people/yadronoff/sounds/320397/
default_dug_metal.*.ogg - Iwan Gabovitch - qubodup - CC0
- http://opengameart.org/users/qubodup
default_metal_footstep.*.ogg - Ottomaani138 - CC0
- https://www.freesound.org/people/Ottomaani138/sounds/232692/
default_place_node_metal.*.ogg - Ogrebane - CC0
- http://opengameart.org/content/wood-and-metal-sound-effects-volume-2
Tool breaking sounds added by sofar: CC-BY-3.0
default_tool_breaks.* - http://www.freesound.org/people/HerbertBoland/sounds/33206/
AGFX (CC BY 3.0)
https://www.freesound.org/people/AGFX/packs/1253/
default_water_footstep.1.ogg
default_water_footstep.2.ogg
default_water_footstep.3.ogg
(default_water_footstep.4.ogg is silent)
blukotek (CC0 1.0)
https://www.freesound.org/people/blukotek/sounds/251660/
default_dig_snappy.ogg
Chests sounds added by sofar, derived of several files mixed together:
default_chest_open.ogg
default_chest_close.ogg
- http://www.freesound.org/people/Sevin7/sounds/269722/ CC0
- http://www.freesound.org/people/Percy%20Duke/sounds/23448/ CC-BY-3.0
- http://www.freesound.org/people/kingsamas/sounds/135576/ CC-BY-3.0
- http://www.freesound.org/people/bulbastre/sounds/126887/ CC-BY-3.0
- http://www.freesound.org/people/Yoyodaman234/sounds/183541/ CC0

View File

@ -22,8 +22,8 @@ minetest.register_alias("papyrus", "default:papyrus")
minetest.register_alias("bookshelf", "default:bookshelf")
minetest.register_alias("glass", "default:glass")
minetest.register_alias("wooden_fence", "default:fence_wood")
minetest.register_alias("rail", "default:rail")
minetest.register_alias("ladder", "default:ladder")
minetest.register_alias("rail", "carts:rail")
minetest.register_alias("ladder", "default:ladder_wood")
minetest.register_alias("wood", "default:wood")
minetest.register_alias("mese", "default:mese")
minetest.register_alias("cloud", "default:cloud")
@ -32,15 +32,13 @@ minetest.register_alias("water_source", "default:water_source")
minetest.register_alias("lava_flowing", "default:lava_flowing")
minetest.register_alias("lava_source", "default:lava_source")
minetest.register_alias("torch", "default:torch")
minetest.register_alias("sign_wall", "default:sign_wall")
minetest.register_alias("sign_wall", "default:sign_wall_wood")
minetest.register_alias("furnace", "default:furnace")
minetest.register_alias("chest", "default:chest")
minetest.register_alias("locked_chest", "default:chest_locked")
minetest.register_alias("cobble", "default:cobble")
minetest.register_alias("mossycobble", "default:mossycobble")
minetest.register_alias("steelblock", "default:steelblock")
minetest.register_alias("nyancat", "default:nyancat")
minetest.register_alias("nyancat_rainbow", "default:nyancat_rainbow")
minetest.register_alias("sapling", "default:sapling")
minetest.register_alias("apple", "default:apple")
@ -74,3 +72,6 @@ minetest.register_alias("default:mese_block", "default:mese")
-- Aliases for corrected pine node names
minetest.register_alias("default:pinetree", "default:pine_tree")
minetest.register_alias("default:pinewood", "default:pine_wood")
minetest.register_alias("default:ladder", "default:ladder_wood")
minetest.register_alias("default:sign_wall", "default:sign_wall_wood")

View File

@ -28,6 +28,27 @@ minetest.register_craft({
}
})
minetest.register_craft({
output = 'default:aspen_wood 4',
recipe = {
{'default:aspen_tree'},
}
})
minetest.register_craft({
output = 'default:wood',
recipe = {
{'default:bush_stem'},
}
})
minetest.register_craft({
output = 'default:acacia_wood',
recipe = {
{'default:acacia_bush_stem'},
}
})
minetest.register_craft({
output = 'default:stick 4',
recipe = {
@ -36,15 +57,16 @@ minetest.register_craft({
})
minetest.register_craft({
output = 'default:fence_wood 2',
output = 'default:sign_wall_steel 3',
recipe = {
{'group:stick', 'group:stick', 'group:stick'},
{'group:stick', 'group:stick', 'group:stick'},
{'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'},
{'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'},
{'', 'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:sign_wall',
output = 'default:sign_wall_wood 3',
recipe = {
{'group:wood', 'group:wood', 'group:wood'},
{'group:wood', 'group:wood', 'group:wood'},
@ -168,6 +190,9 @@ minetest.register_craft({
}
})
-- Axes
-- Recipes face left to match appearence in textures and inventory
minetest.register_craft({
output = 'default:axe_wood',
recipe = {
@ -222,60 +247,6 @@ minetest.register_craft({
}
})
minetest.register_craft({
output = 'default:axe_wood',
recipe = {
{'group:wood', 'group:wood'},
{'group:stick', 'group:wood'},
{'group:stick',''},
}
})
minetest.register_craft({
output = 'default:axe_stone',
recipe = {
{'group:stone', 'group:stone'},
{'group:stick', 'group:stone'},
{'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:axe_steel',
recipe = {
{'default:steel_ingot', 'default:steel_ingot'},
{'group:stick', 'default:steel_ingot'},
{'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:axe_bronze',
recipe = {
{'default:bronze_ingot', 'default:bronze_ingot'},
{'group:stick', 'default:bronze_ingot'},
{'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:axe_mese',
recipe = {
{'default:mese_crystal', 'default:mese_crystal'},
{'group:stick', 'default:mese_crystal'},
{'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:axe_diamond',
recipe = {
{'default:diamond', 'default:diamond'},
{'group:stick', 'default:diamond'},
{'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:sword_wood',
recipe = {
@ -331,11 +302,9 @@ minetest.register_craft({
})
minetest.register_craft({
output = 'default:rail 24',
output = 'default:skeleton_key',
recipe = {
{'default:steel_ingot', '', 'default:steel_ingot'},
{'default:steel_ingot', 'group:stick', 'default:steel_ingot'},
{'default:steel_ingot', '', 'default:steel_ingot'},
{'default:gold_ingot'},
}
})
@ -357,6 +326,12 @@ minetest.register_craft({
}
})
minetest.register_craft( {
type = "shapeless",
output = "default:chest_locked",
recipe = {"default:chest", "default:steel_ingot"},
})
minetest.register_craft({
output = 'default:furnace',
recipe = {
@ -366,12 +341,6 @@ minetest.register_craft({
}
})
minetest.register_craft({
type = "shapeless",
output = "default:bronze_ingot",
recipe = {"default:steel_ingot", "default:copper_ingot"},
})
minetest.register_craft({
output = 'default:coalblock',
recipe = {
@ -420,6 +389,31 @@ minetest.register_craft({
}
})
minetest.register_craft({
output = "default:tinblock",
recipe = {
{"default:tin_ingot", "default:tin_ingot", "default:tin_ingot"},
{"default:tin_ingot", "default:tin_ingot", "default:tin_ingot"},
{"default:tin_ingot", "default:tin_ingot", "default:tin_ingot"},
}
})
minetest.register_craft({
output = "default:tin_ingot 9",
recipe = {
{"default:tinblock"},
}
})
minetest.register_craft({
output = "default:bronze_ingot 9",
recipe = {
{"default:copper_ingot", "default:copper_ingot", "default:copper_ingot"},
{"default:copper_ingot", "default:tin_ingot", "default:copper_ingot"},
{"default:copper_ingot", "default:copper_ingot", "default:copper_ingot"},
}
})
minetest.register_craft({
output = 'default:bronzeblock',
recipe = {
@ -469,25 +463,98 @@ minetest.register_craft({
})
minetest.register_craft({
output = 'default:sandstone',
output = "default:sandstone",
recipe = {
{'group:sand', 'group:sand'},
{'group:sand', 'group:sand'},
{"default:sand", "default:sand"},
{"default:sand", "default:sand"},
}
})
minetest.register_craft({
output = 'default:sand 4',
output = "default:sand 4",
recipe = {
{'default:sandstone'},
{"default:sandstone"},
}
})
minetest.register_craft({
output = 'default:sandstonebrick 4',
output = "default:sandstonebrick 4",
recipe = {
{'default:sandstone', 'default:sandstone'},
{'default:sandstone', 'default:sandstone'},
{"default:sandstone", "default:sandstone"},
{"default:sandstone", "default:sandstone"},
}
})
minetest.register_craft({
output = "default:sandstone_block 9",
recipe = {
{"default:sandstone", "default:sandstone", "default:sandstone"},
{"default:sandstone", "default:sandstone", "default:sandstone"},
{"default:sandstone", "default:sandstone", "default:sandstone"},
}
})
minetest.register_craft({
output = "default:desert_sandstone",
recipe = {
{"default:desert_sand", "default:desert_sand"},
{"default:desert_sand", "default:desert_sand"},
}
})
minetest.register_craft({
output = "default:desert_sand 4",
recipe = {
{"default:desert_sandstone"},
}
})
minetest.register_craft({
output = "default:desert_sandstone_brick 4",
recipe = {
{"default:desert_sandstone", "default:desert_sandstone"},
{"default:desert_sandstone", "default:desert_sandstone"},
}
})
minetest.register_craft({
output = "default:desert_sandstone_block 9",
recipe = {
{"default:desert_sandstone", "default:desert_sandstone", "default:desert_sandstone"},
{"default:desert_sandstone", "default:desert_sandstone", "default:desert_sandstone"},
{"default:desert_sandstone", "default:desert_sandstone", "default:desert_sandstone"},
}
})
minetest.register_craft({
output = "default:silver_sandstone",
recipe = {
{"default:silver_sand", "default:silver_sand"},
{"default:silver_sand", "default:silver_sand"},
}
})
minetest.register_craft({
output = "default:silver_sand 4",
recipe = {
{"default:silver_sandstone"},
}
})
minetest.register_craft({
output = "default:silver_sandstone_brick 4",
recipe = {
{"default:silver_sandstone", "default:silver_sandstone"},
{"default:silver_sandstone", "default:silver_sandstone"},
}
})
minetest.register_craft({
output = "default:silver_sandstone_block 9",
recipe = {
{"default:silver_sandstone", "default:silver_sandstone", "default:silver_sandstone"},
{"default:silver_sandstone", "default:silver_sandstone", "default:silver_sandstone"},
{"default:silver_sandstone", "default:silver_sandstone", "default:silver_sandstone"},
}
})
@ -499,6 +566,13 @@ minetest.register_craft({
}
})
minetest.register_craft({
output = 'default:clay_lump 4',
recipe = {
{'default:clay'},
}
})
minetest.register_craft({
output = 'default:brick',
recipe = {
@ -540,11 +614,20 @@ minetest.register_craft({
})
minetest.register_craft({
output = 'default:ladder',
output = "default:ladder_wood 5",
recipe = {
{'group:stick', '', 'group:stick'},
{'group:stick', 'group:stick', 'group:stick'},
{'group:stick', '', 'group:stick'},
{"group:stick", "", "group:stick"},
{"group:stick", "group:stick", "group:stick"},
{"group:stick", "", "group:stick"},
}
})
minetest.register_craft({
output = 'default:ladder_steel 15',
recipe = {
{'default:steel_ingot', '', 'default:steel_ingot'},
{'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'},
{'default:steel_ingot', '', 'default:steel_ingot'},
}
})
@ -572,10 +655,28 @@ minetest.register_craft({
})
minetest.register_craft({
output = 'default:meselamp 1',
output = "default:mese_crystal",
recipe = {
{'', 'default:mese_crystal',''},
{'default:mese_crystal', 'default:glass', 'default:mese_crystal'},
{"default:mese_crystal_fragment", "default:mese_crystal_fragment", "default:mese_crystal_fragment"},
{"default:mese_crystal_fragment", "default:mese_crystal_fragment", "default:mese_crystal_fragment"},
{"default:mese_crystal_fragment", "default:mese_crystal_fragment", "default:mese_crystal_fragment"},
}
})
minetest.register_craft({
output = 'default:meselamp',
recipe = {
{'default:glass'},
{'default:mese_crystal'},
}
})
minetest.register_craft({
output = "default:mese_post_light 3",
recipe = {
{"", "default:glass", ""},
{"default:mese_crystal", "default:mese_crystal", "default:mese_crystal"},
{"", "group:wood", ""},
}
})
@ -603,6 +704,15 @@ minetest.register_craft({
}
})
minetest.register_craft({
output = 'default:obsidian_block 9',
recipe = {
{'default:obsidian', 'default:obsidian', 'default:obsidian'},
{'default:obsidian', 'default:obsidian', 'default:obsidian'},
{'default:obsidian', 'default:obsidian', 'default:obsidian'},
}
})
minetest.register_craft({
output = 'default:stonebrick 4',
recipe = {
@ -611,6 +721,15 @@ minetest.register_craft({
}
})
minetest.register_craft({
output = 'default:stone_block 9',
recipe = {
{'default:stone', 'default:stone', 'default:stone'},
{'default:stone', 'default:stone', 'default:stone'},
{'default:stone', 'default:stone', 'default:stone'},
}
})
minetest.register_craft({
output = 'default:desert_stonebrick 4',
recipe = {
@ -619,6 +738,15 @@ minetest.register_craft({
}
})
minetest.register_craft({
output = 'default:desert_stone_block 9',
recipe = {
{'default:desert_stone', 'default:desert_stone', 'default:desert_stone'},
{'default:desert_stone', 'default:desert_stone', 'default:desert_stone'},
{'default:desert_stone', 'default:desert_stone', 'default:desert_stone'},
}
})
minetest.register_craft({
output = 'default:snowblock',
recipe = {
@ -689,6 +817,12 @@ minetest.register_craft({
recipe = "default:copper_lump",
})
minetest.register_craft({
type = "cooking",
output = "default:tin_ingot",
recipe = "default:tin_lump",
})
minetest.register_craft({
type = "cooking",
output = "default:gold_ingot",
@ -701,26 +835,189 @@ minetest.register_craft({
recipe = "default:clay_lump",
})
minetest.register_craft({
type = 'cooking',
output = 'default:gold_ingot',
recipe = 'default:skeleton_key',
cooktime = 5,
})
minetest.register_craft({
type = 'cooking',
output = 'default:gold_ingot',
recipe = 'default:key',
cooktime = 5,
})
--
-- Fuels
--
-- Support use of group:tree, includes default:tree which has the same burn time
minetest.register_craft({
type = "fuel",
recipe = "group:tree",
burntime = 30,
})
-- Burn time for all woods are in order of wood density,
-- which is also the order of wood colour darkness:
-- aspen, pine, apple, acacia, jungle
minetest.register_craft({
type = "fuel",
recipe = "default:aspen_tree",
burntime = 22,
})
minetest.register_craft({
type = "fuel",
recipe = "default:pine_tree",
burntime = 26,
})
minetest.register_craft({
type = "fuel",
recipe = "default:acacia_tree",
burntime = 34,
})
minetest.register_craft({
type = "fuel",
recipe = "default:jungletree",
burntime = 38,
})
-- Support use of group:wood, includes default:wood which has the same burn time
minetest.register_craft({
type = "fuel",
recipe = "group:wood",
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = "default:aspen_wood",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "default:pine_wood",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:acacia_wood",
burntime = 8,
})
minetest.register_craft({
type = "fuel",
recipe = "default:junglewood",
burntime = 9,
})
-- Support use of group:sapling, includes default:sapling which has the same burn time
minetest.register_craft({
type = "fuel",
recipe = "group:sapling",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "default:bush_sapling",
burntime = 3,
})
minetest.register_craft({
type = "fuel",
recipe = "default:acacia_bush_sapling",
burntime = 4,
})
minetest.register_craft({
type = "fuel",
recipe = "default:aspen_sapling",
burntime = 4,
})
minetest.register_craft({
type = "fuel",
recipe = "default:pine_sapling",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "default:acacia_sapling",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:junglesapling",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_aspen_wood",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_pine_wood",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_wood",
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_acacia_wood",
burntime = 8,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_junglewood",
burntime = 9,
})
minetest.register_craft({
type = "fuel",
recipe = "default:bush_stem",
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = "default:acacia_bush_stem",
burntime = 8,
})
minetest.register_craft({
type = "fuel",
recipe = "default:junglegrass",
burntime = 2,
burntime = 3,
})
minetest.register_craft({
type = "fuel",
recipe = "group:leaves",
burntime = 1,
burntime = 4,
})
minetest.register_craft({
@ -732,7 +1029,7 @@ minetest.register_craft({
minetest.register_craft({
type = "fuel",
recipe = "default:papyrus",
burntime = 1,
burntime = 3,
})
minetest.register_craft({
@ -743,19 +1040,7 @@ minetest.register_craft({
minetest.register_craft({
type = "fuel",
recipe = "default:fence_wood",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "default:ladder",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "group:wood",
recipe = "default:ladder_wood",
burntime = 7,
})
@ -773,7 +1058,7 @@ minetest.register_craft({
minetest.register_craft({
type = "fuel",
recipe = "default:sign_wall",
recipe = "default:sign_wall_wood",
burntime = 10,
})
@ -789,30 +1074,6 @@ minetest.register_craft({
burntime = 30,
})
minetest.register_craft({
type = "fuel",
recipe = "default:nyancat",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "default:nyancat_rainbow",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "group:sapling",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "default:apple",
burntime = 3,
})
minetest.register_craft({
type = "fuel",
recipe = "default:coal_lump",
@ -837,3 +1098,57 @@ minetest.register_craft({
burntime = 2,
})
minetest.register_craft({
type = "fuel",
recipe = "default:paper",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "default:book",
burntime = 3,
})
minetest.register_craft({
type = "fuel",
recipe = "default:book_written",
burntime = 3,
})
minetest.register_craft({
type = "fuel",
recipe = "default:dry_shrub",
burntime = 2,
})
minetest.register_craft({
type = "fuel",
recipe = "group:stick",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "default:pick_wood",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:shovel_wood",
burntime = 4,
})
minetest.register_craft({
type = "fuel",
recipe = "default:axe_wood",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:sword_wood",
burntime = 5,
})

View File

@ -3,94 +3,263 @@
minetest.register_craftitem("default:stick", {
description = "Stick",
inventory_image = "default_stick.png",
groups = {stick=1},
groups = {stick = 1, flammable = 2},
})
minetest.register_craftitem("default:paper", {
description = "Paper",
inventory_image = "default_paper.png",
groups = {flammable = 3},
})
local function book_on_use(itemstack, user, pointed_thing)
local lpp = 14 -- Lines per book's page
local function book_on_use(itemstack, user)
local player_name = user:get_player_name()
local data = minetest.deserialize(itemstack:get_metadata())
local meta = itemstack:get_meta()
local title, text, owner = "", "", player_name
if data then
title, text, owner = data.title, data.text, data.owner
local page, page_max, lines, string = 1, 1, {}, ""
-- Backwards compatibility
local old_data = minetest.deserialize(itemstack:get_metadata())
if old_data then
meta:from_table({ fields = old_data })
end
local data = meta:to_table().fields
if data.owner then
title = data.title
text = data.text
owner = data.owner
for str in (text .. "\n"):gmatch("([^\n]*)[\n]") do
lines[#lines+1] = str
end
if data.page then
page = data.page
page_max = data.page_max
for i = ((lpp * page) - lpp) + 1, lpp * page do
if not lines[i] then break end
string = string .. lines[i] .. "\n"
end
end
end
local formspec
if owner == player_name then
formspec = "size[8,8]"..default.gui_bg..
"field[0.5,1;7.5,0;title;Title:;"..
minetest.formspec_escape(title).."]"..
"textarea[0.5,1.5;7.5,7;text;Contents:;"..
minetest.formspec_escape(text).."]"..
formspec = "size[8,8]" .. default.gui_bg ..
default.gui_bg_img ..
"field[0.5,1;7.5,0;title;Title:;" ..
minetest.formspec_escape(title) .. "]" ..
"textarea[0.5,1.5;7.5,7;text;Contents:;" ..
minetest.formspec_escape(text) .. "]" ..
"button_exit[2.5,7.5;3,1;save;Save]"
else
formspec = "size[8,8]"..default.gui_bg..
"label[0.5,0.5;by "..owner.."]"..
"label[0.5,0;"..minetest.formspec_escape(title).."]"..
"textarea[0.5,1.5;7.5,7;;"..minetest.formspec_escape(text)..";]"
formspec = "size[8,8]" .. default.gui_bg ..
default.gui_bg_img ..
"label[0.5,0.5;by " .. owner .. "]" ..
"tablecolumns[color;text]" ..
"tableoptions[background=#00000000;highlight=#00000000;border=false]" ..
"table[0.4,0;7,0.5;title;#FFFF00," .. minetest.formspec_escape(title) .. "]" ..
"textarea[0.5,1.5;7.5,7;;" ..
minetest.formspec_escape(string ~= "" and string or text) .. ";]" ..
"button[2.4,7.6;0.8,0.8;book_prev;<]" ..
"label[3.2,7.7;Page " .. page .. " of " .. page_max .. "]" ..
"button[4.9,7.6;0.8,0.8;book_next;>]"
end
minetest.show_formspec(user:get_player_name(), "default:book", formspec)
minetest.show_formspec(player_name, "default:book", formspec)
return itemstack
end
minetest.register_on_player_receive_fields(function(player, form_name, fields)
if form_name ~= "default:book" or not fields.save or
fields.title == "" or fields.text == "" then
return
end
local max_text_size = 10000
local max_title_size = 80
local short_title_size = 35
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "default:book" then return end
local inv = player:get_inventory()
local stack = player:get_wielded_item()
local new_stack, data
if stack:get_name() ~= "default:book_written" then
local count = stack:get_count()
if count == 1 then
stack:set_name("default:book_written")
if fields.save and fields.title and fields.text
and fields.title ~= "" and fields.text ~= "" then
local new_stack, data
if stack:get_name() ~= "default:book_written" then
local count = stack:get_count()
if count == 1 then
stack:set_name("default:book_written")
else
stack:set_count(count - 1)
new_stack = ItemStack("default:book_written")
end
else
stack:set_count(count - 1)
new_stack = ItemStack("default:book_written")
data = stack:get_meta():to_table().fields
end
else
data = minetest.deserialize(stack:get_metadata())
end
if not data then data = {} end
data.title = fields.title
data.text = fields.text
data.owner = player:get_player_name()
local data_str = minetest.serialize(data)
if new_stack then
new_stack:set_metadata(data_str)
if inv:room_for_item("main", new_stack) then
inv:add_item("main", new_stack)
if data and data.owner and data.owner ~= player:get_player_name() then
return
end
if not data then data = {} end
data.title = fields.title:sub(1, max_title_size)
data.owner = player:get_player_name()
local short_title = data.title
-- Don't bother triming the title if the trailing dots would make it longer
if #short_title > short_title_size + 3 then
short_title = short_title:sub(1, short_title_size) .. "..."
end
data.description = "\""..short_title.."\" by "..data.owner
data.text = fields.text:sub(1, max_text_size)
data.text = data.text:gsub("\r\n", "\n"):gsub("\r", "\n")
data.page = 1
data.page_max = math.ceil((#data.text:gsub("[^\n]", "") + 1) / lpp)
if new_stack then
new_stack:get_meta():from_table({ fields = data })
if inv:room_for_item("main", new_stack) then
inv:add_item("main", new_stack)
else
minetest.add_item(player:getpos(), new_stack)
end
else
minetest.add_item(player:getpos(), new_stack)
stack:get_meta():from_table({ fields = data })
end
else
stack:set_metadata(data_str)
elseif fields.book_next or fields.book_prev then
local data = stack:get_meta():to_table().fields
if not data or not data.page then
return
end
data.page = tonumber(data.page)
data.page_max = tonumber(data.page_max)
if fields.book_next then
data.page = data.page + 1
if data.page > data.page_max then
data.page = 1
end
else
data.page = data.page - 1
if data.page == 0 then
data.page = data.page_max
end
end
stack:get_meta():from_table({fields = data})
stack = book_on_use(stack, player)
end
-- Update stack
player:set_wielded_item(stack)
end)
minetest.register_craftitem("default:book", {
description = "Book",
inventory_image = "default_book.png",
groups = {book=1},
groups = {book = 1, flammable = 3},
on_use = book_on_use,
})
minetest.register_craftitem("default:book_written", {
description = "Book With Text",
inventory_image = "default_book.png",
groups = {book=1, not_in_creative_inventory=1},
inventory_image = "default_book_written.png",
groups = {book = 1, not_in_creative_inventory = 1, flammable = 3},
stack_max = 1,
on_use = book_on_use,
})
minetest.register_craft({
type = "shapeless",
output = "default:book_written",
recipe = {"default:book", "default:book_written"}
})
minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv)
if itemstack:get_name() ~= "default:book_written" then
return
end
local original
local index
for i = 1, player:get_inventory():get_size("craft") do
if old_craft_grid[i]:get_name() == "default:book_written" then
original = old_craft_grid[i]
index = i
end
end
if not original then
return
end
local copymeta = original:get_meta():to_table()
-- copy of the book held by player's mouse cursor
itemstack:get_meta():from_table(copymeta)
-- put the book with metadata back in the craft grid
craft_inv:set_stack("craft", index, original)
end)
minetest.register_craftitem("default:skeleton_key", {
description = "Skeleton Key",
inventory_image = "default_key_skeleton.png",
groups = {key = 1},
on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local pos = pointed_thing.under
local node = minetest.get_node(pos)
if not node then
return itemstack
end
local on_skeleton_key_use = minetest.registered_nodes[node.name].on_skeleton_key_use
if not on_skeleton_key_use then
return itemstack
end
-- make a new key secret in case the node callback needs it
local random = math.random
local newsecret = string.format(
"%04x%04x%04x%04x",
random(2^16) - 1, random(2^16) - 1,
random(2^16) - 1, random(2^16) - 1)
local secret, _, _ = on_skeleton_key_use(pos, user, newsecret)
if secret then
local inv = minetest.get_inventory({type="player", name=user:get_player_name()})
-- update original itemstack
itemstack:take_item()
-- finish and return the new key
local new_stack = ItemStack("default:key")
local meta = new_stack:get_meta()
meta:set_string("secret", secret)
meta:set_string("description", "Key to "..user:get_player_name().."'s "
..minetest.registered_nodes[node.name].description)
if itemstack:get_count() == 0 then
itemstack = new_stack
else
if inv:add_item("main", new_stack):get_count() > 0 then
minetest.add_item(user:getpos(), new_stack)
end -- else: added to inventory successfully
end
return itemstack
end
end
})
minetest.register_craftitem("default:coal_lump", {
description = "Coal Lump",
inventory_image = "default_coal_lump.png",
groups = {coal = 1}
groups = {coal = 1, flammable = 1}
})
minetest.register_craftitem("default:iron_lump", {
@ -103,6 +272,11 @@ minetest.register_craftitem("default:copper_lump", {
inventory_image = "default_copper_lump.png",
})
minetest.register_craftitem("default:tin_lump", {
description = "Tin Lump",
inventory_image = "default_tin_lump.png",
})
minetest.register_craftitem("default:mese_crystal", {
description = "Mese Crystal",
inventory_image = "default_mese_crystal.png",
@ -133,6 +307,11 @@ minetest.register_craftitem("default:copper_ingot", {
inventory_image = "default_copper_ingot.png",
})
minetest.register_craftitem("default:tin_ingot", {
description = "Tin Ingot",
inventory_image = "default_tin_ingot.png",
})
minetest.register_craftitem("default:bronze_ingot", {
description = "Bronze Ingot",
inventory_image = "default_bronze_ingot.png",
@ -157,3 +336,8 @@ minetest.register_craftitem("default:obsidian_shard", {
description = "Obsidian Shard",
inventory_image = "default_obsidian_shard.png",
})
minetest.register_craftitem("default:flint", {
description = "Flint",
inventory_image = "default_flint.png"
})

View File

@ -18,7 +18,7 @@ end
function default.node_sound_stone_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_hard_footstep", gain = 0.5}
{name = "default_hard_footstep", gain = 0.3}
table.dug = table.dug or
{name = "default_hard_footstep", gain = 1.0}
default.node_sound_defaults(table)
@ -28,9 +28,9 @@ end
function default.node_sound_dirt_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_dirt_footstep", gain = 1.0}
{name = "default_dirt_footstep", gain = 0.4}
table.dug = table.dug or
{name = "default_dirt_footstep", gain = 1.5}
{name = "default_dirt_footstep", gain = 1.0}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
@ -40,9 +40,21 @@ end
function default.node_sound_sand_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_sand_footstep", gain = 0.2}
{name = "default_sand_footstep", gain = 0.12}
table.dug = table.dug or
{name = "default_sand_footstep", gain = 0.4}
{name = "default_sand_footstep", gain = 0.24}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_gravel_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_gravel_footstep", gain = 0.4}
table.dug = table.dug or
{name = "default_gravel_footstep", gain = 1.0}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
@ -52,7 +64,7 @@ end
function default.node_sound_wood_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_wood_footstep", gain = 0.5}
{name = "default_wood_footstep", gain = 0.3}
table.dug = table.dug or
{name = "default_wood_footstep", gain = 1.0}
default.node_sound_defaults(table)
@ -62,11 +74,9 @@ end
function default.node_sound_leaves_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_grass_footstep", gain = 0.35}
{name = "default_grass_footstep", gain = 0.45}
table.dug = table.dug or
{name = "default_grass_footstep", gain = 0.7}
table.dig = table.dig or
{name = "default_dig_crumbly", gain = 0.4}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
@ -76,6 +86,8 @@ end
function default.node_sound_glass_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_glass_footstep", gain = 0.3}
table.dig = table.dig or
{name = "default_glass_footstep", gain = 0.5}
table.dug = table.dug or
{name = "default_break_glass", gain = 1.0}
@ -83,43 +95,71 @@ function default.node_sound_glass_defaults(table)
return table
end
function default.node_sound_metal_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_metal_footstep", gain = 0.4}
table.dig = table.dig or
{name = "default_dig_metal", gain = 0.5}
table.dug = table.dug or
{name = "default_dug_metal", gain = 0.5}
table.place = table.place or
{name = "default_place_node_metal", gain = 0.5}
default.node_sound_defaults(table)
return table
end
function default.node_sound_water_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_water_footstep", gain = 0.2}
default.node_sound_defaults(table)
return table
end
--
-- Lavacooling
--
default.cool_lava_source = function(pos)
minetest.set_node(pos, {name = "default:obsidian"})
default.cool_lava = function(pos, node)
if node.name == "default:lava_source" then
minetest.set_node(pos, {name = "default:obsidian"})
else -- Lava flowing
minetest.set_node(pos, {name = "default:stone"})
end
minetest.sound_play("default_cool_lava",
{pos = pos, max_hear_distance = 16, gain = 0.25})
end
default.cool_lava_flowing = function(pos)
minetest.set_node(pos, {name = "default:stone"})
minetest.sound_play("default_cool_lava",
{pos = pos, max_hear_distance = 16, gain = 0.25})
if minetest.settings:get_bool("enable_lavacooling") ~= false then
minetest.register_abm({
label = "Lava cooling",
nodenames = {"default:lava_source", "default:lava_flowing"},
neighbors = {"group:cools_lava", "group:water"},
interval = 2,
chance = 2,
catch_up = false,
action = function(...)
default.cool_lava(...)
end,
})
end
minetest.register_abm({
nodenames = {"default:lava_flowing"},
neighbors = {"group:water"},
interval = 1,
chance = 2,
action = function(...)
default.cool_lava_flowing(...)
end,
})
minetest.register_abm({
nodenames = {"default:lava_source"},
neighbors = {"group:water"},
interval = 1,
chance = 2,
action = function(...)
default.cool_lava_source(...)
end,
})
--
-- optimized helper to put all items in an inventory into a drops list
--
function default.get_inventory_drops(pos, inventory, drops)
local inv = minetest.get_meta(pos):get_inventory()
local n = #drops
for i = 1, inv:get_size(inventory) do
local stack = inv:get_stack(inventory, i)
if stack:get_count() > 0 then
drops[n+1] = stack:to_table()
n = n + 1
end
end
end
--
-- Papyrus and cactus growing
@ -145,6 +185,9 @@ function default.grow_cactus(pos, node)
if height == 4 or node.name ~= "air" then
return
end
if minetest.get_node_light(pos) < 13 then
return
end
minetest.set_node(pos, {name = "default:cactus"})
return true
end
@ -168,25 +211,30 @@ function default.grow_papyrus(pos, node)
if height == 4 or node.name ~= "air" then
return
end
if minetest.get_node_light(pos) < 13 then
return
end
minetest.set_node(pos, {name = "default:papyrus"})
return true
end
minetest.register_abm({
label = "Grow cactus",
nodenames = {"default:cactus"},
neighbors = {"group:sand"},
interval = 50,
chance = 20,
interval = 12,
chance = 83,
action = function(...)
default.grow_cactus(...)
end
})
minetest.register_abm({
label = "Grow papyrus",
nodenames = {"default:papyrus"},
neighbors = {"default:dirt", "default:dirt_with_grass"},
interval = 50,
chance = 20,
interval = 14,
chance = 71,
action = function(...)
default.grow_papyrus(...)
end
@ -207,132 +255,194 @@ function default.dig_up(pos, node, digger)
end
--
-- Fence registration helper
--
function default.register_fence(name, def)
minetest.register_craft({
output = name .. " 4",
recipe = {
{ def.material, 'group:stick', def.material },
{ def.material, 'group:stick', def.material },
}
})
local fence_texture = "default_fence_overlay.png^" .. def.texture ..
"^default_fence_overlay.png^[makealpha:255,126,126"
-- Allow almost everything to be overridden
local default_fields = {
paramtype = "light",
drawtype = "nodebox",
node_box = {
type = "connected",
fixed = {{-1/8, -1/2, -1/8, 1/8, 1/2, 1/8}},
-- connect_top =
-- connect_bottom =
connect_front = {{-1/16,3/16,-1/2,1/16,5/16,-1/8},
{-1/16,-5/16,-1/2,1/16,-3/16,-1/8}},
connect_left = {{-1/2,3/16,-1/16,-1/8,5/16,1/16},
{-1/2,-5/16,-1/16,-1/8,-3/16,1/16}},
connect_back = {{-1/16,3/16,1/8,1/16,5/16,1/2},
{-1/16,-5/16,1/8,1/16,-3/16,1/2}},
connect_right = {{1/8,3/16,-1/16,1/2,5/16,1/16},
{1/8,-5/16,-1/16,1/2,-3/16,1/16}},
},
connects_to = {"group:fence", "group:wood", "group:tree"},
inventory_image = fence_texture,
wield_image = fence_texture,
tiles = {def.texture},
sunlight_propagates = true,
is_ground_content = false,
groups = {},
}
for k, v in pairs(default_fields) do
if def[k] == nil then
def[k] = v
end
end
-- Always add to the fence group, even if no group provided
def.groups.fence = 1
def.texture = nil
def.material = nil
minetest.register_node(name, def)
end
--
-- Leafdecay
--
default.leafdecay_trunk_cache = {}
default.leafdecay_enable_cache = true
-- Spread the load of finding trunks
default.leafdecay_trunk_find_allow_accumulator = 0
minetest.register_globalstep(function(dtime)
local finds_per_second = 5000
default.leafdecay_trunk_find_allow_accumulator =
math.floor(dtime * finds_per_second)
end)
-- Prevent decay of placed leaves
default.after_place_leaves = function(pos, placer, itemstack, pointed_thing)
local node = minetest.get_node(pos)
node.param2 = 1
minetest.set_node(pos, node)
if placer and placer:is_player() and not placer:get_player_control().sneak then
local node = minetest.get_node(pos)
node.param2 = 1
minetest.set_node(pos, node)
end
end
minetest.register_abm({
nodenames = {"group:leafdecay"},
neighbors = {"air", "group:liquid"},
-- A low interval and a high inverse chance spreads the load
interval = 2,
chance = 5,
action = function(p0, node, _, _)
--print("leafdecay ABM at "..p0.x..", "..p0.y..", "..p0.z..")")
local do_preserve = false
local d = minetest.registered_nodes[node.name].groups.leafdecay
if not d or d == 0 then
--print("not groups.leafdecay")
return
end
local n0 = minetest.get_node(p0)
if n0.param2 ~= 0 then
--print("param2 ~= 0")
return
end
local p0_hash = nil
if default.leafdecay_enable_cache then
p0_hash = minetest.hash_node_position(p0)
local trunkp = default.leafdecay_trunk_cache[p0_hash]
if trunkp then
local n = minetest.get_node(trunkp)
local reg = minetest.registered_nodes[n.name]
-- Assume ignore is a trunk, to make the thing
-- work at the border of the active area
if n.name == "ignore" or (reg and reg.groups.tree and
reg.groups.tree ~= 0) then
--print("cached trunk still exists")
return
end
--print("cached trunk is invalid")
-- Cache is invalid
table.remove(default.leafdecay_trunk_cache, p0_hash)
end
end
if default.leafdecay_trunk_find_allow_accumulator <= 0 then
return
end
default.leafdecay_trunk_find_allow_accumulator =
default.leafdecay_trunk_find_allow_accumulator - 1
-- Assume ignore is a trunk, to make the thing
-- work at the border of the active area
local p1 = minetest.find_node_near(p0, d, {"ignore", "group:tree"})
if p1 then
do_preserve = true
if default.leafdecay_enable_cache then
--print("caching trunk")
-- Cache the trunk
default.leafdecay_trunk_cache[p0_hash] = p1
end
end
if not do_preserve then
-- Drop stuff other than the node itself
local itemstacks = minetest.get_node_drops(n0.name)
for _, itemname in ipairs(itemstacks) do
if minetest.get_item_group(n0.name, "leafdecay_drop") ~= 0 or
itemname ~= n0.name then
local p_drop = {
x = p0.x - 0.5 + math.random(),
y = p0.y - 0.5 + math.random(),
z = p0.z - 0.5 + math.random(),
}
minetest.add_item(p_drop, itemname)
end
end
-- Remove node
minetest.remove_node(p0)
nodeupdate(p0)
-- Leafdecay
local function leafdecay_after_destruct(pos, oldnode, def)
for _, v in pairs(minetest.find_nodes_in_area(vector.subtract(pos, def.radius),
vector.add(pos, def.radius), def.leaves)) do
local node = minetest.get_node(v)
local timer = minetest.get_node_timer(v)
if node.param2 == 0 and not timer:is_started() then
timer:start(math.random(20, 120) / 10)
end
end
})
end
local function leafdecay_on_timer(pos, def)
if minetest.find_node_near(pos, def.radius, def.trunks) then
return false
end
local node = minetest.get_node(pos)
local drops = minetest.get_node_drops(node.name)
for _, item in ipairs(drops) do
local is_leaf
for _, v in pairs(def.leaves) do
if v == item then
is_leaf = true
end
end
if minetest.get_item_group(item, "leafdecay_drop") ~= 0 or
not is_leaf then
minetest.add_item({
x = pos.x - 0.5 + math.random(),
y = pos.y - 0.5 + math.random(),
z = pos.z - 0.5 + math.random(),
}, item)
end
end
minetest.remove_node(pos)
minetest.check_for_falling(pos)
end
function default.register_leafdecay(def)
assert(def.leaves)
assert(def.trunks)
assert(def.radius)
for _, v in pairs(def.trunks) do
minetest.override_item(v, {
after_destruct = function(pos, oldnode)
leafdecay_after_destruct(pos, oldnode, def)
end,
})
end
for _, v in pairs(def.leaves) do
minetest.override_item(v, {
on_timer = function(pos)
leafdecay_on_timer(pos, def)
end,
})
end
end
--
-- Grass growing
-- Convert dirt to something that fits the environment
--
minetest.register_abm({
label = "Grass spread",
nodenames = {"default:dirt"},
interval = 2,
chance = 200,
neighbors = {
"air",
"group:grass",
"group:dry_grass",
"default:snow",
},
interval = 6,
chance = 50,
catch_up = false,
action = function(pos, node)
-- Check for darkness: night, shadow or under a light-blocking node
-- Returns if ignore above
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
if (minetest.get_node_light(above) or 0) < 13 then
return
end
-- Look for spreading dirt-type neighbours
local p2 = minetest.find_node_near(pos, 1, "group:spreading_dirt_type")
if p2 then
local n3 = minetest.get_node(p2)
minetest.set_node(pos, {name = n3.name})
return
end
-- Else, any seeding nodes on top?
local name = minetest.get_node(above).name
local nodedef = minetest.registered_nodes[name]
if nodedef and (nodedef.sunlight_propagates or nodedef.paramtype == "light") and
nodedef.liquidtype == "none" and
(minetest.get_node_light(above) or 0) >= 13 then
if name == "default:snow" or name == "default:snowblock" then
minetest.set_node(pos, {name = "default:dirt_with_snow"})
else
minetest.set_node(pos, {name = "default:dirt_with_grass"})
end
-- Snow check is cheapest, so comes first
if name == "default:snow" then
minetest.set_node(pos, {name = "default:dirt_with_snow"})
-- Most likely case first
elseif minetest.get_item_group(name, "grass") ~= 0 then
minetest.set_node(pos, {name = "default:dirt_with_grass"})
elseif minetest.get_item_group(name, "dry_grass") ~= 0 then
minetest.set_node(pos, {name = "default:dirt_with_dry_grass"})
end
end
})
--
-- Grass and dry grass removed in darkness
--
minetest.register_abm({
nodenames = {"default:dirt_with_grass", "default:dirt_with_dry_grass"},
interval = 2,
chance = 20,
label = "Grass covered",
nodenames = {"group:spreading_dirt_type"},
interval = 8,
chance = 50,
catch_up = false,
action = function(pos, node)
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
local name = minetest.get_node(above).name
@ -345,3 +455,126 @@ minetest.register_abm({
end
})
--
-- Moss growth on cobble near water
--
minetest.register_abm({
label = "Moss growth",
nodenames = {"default:cobble", "stairs:slab_cobble", "stairs:stair_cobble", "walls:cobble"},
neighbors = {"group:water"},
interval = 16,
chance = 200,
catch_up = false,
action = function(pos, node)
if node.name == "default:cobble" then
minetest.set_node(pos, {name = "default:mossycobble"})
elseif node.name == "stairs:slab_cobble" then
minetest.set_node(pos, {name = "stairs:slab_mossycobble", param2 = node.param2})
elseif node.name == "stairs:stair_cobble" then
minetest.set_node(pos, {name = "stairs:stair_mossycobble", param2 = node.param2})
elseif node.name == "walls:cobble" then
minetest.set_node(pos, {name = "walls:mossycobble", param2 = node.param2})
end
end
})
--
-- Checks if specified volume intersects a protected volume
--
function default.intersects_protection(minp, maxp, player_name, interval)
-- 'interval' is the largest allowed interval for the 3D lattice of checks
-- Compute the optimal float step 'd' for each axis so that all corners and
-- borders are checked. 'd' will be smaller or equal to 'interval'.
-- Subtracting 1e-4 ensures that the max co-ordinate will be reached by the
-- for loop (which might otherwise not be the case due to rounding errors).
local d = {}
for _, c in pairs({"x", "y", "z"}) do
if maxp[c] > minp[c] then
d[c] = (maxp[c] - minp[c]) / math.ceil((maxp[c] - minp[c]) / interval) - 1e-4
elseif maxp[c] == minp[c] then
d[c] = 1 -- Any value larger than 0 to avoid division by zero
else -- maxp[c] < minp[c], print error and treat as protection intersected
minetest.log("error", "maxp < minp in 'default.intersects_protection()'")
return true
end
end
for zf = minp.z, maxp.z, d.z do
local z = math.floor(zf + 0.5)
for yf = minp.y, maxp.y, d.y do
local y = math.floor(yf + 0.5)
for xf = minp.x, maxp.x, d.x do
local x = math.floor(xf + 0.5)
if minetest.is_protected({x = x, y = y, z = z}, player_name) then
return true
end
end
end
end
return false
end
--
-- Coral death near air
--
minetest.register_abm({
nodenames = {"default:coral_brown", "default:coral_orange"},
neighbors = {"air"},
interval = 17,
chance = 5,
catch_up = false,
action = function(pos, node)
minetest.set_node(pos, {name = "default:coral_skeleton"})
end,
})
--
-- NOTICE: This method is not an official part of the API yet!
-- This method may change in future.
--
function default.can_interact_with_node(player, pos)
if player then
if minetest.check_player_privs(player, "protection_bypass") then
return true
end
else
return false
end
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
if not owner or owner == "" or owner == player:get_player_name() then
return true
end
-- is player wielding the right key?
local item = player:get_wielded_item()
if item:get_name() == "default:key" then
local key_meta = item:get_meta()
if key_meta:get_string("secret") == "" then
local key_oldmeta = item:get_metadata()
if key_oldmeta == "" or not minetest.parse_json(key_oldmeta) then
return false
end
key_meta:set_string("secret", minetest.parse_json(key_oldmeta).secret)
item:set_metadata("")
end
return meta:get_string("key_lock_secret") == key_meta:get_string("secret")
end
return false
end

View File

@ -4,7 +4,7 @@
--
local function active_formspec(fuel_percent, item_percent)
local formspec =
local formspec =
"size[8,8.5]"..
default.gui_bg..
default.gui_bg_img..
@ -22,6 +22,8 @@ local function active_formspec(fuel_percent, item_percent)
"listring[current_player;main]"..
"listring[current_name;src]"..
"listring[current_player;main]"..
"listring[current_name;fuel]"..
"listring[current_player;main]"..
default.get_hotbar_bg(0, 4.25)
return formspec
end
@ -42,6 +44,8 @@ local inactive_formspec =
"listring[current_player;main]"..
"listring[current_name;src]"..
"listring[current_player;main]"..
"listring[current_name;fuel]"..
"listring[current_player;main]"..
default.get_hotbar_bg(0, 4.25)
--
@ -90,6 +94,162 @@ local function allow_metadata_inventory_take(pos, listname, index, stack, player
return stack:get_count()
end
local function swap_node(pos, name)
local node = minetest.get_node(pos)
if node.name == name then
return
end
node.name = name
minetest.swap_node(pos, node)
end
local function furnace_node_timer(pos, elapsed)
--
-- Inizialize metadata
--
local meta = minetest.get_meta(pos)
local fuel_time = meta:get_float("fuel_time") or 0
local src_time = meta:get_float("src_time") or 0
local fuel_totaltime = meta:get_float("fuel_totaltime") or 0
local inv = meta:get_inventory()
local srclist, fuellist
local cookable, cooked
local fuel
local update = true
while elapsed > 0 and update do
update = false
srclist = inv:get_list("src")
fuellist = inv:get_list("fuel")
--
-- Cooking
--
-- Check if we have cookable content
local aftercooked
cooked, aftercooked = minetest.get_craft_result({method = "cooking", width = 1, items = srclist})
cookable = cooked.time ~= 0
local el = math.min(elapsed, fuel_totaltime - fuel_time)
if cookable then -- fuel lasts long enough, adjust el to cooking duration
el = math.min(el, cooked.time - src_time)
end
-- Check if we have enough fuel to burn
if fuel_time < fuel_totaltime then
-- The furnace is currently active and has enough fuel
fuel_time = fuel_time + el
-- If there is a cookable item then check if it is ready yet
if cookable then
src_time = src_time + el
if src_time >= cooked.time then
-- Place result in dst list if possible
if inv:room_for_item("dst", cooked.item) then
inv:add_item("dst", cooked.item)
inv:set_stack("src", 1, aftercooked.items[1])
src_time = src_time - cooked.time
update = true
end
else
-- Item could not be cooked: probably missing fuel
update = true
end
end
else
-- Furnace ran out of fuel
if cookable then
-- We need to get new fuel
local afterfuel
fuel, afterfuel = minetest.get_craft_result({method = "fuel", width = 1, items = fuellist})
if fuel.time == 0 then
-- No valid fuel in fuel list
fuel_totaltime = 0
src_time = 0
else
-- Take fuel from fuel list
inv:set_stack("fuel", 1, afterfuel.items[1])
update = true
fuel_totaltime = fuel.time + (fuel_totaltime - fuel_time)
end
else
-- We don't need to get new fuel since there is no cookable item
fuel_totaltime = 0
src_time = 0
end
fuel_time = 0
end
elapsed = elapsed - el
end
if fuel and fuel_totaltime > fuel.time then
fuel_totaltime = fuel.time
end
if srclist[1]:is_empty() then
src_time = 0
end
--
-- Update formspec, infotext and node
--
local formspec = inactive_formspec
local item_state
local item_percent = 0
if cookable then
item_percent = math.floor(src_time / cooked.time * 100)
if item_percent > 100 then
item_state = "100% (output full)"
else
item_state = item_percent .. "%"
end
else
if srclist[1]:is_empty() then
item_state = "Empty"
else
item_state = "Not cookable"
end
end
local fuel_state = "Empty"
local active = "inactive "
local result = false
if fuel_totaltime ~= 0 then
active = "active "
local fuel_percent = math.floor(fuel_time / fuel_totaltime * 100)
fuel_state = fuel_percent .. "%"
formspec = active_formspec(fuel_percent, item_percent)
swap_node(pos, "default:furnace_active")
-- make sure timer restarts automatically
result = true
else
if not fuellist[1]:is_empty() then
fuel_state = "0%"
end
swap_node(pos, "default:furnace")
-- stop timer on the inactive furnace
minetest.get_node_timer(pos):stop()
end
local infotext = "Furnace " .. active .. "(Item: " .. item_state .. "; Fuel: " .. fuel_state .. ")"
--
-- Set meta values
--
meta:set_float("fuel_totaltime", fuel_totaltime)
meta:set_float("fuel_time", fuel_time)
meta:set_float("src_time", src_time)
meta:set_string("formspec", formspec)
meta:set_string("infotext", infotext)
return result
end
--
-- Node definitions
--
@ -106,9 +266,37 @@ minetest.register_node("default:furnace", {
legacy_facedir_simple = true,
is_ground_content = false,
sounds = default.node_sound_stone_defaults(),
can_dig = can_dig,
on_timer = furnace_node_timer,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", inactive_formspec)
local inv = meta:get_inventory()
inv:set_size('src', 1)
inv:set_size('fuel', 1)
inv:set_size('dst', 4)
end,
on_metadata_inventory_move = function(pos)
minetest.get_node_timer(pos):start(1.0)
end,
on_metadata_inventory_put = function(pos)
-- start timer function, it will sort out whether furnace can burn or not.
minetest.get_node_timer(pos):start(1.0)
end,
on_blast = function(pos)
local drops = {}
default.get_inventory_drops(pos, "src", drops)
default.get_inventory_drops(pos, "fuel", drops)
default.get_inventory_drops(pos, "dst", drops)
drops[#drops+1] = "default:furnace"
minetest.remove_node(pos)
return drops
end,
allow_metadata_inventory_put = allow_metadata_inventory_put,
allow_metadata_inventory_move = allow_metadata_inventory_move,
allow_metadata_inventory_take = allow_metadata_inventory_take,
@ -138,154 +326,12 @@ minetest.register_node("default:furnace_active", {
legacy_facedir_simple = true,
is_ground_content = false,
sounds = default.node_sound_stone_defaults(),
on_timer = furnace_node_timer,
can_dig = can_dig,
allow_metadata_inventory_put = allow_metadata_inventory_put,
allow_metadata_inventory_move = allow_metadata_inventory_move,
allow_metadata_inventory_take = allow_metadata_inventory_take,
})
--
-- ABM
--
local function swap_node(pos, name)
local node = minetest.get_node(pos)
if node.name == name then
return
end
node.name = name
minetest.swap_node(pos, node)
end
minetest.register_abm({
nodenames = {"default:furnace", "default:furnace_active"},
interval = 1.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
--
-- Inizialize metadata
--
local meta = minetest.get_meta(pos)
local fuel_time = meta:get_float("fuel_time") or 0
local src_time = meta:get_float("src_time") or 0
local fuel_totaltime = meta:get_float("fuel_totaltime") or 0
--
-- Inizialize inventory
--
local inv = meta:get_inventory()
for listname, size in pairs({
src = 1,
fuel = 1,
dst = 4,
}) do
if inv:get_size(listname) ~= size then
inv:set_size(listname, size)
end
end
local srclist = inv:get_list("src")
local fuellist = inv:get_list("fuel")
local dstlist = inv:get_list("dst")
--
-- Cooking
--
-- Check if we have cookable content
local cooked, aftercooked = minetest.get_craft_result({method = "cooking", width = 1, items = srclist})
local cookable = true
if cooked.time == 0 then
cookable = false
end
-- Check if we have enough fuel to burn
if fuel_time < fuel_totaltime then
-- The furnace is currently active and has enough fuel
fuel_time = fuel_time + 1
-- If there is a cookable item then check if it is ready yet
if cookable then
src_time = src_time + 1
if src_time >= cooked.time then
-- Place result in dst list if possible
if inv:room_for_item("dst", cooked.item) then
inv:add_item("dst", cooked.item)
inv:set_stack("src", 1, aftercooked.items[1])
src_time = 0
end
end
end
else
-- Furnace ran out of fuel
if cookable then
-- We need to get new fuel
local fuel, afterfuel = minetest.get_craft_result({method = "fuel", width = 1, items = fuellist})
if fuel.time == 0 then
-- No valid fuel in fuel list
fuel_totaltime = 0
fuel_time = 0
src_time = 0
else
-- Take fuel from fuel list
inv:set_stack("fuel", 1, afterfuel.items[1])
fuel_totaltime = fuel.time
fuel_time = 0
end
else
-- We don't need to get new fuel since there is no cookable item
fuel_totaltime = 0
fuel_time = 0
src_time = 0
end
end
--
-- Update formspec, infotext and node
--
local formspec = inactive_formspec
local item_state = ""
local item_percent = 0
if cookable then
item_percent = math.floor(src_time / cooked.time * 100)
item_state = item_percent .. "%"
else
if srclist[1]:is_empty() then
item_state = "Empty"
else
item_state = "Not cookable"
end
end
local fuel_state = "Empty"
local active = "inactive "
if fuel_time <= fuel_totaltime and fuel_totaltime ~= 0 then
active = "active "
local fuel_percent = math.floor(fuel_time / fuel_totaltime * 100)
fuel_state = fuel_percent .. "%"
formspec = active_formspec(fuel_percent, item_percent)
swap_node(pos, "default:furnace_active")
else
if not fuellist[1]:is_empty() then
fuel_state = "0%"
end
swap_node(pos, "default:furnace")
end
local infotext = "Furnace " .. active .. "(Item: " .. item_state .. "; Fuel: " .. fuel_state .. ")"
--
-- Set meta values
--
meta:set_float("fuel_totaltime", fuel_totaltime)
meta:set_float("fuel_time", fuel_time)
meta:set_float("src_time", src_time)
meta:set_string("formspec", formspec)
meta:set_string("infotext", infotext)
end,
})

View File

@ -35,14 +35,18 @@ default.gui_survival_form = "size[8,8.5]"..
default.get_hotbar_bg(0,4.25)
-- Load files
dofile(minetest.get_modpath("default").."/functions.lua")
dofile(minetest.get_modpath("default").."/nodes.lua")
dofile(minetest.get_modpath("default").."/furnace.lua")
dofile(minetest.get_modpath("default").."/tools.lua")
dofile(minetest.get_modpath("default").."/craftitems.lua")
dofile(minetest.get_modpath("default").."/crafting.lua")
dofile(minetest.get_modpath("default").."/mapgen.lua")
dofile(minetest.get_modpath("default").."/player.lua")
dofile(minetest.get_modpath("default").."/trees.lua")
dofile(minetest.get_modpath("default").."/aliases.lua")
dofile(minetest.get_modpath("default").."/legacy.lua")
local default_path = minetest.get_modpath("default")
dofile(default_path.."/functions.lua")
dofile(default_path.."/trees.lua")
dofile(default_path.."/nodes.lua")
dofile(default_path.."/furnace.lua")
dofile(default_path.."/torch.lua")
dofile(default_path.."/tools.lua")
dofile(default_path.."/item_entity.lua")
dofile(default_path.."/craftitems.lua")
dofile(default_path.."/crafting.lua")
dofile(default_path.."/mapgen.lua")
dofile(default_path.."/player.lua")
dofile(default_path.."/aliases.lua")
dofile(default_path.."/legacy.lua")

View File

@ -0,0 +1,74 @@
-- mods/default/item_entity.lua
local builtin_item = minetest.registered_entities["__builtin:item"]
local item = {
set_item = function(self, itemstring)
builtin_item.set_item(self, itemstring)
local stack = ItemStack(itemstring)
local itemdef = minetest.registered_items[stack:get_name()]
if itemdef and itemdef.groups.flammable ~= 0 then
self.flammable = itemdef.groups.flammable
end
end,
burn_up = function(self)
-- disappear in a smoke puff
self.object:remove()
local p = self.object:getpos()
minetest.sound_play("default_item_smoke", {
pos = p,
max_hear_distance = 8,
})
minetest.add_particlespawner({
amount = 3,
time = 0.1,
minpos = {x = p.x - 0.1, y = p.y + 0.1, z = p.z - 0.1 },
maxpos = {x = p.x + 0.1, y = p.y + 0.2, z = p.z + 0.1 },
minvel = {x = 0, y = 2.5, z = 0},
maxvel = {x = 0, y = 2.5, z = 0},
minacc = {x = -0.15, y = -0.02, z = -0.15},
maxacc = {x = 0.15, y = -0.01, z = 0.15},
minexptime = 4,
maxexptime = 6,
minsize = 5,
maxsize = 5,
collisiondetection = true,
texture = "default_item_smoke.png"
})
end,
on_step = function(self, dtime)
builtin_item.on_step(self, dtime)
if self.flammable then
-- flammable, check for igniters
self.ignite_timer = (self.ignite_timer or 0) + dtime
if self.ignite_timer > 10 then
self.ignite_timer = 0
local node = minetest.get_node_or_nil(self.object:getpos())
if not node then
return
end
-- Immediately burn up flammable items in lava
if minetest.get_item_group(node.name, "lava") > 0 then
self:burn_up()
else
-- otherwise there'll be a chance based on its igniter value
local burn_chance = self.flammable
* minetest.get_item_group(node.name, "igniter")
if burn_chance > 0 and math.random(0, burn_chance) ~= 0 then
self:burn_up()
end
end
end
end
end,
}
-- set defined item as new __builtin:item, with the old one as fallback table
setmetatable(item, builtin_item)
minetest.register_entity(":__builtin:item", item)

View File

@ -1,6 +1,6 @@
-- mods/default/legacy.lua
-- Horrible crap to support old code registering falling nodes
-- Horrible stuff to support old code registering falling nodes
-- Don't use this and never do what this does, it's completely wrong!
-- (More specifically, the client and the C++ code doesn't get the group)
function default.register_falling_node(nodename, texture)

177
mods/default/license.txt Normal file
View File

@ -0,0 +1,177 @@
License of source code
----------------------
GNU Lesser General Public License, version 2.1
Copyright (C) 2011-2016 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2011-2016 Various Minetest developers and contributors
This program is free software; you can redistribute it and/or modify it under the terms
of the GNU Lesser General Public License as published by the Free Software Foundation;
either version 2.1 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details:
https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html
Licenses of media (textures, models and sounds)
-----------------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2010-2017:
celeron55, Perttu Ahola <celeron55@gmail.com>
Cisoun
G4JC
VanessaE
RealBadAngel
Calinou
MirceaKitsune
Jordach
PilzAdam
jojoa1997
InfinityProject
Splizard
Zeg9
paramat
BlockMen
sofar
Neuromancer
Gambit
asl97
KevDoy
Mito551
GreenXenith
kaeza
kilbith
CloudyProton
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/
-----------------------
Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
Copyright (C) 2014-2016 brunob.santos
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/4.0/
-----------------------
Attribution-ShareAlike 2.0 Generic (CC BY-SA 2.0)
Copyright (C) 2014-2016 Neuromancer
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/2.0/
-----------------------
Attribution 3.0 Unported (CC BY 3.0)
Copyright (C) 2009 cmusounddesign
Copyright (C) 2010 Tomlija
Copyright (C) 2010 lsprice
Copyright (C) 2014 sonictechtonic
Copyright (C) 2015 yadronoff
Copyright (C) 2007 HerbertBoland
Copyright (C) 2006 AGFX
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by/3.0/

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@ -0,0 +1,79 @@
# Blender v2.78 (sub 0) OBJ File: 'chest-open.blend'
# www.blender.org
o Top_Cube.002_None_Top_Cube.002_None_bottom
v -0.500000 0.408471 0.720970
v -0.500000 1.115578 0.013863
v -0.500000 0.894607 -0.207108
v -0.500000 0.187501 0.499999
v 0.500000 1.115578 0.013863
v 0.500000 0.408471 0.720970
v 0.500000 0.187501 0.499999
v 0.500000 0.894607 -0.207108
v -0.500000 0.187500 -0.500000
v -0.500000 -0.500000 -0.500000
v -0.500000 -0.500000 0.500000
v 0.500000 0.187500 -0.500000
v 0.500000 -0.500000 0.500000
v 0.500000 -0.500000 -0.500000
vt 0.0000 1.0000
vt 0.0000 0.0000
vt 1.0000 0.0000
vt 1.0000 1.0000
vt 1.0000 0.0000
vt 1.0000 1.0000
vt 0.0000 1.0000
vt 0.0000 0.0000
vt 0.0000 1.0000
vt 1.0000 1.0000
vt 1.0000 0.6875
vt 0.0000 0.6875
vt 1.0000 1.0000
vt 0.0000 0.6875
vt 1.0000 0.6875
vt 1.0000 0.6875
vt 1.0000 0.0000
vt 0.0000 0.0000
vt 1.0000 0.6875
vt 1.0000 0.0000
vt 1.0000 1.0000
vt 1.0000 0.6875
vt 1.0000 0.0000
vt 0.0000 1.0000
vt 0.0000 0.6875
vt 0.0000 0.6875
vt 0.0000 0.0000
vt 1.0000 0.5000
vt 1.0000 1.0000
vt 0.0000 1.0000
vt 0.0000 0.5000
vt 0.0000 0.0000
vt 1.0000 0.0000
vn 0.0000 0.7071 0.7071
vn -0.0000 -1.0000 -0.0000
vn -1.0000 0.0000 0.0000
vn 1.0000 0.0000 -0.0000
vn 0.0000 -0.7071 0.7071
vn 0.0000 0.0000 1.0000
vn -0.0000 0.7071 -0.7071
vn -0.0000 0.0000 -1.0000
vn -0.0000 -0.7071 -0.7071
vn -0.0000 1.0000 -0.0000
g Top_Cube.002_None_Top_Cube.002_None_bottom_Top_Cube.002_None_Top_Cube.002_None_bottom_Top
s off
f 6/1/1 5/2/1 2/3/1 1/4/1
g Top_Cube.002_None_Top_Cube.002_None_bottom_Top_Cube.002_None_Top_Cube.002_None_bottom_Bottom
f 11/5/2 10/6/2 14/7/2 13/8/2
g Top_Cube.002_None_Top_Cube.002_None_bottom_Top_Cube.002_None_Top_Cube.002_None_bottom_Right-Left
f 1/9/3 2/10/3 3/11/3 4/12/3
f 5/13/4 6/1/4 7/14/4 8/15/4
f 4/12/3 9/16/3 10/17/3 11/18/3
f 12/19/4 7/14/4 13/8/4 14/20/4
g Top_Cube.002_None_Top_Cube.002_None_bottom_Top_Cube.002_None_Top_Cube.002_None_bottom_Back
f 6/21/5 1/9/5 4/12/5 7/22/5
f 7/22/6 4/12/6 11/18/6 13/23/6
g Top_Cube.002_None_Top_Cube.002_None_bottom_Top_Cube.002_None_Top_Cube.002_None_bottom_Front
f 2/10/7 5/24/7 8/25/7 3/11/7
f 9/16/8 12/26/8 14/27/8 10/17/8
g Top_Cube.002_None_Top_Cube.002_None_bottom_Top_Cube.002_None_Top_Cube.002_None_bottom_Inside
f 4/28/9 3/29/9 8/30/9 7/31/9
f 7/31/10 12/32/10 9/33/10 4/28/10

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@ -0,0 +1,58 @@
# Blender v2.77 (sub 0) OBJ File: 'torch_ceiling.blend'
# www.blender.org
mtllib torch_ceiling.mtl
o Cube_Cube.001
v -0.062469 -0.047331 0.068152
v -0.062469 -0.559515 -0.164388
v -0.062469 0.004344 -0.045667
v -0.062469 -0.507839 -0.278206
v 0.062531 -0.047331 0.068152
v 0.062531 -0.559515 -0.164388
v 0.062531 0.004344 -0.045667
v 0.062531 -0.507839 -0.278206
v 0.353584 0.040000 0.363553
v 0.353584 -0.397500 0.363553
v -0.353522 0.040000 -0.343553
v -0.353522 -0.397500 -0.343553
v 0.353584 0.040000 -0.343553
v -0.353522 0.040000 0.363553
v 0.353584 -0.397500 -0.343553
v -0.353522 -0.397500 0.363553
vt 0.5625 0.5000
vt 0.5625 0.6250
vt 0.4375 0.6250
vt 0.4375 0.5000
vt 0.4375 0.0000
vt 0.5625 0.0000
vt 0.5625 0.1250
vt 0.4375 0.1250
vt 0.5625 0.6250
vt 0.4375 0.6250
vt 0.4375 0.6250
vt 0.4375 0.0000
vt 0.5625 0.6250
vt 0.5625 0.0000
vt 1.0000 0.5625
vt 1.0000 1.0000
vt 0.0000 1.0000
vt 0.0000 0.5625
vt 0.0000 0.5625
vt 1.0000 0.5625
vt 1.0000 1.0000
vt 0.0000 1.0000
vn 0.0000 0.9105 0.4134
vn -0.0000 -0.4134 0.9105
vn -1.0000 0.0000 0.0000
vn 0.7071 0.0000 -0.7071
vn 0.7071 0.0000 0.7071
usemtl Material.001
s off
f 3/1/1 1/2/1 5/3/1 7/4/1
f 8/5/1 4/6/1 2/7/1 6/8/1
f 3/9/2 4/6/2 8/5/2 7/10/2
f 1/11/3 3/9/3 4/6/3 2/12/3
f 5/13/2 1/11/2 2/12/2 6/14/2
f 7/10/3 8/5/3 6/14/3 5/13/3
usemtl Material.002
f 9/15/4 10/16/4 12/17/4 11/18/4
f 13/19/5 14/20/5 16/21/5 15/22/5

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@ -0,0 +1,50 @@
# Blender v2.76 (sub 11) OBJ File: 'torch_floor.blend'
# www.blender.org
mtllib torch_floor.mtl
o Cube_Cube.001
v 0.062500 0.062500 -0.062500
v 0.062500 -0.500000 -0.062500
v 0.062500 0.062500 0.062500
v 0.062500 -0.500000 0.062500
v -0.062500 0.062500 -0.062500
v -0.062500 -0.500000 -0.062500
v -0.062500 0.062500 0.062500
v -0.062500 -0.500000 0.062500
v -0.353553 -0.500000 0.353553
v -0.353553 0.500000 0.353553
v 0.353553 -0.500000 -0.353553
v 0.353553 0.500000 -0.353553
v -0.353553 -0.500000 -0.353553
v 0.353553 -0.500000 0.353553
v -0.353553 0.500000 -0.353553
v 0.353553 0.500000 0.353553
vt 0.562500 0.500000
vt 0.562500 0.625000
vt 0.437500 0.625000
vt 0.437500 0.500000
vt 0.437500 0.000000
vt 0.562500 0.000000
vt 0.562500 0.125000
vt 0.437500 0.125000
vt 1.000000 0.000000
vt 1.000000 1.000000
vt 0.000000 1.000000
vt 0.000000 0.000000
vn 0.000000 1.000000 0.000000
vn 0.000000 0.000000 -1.000000
vn 1.000000 0.000000 0.000000
vn -0.707100 0.000000 -0.707100
vn -0.707100 -0.000000 0.707100
g Cube_Cube.001_Cube_Cube.001_Material.001
usemtl Material.001
s off
f 3/1/1 1/2/1 5/3/1 7/4/1
f 8/5/1 4/6/1 2/7/1 6/8/1
f 3/2/2 4/6/2 8/5/2 7/3/2
f 1/3/3 3/2/3 4/6/3 2/5/3
f 5/2/2 1/3/2 2/5/2 6/6/2
f 7/3/3 8/5/3 6/6/3 5/2/3
g Cube_Cube.001_Cube_Cube.001_Material.002
usemtl Material.002
f 9/9/4 10/10/4 12/11/4 11/12/4
f 13/12/5 14/9/5 16/10/5 15/11/5

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@ -0,0 +1,64 @@
# Blender v2.76 (sub 11) OBJ File: 'torch_wall.blend'
# www.blender.org
mtllib torch_wall.mtl
o Cube_Cube.001
v 0.062469 -0.195248 0.023570
v 0.062469 -0.476498 -0.463570
v 0.062469 -0.303502 0.086070
v 0.062469 -0.584752 -0.401070
v -0.062531 -0.195248 0.023570
v -0.062531 -0.476498 -0.463570
v -0.062531 -0.303502 0.086070
v -0.062531 -0.584752 -0.401070
v -0.353584 -0.613553 0.022500
v -0.353584 -0.613553 0.460000
v 0.353522 0.093553 0.022500
v 0.353522 0.093553 0.460000
v -0.353584 0.093553 0.022500
v 0.353522 -0.613553 0.022500
v -0.353584 0.093553 0.460000
v 0.353522 -0.613553 0.460000
v 0.353553 0.056811 -0.121957
v 0.353553 -0.224439 -0.609096
v -0.353553 -0.555561 0.231596
v -0.353553 -0.836811 -0.255543
v -0.353553 0.056811 -0.121957
v -0.353553 -0.224439 -0.609096
v 0.353553 -0.555561 0.231596
v 0.353553 -0.836811 -0.255543
vt 0.562500 0.500000
vt 0.562500 0.625000
vt 0.437500 0.625000
vt 0.437500 0.500000
vt 0.437500 0.000000
vt 0.562500 0.000000
vt 0.562500 0.125000
vt 0.437500 0.125000
vt 0.000000 0.562500
vt 0.000000 -0.000000
vt 1.000000 0.000000
vt 1.000000 0.562500
vt 1.000000 1.000000
vt 0.000000 1.000000
vn -0.000000 0.500000 0.866000
vn -0.000000 0.866000 -0.500000
vn 1.000000 0.000000 0.000000
vn -0.707100 0.612400 -0.353600
vn -0.707100 -0.612400 0.353600
vn -0.707100 0.707100 -0.000000
vn -0.707100 -0.707100 -0.000000
g Cube_Cube.001_Cube_Cube.001_Material.001
usemtl Material.001
s off
f 3/1/1 1/2/1 5/3/1 7/4/1
f 8/5/1 4/6/1 2/7/1 6/8/1
f 3/2/2 4/6/2 8/5/2 7/3/2
f 1/3/3 3/2/3 4/6/3 2/5/3
f 5/2/2 1/3/2 2/5/2 6/6/2
f 7/3/3 8/5/3 6/6/3 5/2/3
f 17/9/4 18/10/4 20/11/4 19/12/4
f 21/9/5 22/10/5 24/11/5 23/12/5
g Cube_Cube.001_Cube_Cube.001_Material.002
usemtl Material.002
f 9/12/6 10/13/6 12/14/6 11/9/6
f 13/9/7 14/12/7 16/13/7 15/14/7

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@ -25,7 +25,6 @@ default.player_register_model("character.b3d", {
walk = { x=168, y=187, },
mine = { x=189, y=198, },
walk_mine = { x=200, y=219, },
-- Extra animations (not currently used by the game).
sit = { x= 81, y=160, },
},
})
@ -95,11 +94,7 @@ minetest.register_on_joinplayer(function(player)
default.player_attached[player:get_player_name()] = false
default.player_set_model(player, "character.b3d")
player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
-- set GUI
if not minetest.setting_getbool("creative_mode") then
player:set_inventory_formspec(default.gui_survival_form)
end
player:hud_set_hotbar_image("gui_hotbar.png")
player:hud_set_hotbar_selected_image("gui_hotbar_selected.png")
end)

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