Various updates

- Updated homedecor (files cleaned)
 - Updated nether (node replacements made easier)
 - Updated maptools (cleaned files)
 - Updated ambiance (useless files cleaned)
This commit is contained in:
LeMagnesium 2015-05-25 14:30:12 +02:00
parent 5da1412b29
commit 0f5e43125c
46 changed files with 665 additions and 4216 deletions

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@ -1,390 +0,0 @@
--------------------------------------------------------------------------------------------------------
--Ambiance Configuration for version .14
local max_frequency_all = 1000 --the larger you make this number the lest frequent ALL sounds will happen recommended values between 100-2000.
--for frequencies below use a number between 0 and max_frequency_all
--for volumes below, use a number between 0.0 and 1, the larger the number the louder the sounds
local night_frequency = 20 --owls, wolves
local night_volume = 0.9
local night_frequent_frequency = 150 --crickets
local night_frequent_volume = 0.9
local day_frequency = 100 --crow, bluejay, cardinal
local day_volume = 0.9
local day_frequent_frequency = 1000 --crow, bluejay, cardinal
local day_frequent_volume = 0.18
local cave_frequency = 10 --bats
local cave_volume = 1.0
local cave_frequent_frequency = 70 --drops of water dripping
local cave_frequent_volume = 1.0
local water_frequent_frequency = 1000 --water sounds
local water_frequent_volume = 1.0
local music_frequency = 7 --music (suggestion: keep this one low like around 6)
local music_volume = 0.3
--End of Config
----------------------------------------------------------------------------------------------------
local played_on_start = false
local night = {
handler = {},
frequency = night_frequency,
{name="horned_owl", length=3, gain=night_volume},
{name="Wolves_Howling", length=11, gain=night_volume},
{name="ComboWind", length=17, gain=night_volume}
}
local night_frequent = {
handler = {},
frequency = night_frequent_frequency,
{name="Crickets_At_NightCombo", length=69, gain=night_frequent_volume}
}
local day = {
handler = {},
frequency = day_frequency,
{name="Best Cardinal Bird", length=4, gain=day_volume},
{name="craw", length=3, gain=day_volume},
{name="bluejay", length=18, gain=day_volume},
{name="ComboWind", length=17, gain=day_volume}
}
local day_frequent = {
handler = {},
frequency = day_frequent_frequency,
{name="robin2", length=16, gain=day_frequent_volume},
{name="birdsongnl", length=13, gain=day_frequent_volume},
{name="bird", length=30, gain=day_frequent_volume},
{name="Best Cardinal Bird", length=4, gain=day_frequent_volume},
{name="craw", length=3, gain=day_frequent_volume},
{name="bluejay", length=18, gain=day_frequent_volume},
{name="ComboWind", length=17, gain=day_frequent_volume*3}
}
local cave = {
handler = {},
frequency = cave_frequency,
{name="Bats_in_Cave", length=5, gain=cave_volume}
}
local cave_frequent = {
handler = {},
frequency = cave_frequent_frequency,
{name="drippingwater_drip_a", length=2, gain=cave_frequent_volume},
{name="drippingwater_drip_b", length=2, gain=cave_frequent_volume},
{name="drippingwater_drip_c", length=2, gain=cave_frequent_volume},
{name="Single_Water_Droplet", length=3, gain=cave_frequent_volume},
{name="Spooky_Water_Drops", length=7, gain=cave_frequent_volume}
}
local water = {
handler = {},
frequency = 0,--dolphins dont fit into small lakes
{name="dolphins", length=6},
{name="dolphins_screaming", length=16.5}
}
local water_frequent = {
handler = {},
frequency = water_frequent_frequency,
on_stop = "drowning_gasp",
on_start = "Splash",
{name="scuba1bubbles", length=11, gain=water_frequent_volume},
{name="scuba1calm", length=10}, --not sure why but sometimes I get errors when setting gain=water_frequent_volume here.
{name="scuba1calm2", length=8.5, gain=water_frequent_volume},
{name="scuba1interestingbubbles", length=11, gain=water_frequent_volume},
{name="scuba1tubulentbubbles", length=10.5, gain=water_frequent_volume}
}
local flowing_water = {
handler = {},
frequency = 1000,
{name="small_waterfall", length=14, gain=.4}
}
local flowing_water2 = {
handler = {},
frequency = 1000,
{name="small_waterfall", length=11, gain=.3}
}
local lava = {
handler = {},
frequency = 1000,
{name="earth01a", length=20}
}
local lava2 = {
handler = {},
frequency = 1000,
{name="earth01a", length=15}
}
local play_music = minetest.setting_getbool("music") or false
local music = {
handler = {},
frequency = music_frequency,
{name="mtest", length=4*60+33, gain=music_volume},
{name="echos", length=2*60+26, gain=music_volume},
{name="FoamOfTheSea", length=1*60+50, gain=music_volume},
{name="eastern_feeling", length=3*60+51, gain=music_volume},
{name="Mass_Effect_Uncharted_Worlds", length=2*60+29, gain=music_volume},
{name="dark_ambiance", length=44, gain=music_volume}
}
local is_daytime = function()
return (minetest.:get_timeofday() > 0.2 and minetest.:get_timeofday() < 0.8)
end
--[[old
local nodes_in_range = function(pos, search_distance, node_name)
local search_p = {x=0, y=0, z=0}
local nodes_found = 0
for p_x=(pos.x-search_distance), (pos.x+search_distance) do
for p_y=(pos.y-search_distance), (pos.y+search_distance) do
for p_z=(pos.z-search_distance), (pos.z+search_distance) do
local search_n = minetest.:get_node({x=p_x, y=p_y, z=p_z})
if search_n.name == node_name then
nodes_found = nodes_found + 1
end
end
end
end
return nodes_found
--minetest.chat_send_all("Range: " .. tostring(search_distance) .. " | Found (" .. node_name .. ": " .. nodes_found .. ")")
end --]]
local nodes_in_range = function(pos, search_distance, node_name)
minp = {x=pos.x-search_distance,y=pos.y-search_distance, z=pos.z-search_distance}
maxp = {x=pos.x+search_distance,y=pos.y+search_distance, z=pos.z+search_distance}
nodes = minetest.:find_nodes_in_area(minp, maxp, node_name)
-- minetest.chat_send_all("Found (" .. node_name .. ": " .. #nodes .. ")")
return #nodes
end
local get_ambience = function(player)
local pos = player:getpos()
pos.y = pos.y+1.0
local nodename = minetest.:get_node(pos).name
if string.find(nodename, "default:water") then
if music then
return {water=water, water_frequent=water_frequent, music=music}
else
return {water=water, water_frequent=water_frequent}
end
end
if nodes_in_range(pos, 7, "default:lava_flowing")>5 or nodes_in_range(pos, 7, "default:lava_source")>5 then
if music then
return {lava=lava, lava2=lava2, music=music}
else
return {lava=lava}
end
end
if nodes_in_range(pos, 7, "default:water_flowing")>5 then
if music then
return {flowing_water=flowing_water, flowing_water2=flowing_water2, music=music}
else
return {flowing_water=flowing_water, flowing_water2=flowing_water2}
end
end
if player:getpos().y < 0 then
if music then
return {cave=cave, cave_frequent=cave_frequent, music=music}
else
return {cave=cave, cave_frequent=cave_frequent}
end
end
if is_daytime() then
if music then
return {day=day, day_frequent=day_frequent, music=music}
else
return {day=day, day_frequent=day_frequent}
end
else
if music then
return {night=night, night_frequent=night_frequent, music=music}
else
return {night=night, night_frequent=night_frequent}
end
end
end
-- start playing the sound, set the handler and delete the handler after sound is played
local play_sound = function(player, list, number)
local player_name = player:get_player_name()
if list.handler[player_name] == nil then
local gain = 1.0
if list[number].gain ~= nil then
gain = list[number].gain
end
local handler = minetest.sound_play(list[number].name, {to_player=player_name, gain=gain})
if handler ~= nil then
list.handler[player_name] = handler
minetest.after(list[number].length, function(args)
local list = args[1]
local player_name = args[2]
if list.handler[player_name] ~= nil then
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end, {list, player_name})
end
end
end
-- stops all sounds that are not in still_playing
local stop_sound = function(still_playing, player)
local player_name = player:get_player_name()
if still_playing.cave == nil then
local list = cave
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.cave_frequent == nil then
local list = cave_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night == nil then
local list = night
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night_frequent == nil then
local list = night_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.day == nil then
local list = day
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.day_frequent == nil then
local list = day_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.music == nil then
local list = music
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.flowing_water == nil then
local list = flowing_water
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.flowing_water2 == nil then
local list = flowing_water2
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.lava == nil then
local list = lava
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.lava2 == nil then
local list = lava2
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water == nil then
local list = water
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water_frequent == nil then
local list = water_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
played_on_start = false
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
end
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer+dtime
if timer < 1 then
return
end
timer = 0
for _,player in ipairs(minetest.get_connected_players()) do
local ambiences = get_ambience(player)
stop_sound(ambiences, player)
for _,ambience in pairs(ambiences) do
if math.random(1, 1000) <= ambience.frequency then
if ambience.on_start ~= nil and played_on_start == false then
played_on_start = true
minetest.sound_play(ambience.on_start, {to_player=player:get_player_name()})
end
play_sound(player, ambience, math.random(1, #ambience))
end
end
end
end)

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@ -1,439 +0,0 @@
--------------------------------------------------------------------------------------------------------
--Ambiance Configuration for version .16
local max_frequency_all = 1000 --the larger you make this number the lest frequent ALL sounds will happen recommended values between 100-2000.
--for frequencies below use a number between 0 and max_frequency_all
--for volumes below, use a number between 0.0 and 1, the larger the number the louder the sounds
local night_frequency = 20 --owls, wolves
local night_volume = 0.9
local night_frequent_frequency = 150 --crickets
local night_frequent_volume = 0.9
local day_frequency = 100 --crow, bluejay, cardinal
local day_volume = 0.9
local day_frequent_frequency = 1000 --crow, bluejay, cardinal
local day_frequent_volume = 0.18
local cave_frequency = 10 --bats
local cave_volume = 1.0
local cave_frequent_frequency = 70 --drops of water dripping
local cave_frequent_volume = 1.0
local beach_frequency = 20 --seagulls
local beach_volume = 1.0
local beach_frequent_frequency = 1000 --waves
local beach_frequent_volume = 1.0
local water_frequent_frequency = 1000 --water sounds
local water_frequent_volume = 1.0
local music_frequency = 7 --music (suggestion: keep this one low like around 6)
local music_volume = 0.3
--End of Config
----------------------------------------------------------------------------------------------------
local played_on_start = false
local night = {
handler = {},
frequency = night_frequency,
{name="horned_owl", length=3, gain=night_volume},
{name="Wolves_Howling", length=11, gain=night_volume},
{name="ComboWind", length=17, gain=night_volume}
}
local night_frequent = {
handler = {},
frequency = night_frequent_frequency,
{name="Crickets_At_NightCombo", length=69, gain=night_frequent_volume}
}
local day = {
handler = {},
frequency = day_frequency,
{name="Best Cardinal Bird", length=4, gain=day_volume},
{name="craw", length=3, gain=day_volume},
{name="bluejay", length=18, gain=day_volume},
{name="ComboWind", length=17, gain=day_volume}
}
local day_frequent = {
handler = {},
frequency = day_frequent_frequency,
{name="robin2", length=16, gain=day_frequent_volume},
{name="birdsongnl", length=13, gain=day_frequent_volume},
{name="bird", length=30, gain=day_frequent_volume},
{name="Best Cardinal Bird", length=4, gain=day_frequent_volume},
{name="craw", length=3, gain=day_frequent_volume},
{name="bluejay", length=18, gain=day_frequent_volume},
{name="ComboWind", length=17, gain=day_frequent_volume*3}
}
local cave = {
handler = {},
frequency = cave_frequency,
{name="Bats_in_Cave", length=5, gain=cave_volume}
}
local cave_frequent = {
handler = {},
frequency = cave_frequent_frequency,
{name="drippingwater_drip_a", length=2, gain=cave_frequent_volume},
{name="drippingwater_drip_b", length=2, gain=cave_frequent_volume},
{name="drippingwater_drip_c", length=2, gain=cave_frequent_volume},
{name="Single_Water_Droplet", length=3, gain=cave_frequent_volume},
{name="Spooky_Water_Drops", length=7, gain=cave_frequent_volume}
}
local beach = {
handler = {},
frequency = beach_frequency,
{name="seagull", length=4.5, gain=beach_volume}
}
local beach_frequent = {
handler = {},
frequency = beach_frequent_frequency,
{name="fiji_beach", length=43.5, gain=beach_frequent_volume}
}
local water = {
handler = {},
frequency = 0,--dolphins dont fit into small lakes
{name="dolphins", length=6},
{name="dolphins_screaming", length=16.5}
}
local water_frequent = {
handler = {},
frequency = water_frequent_frequency,
on_stop = "drowning_gasp",
on_start = "Splash",
{name="scuba1bubbles", length=11, gain=water_frequent_volume},
{name="scuba1calm", length=10}, --not sure why but sometimes I get errors when setting gain=water_frequent_volume here.
{name="scuba1calm2", length=8.5, gain=water_frequent_volume},
{name="scuba1interestingbubbles", length=11, gain=water_frequent_volume},
{name="scuba1tubulentbubbles", length=10.5, gain=water_frequent_volume}
}
local flowing_water = {
handler = {},
frequency = 1000,
{name="small_waterfall", length=14, gain=.4}
}
local flowing_water2 = {
handler = {},
frequency = 1000,
{name="small_waterfall", length=11, gain=.3}
}
local lava = {
handler = {},
frequency = 1000,
{name="earth01a", length=20}
}
local lava2 = {
handler = {},
frequency = 1000,
{name="earth01a", length=15}
}
local play_music = minetest.setting_getbool("music") or false
local music = {
handler = {},
frequency = music_frequency,
{name="mtest", length=4*60+33, gain=music_volume},
{name="echos", length=2*60+26, gain=music_volume},
{name="FoamOfTheSea", length=1*60+50, gain=music_volume},
{name="eastern_feeling", length=3*60+51, gain=music_volume},
{name="Mass_Effect_Uncharted_Worlds", length=2*60+29, gain=music_volume},
{name="dark_ambiance", length=44, gain=music_volume}
}
local is_daytime = function()
return (minetest.:get_timeofday() > 0.2 and minetest.:get_timeofday() < 0.8)
end
--[[old
local nodes_in_range = function(pos, search_distance, node_name)
local search_p = {x=0, y=0, z=0}
local nodes_found = 0
for p_x=(pos.x-search_distance), (pos.x+search_distance) do
for p_y=(pos.y-search_distance), (pos.y+search_distance) do
for p_z=(pos.z-search_distance), (pos.z+search_distance) do
local search_n = minetest.:get_node({x=p_x, y=p_y, z=p_z})
if search_n.name == node_name then
nodes_found = nodes_found + 1
end
end
end
end
return nodes_found
--minetest.chat_send_all("Range: " .. tostring(search_distance) .. " | Found (" .. node_name .. ": " .. nodes_found .. ")")
end --]]
local nodes_in_range = function(pos, search_distance, node_name)
minp = {x=pos.x-search_distance,y=pos.y-search_distance, z=pos.z-search_distance}
maxp = {x=pos.x+search_distance,y=pos.y+search_distance, z=pos.z+search_distance}
nodes = minetest.:find_nodes_in_area(minp, maxp, node_name)
-- minetest.chat_send_all("Found (" .. node_name .. ": " .. #nodes .. ")")
return #nodes
end
local get_ambience = function(player)
local pos = player:getpos()
pos.y = pos.y+1.0
local nodename = minetest.:get_node(pos).name
if string.find(nodename, "default:water") then
if music then
return {water=water, water_frequent=water_frequent, music=music}
else
return {water=water, water_frequent=water_frequent}
end
end
if nodes_in_range(pos, 7, "default:lava_flowing")>5 or nodes_in_range(pos, 7, "default:lava_source")>5 then
if music then
return {lava=lava, lava2=lava2, music=music}
else
return {lava=lava}
end
end
if nodes_in_range(pos, 7, "default:water_flowing")>5 then
if music then
return {flowing_water=flowing_water, flowing_water2=flowing_water2, music=music}
else
return {flowing_water=flowing_water, flowing_water2=flowing_water2}
end
end
pos.y = pos.y-2
nodename = minetest.:get_node(pos).name
--minetest.chat_send_all("Found " .. nodename .. pos.y )
if string.find(nodename, "default:sand") and pos.y < 5 then
if music then
return {beach=beach, beach_frequent=beach_frequent, music=music}
else
return {beach=beach, beach_frequent=beach_frequent}
end
end
if player:getpos().y < 0 then
if music then
return {cave=cave, cave_frequent=cave_frequent, music=music}
else
return {cave=cave, cave_frequent=cave_frequent}
end
end
if is_daytime() then
if music then
return {day=day, day_frequent=day_frequent, music=music}
else
return {day=day, day_frequent=day_frequent}
end
else
if music then
return {night=night, night_frequent=night_frequent, music=music}
else
return {night=night, night_frequent=night_frequent}
end
end
end
-- start playing the sound, set the handler and delete the handler after sound is played
local play_sound = function(player, list, number)
local player_name = player:get_player_name()
if list.handler[player_name] == nil then
local gain = 1.0
if list[number].gain ~= nil then
gain = list[number].gain
end
local handler = minetest.sound_play(list[number].name, {to_player=player_name, gain=gain})
if handler ~= nil then
list.handler[player_name] = handler
minetest.after(list[number].length, function(args)
local list = args[1]
local player_name = args[2]
if list.handler[player_name] ~= nil then
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end, {list, player_name})
end
end
end
-- stops all sounds that are not in still_playing
local stop_sound = function(still_playing, player)
local player_name = player:get_player_name()
if still_playing.cave == nil then
local list = cave
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.cave_frequent == nil then
local list = cave_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.beach == nil then
local list = beach
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.beach_frequent == nil then
local list = beach_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night == nil then
local list = night
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night_frequent == nil then
local list = night_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.day == nil then
local list = day
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.day_frequent == nil then
local list = day_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.music == nil then
local list = music
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.flowing_water == nil then
local list = flowing_water
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.flowing_water2 == nil then
local list = flowing_water2
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.lava == nil then
local list = lava
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.lava2 == nil then
local list = lava2
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water == nil then
local list = water
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water_frequent == nil then
local list = water_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
played_on_start = false
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
end
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer+dtime
if timer < 1 then
return
end
timer = 0
for _,player in ipairs(minetest.get_connected_players()) do
local ambiences = get_ambience(player)
stop_sound(ambiences, player)
for _,ambience in pairs(ambiences) do
if math.random(1, 1000) <= ambience.frequency then
if ambience.on_start ~= nil and played_on_start == false then
played_on_start = true
minetest.sound_play(ambience.on_start, {to_player=player:get_player_name()})
end
play_sound(player, ambience, math.random(1, #ambience))
end
end
end
end)

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@ -0,0 +1,43 @@
=== AMBIENCE-MOD for MINETEST-C55 ===
by Neuromancer and PilzAdam
Intorduction:
This mod adds sounds to Minetest, that are played randomly in ambiences.
How to install:
Unzip the archive an place it in minetest-base-directory/mods/minetest/
if you have a windows client or a linux run-in-place client. If you have
a linux system-wide instalation place it in ~/.minetest/mods/minetest/.
If you want to install this mod only in one world create the folder
worldmods/ in your worlddirectory.
For further information or help see:
http://wiki.minetest.com/wiki/Installing_Mods
!!!Important!!!
Unzip the sounds folder before you use the mod or you wont hear
anything.
Configuration:
To add your own sounds copy them into the ambience/sounds/ folder and
add there names with the length in seconds to the tables at the top of
init.lua (only ogg files are supported).
License:
Sourcecode: WTFPL (see below)
Sounds: see sounds/SoundLicenses.txt
See also:
http://minetest.net/
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.

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@ -1,287 +0,0 @@
local night = {
handler = {},
frequency = 10,
{name="horned_owl", length=3},
{name="Wolves_Howling", length=11},
{name="ComboWind", length=17},
}
local night_frequent = {
handler = {},
frequency = 25,
{name="Crickets_At_NightCombo", length=69},
}
local day = {
handler = {},
frequency = 5,
{name="Best Cardinal Bird", length=4},
{name="craw", length=3},
{name="bluejay", length=18},
{name="ComboWind", length=17},
}
local day_frequent = {
handler = {},
frequency = 25,
{name="robin2", length=16},
{name="birdsongnl", length=12.5},
{name="bird", length=30},
}
local cave = {
handler = {},
frequency = 5,
{name="Bats_in_Cave", length=5},
}
local cave_frequent = {
handler = {},
frequency = 100,
{name="drippingwater_drip_a", length=2},
{name="drippingwater_drip_b", length=2},
{name="drippingwater_drip_c", length=2},
{name="Single_Water_Droplet", length=3},
{name="Spooky_Water_Drops", length=7},
}
local water = {
handler = {},
frequency = 0,--dolphins dont fit into small lakes
{name="dolphins", length=6},
{name="dolphins_screaming", length=16.5},
}
local water_frequent = {
handler = {},
frequency = 100,
on_stop = "drowning_gasp",
{name="scuba1bubbles", length=11},
{name="scuba1calm", length=10},
{name="scuba1calm2", length=8.5},
{name="scuba1interestingbubbles", length=11},
{name="scuba1tubulentbubbles", length=10.5},
}
local splash = {
handler = {},
frequency = 100,
{name="Splash", length=1.5},
}
local play_music = minetest.setting_getbool("music") or false
local music = {
handler = {},
frequency = 1,
{name="mtest", length=4*60+33, gain=0.3},
{name="music_1", length=1*60+52, gain=0.3},
{name="ambiance", length=19, gain=0.3},
{name="dark_ambiance", length=46, gain=0.3},
{name="eastern_feeling", length=3*60+51, gain=0.3},
{name="echos", length=2*60+26, gain=0.3},
{name="FoamOfTheSea", length=1*60+50, gain=0.3},
}
local is_daytime = function()
return (minetest.get_timeofday() > 0.2 and minetest.get_timeofday() < 0.8)
end
local get_ambience = function(player)
local table = {}
local play_water = false
local play_splash = false
local play_day = false
local play_cave = false
local play_night = false
local pos = player:getpos()
pos.y = pos.y+1.5
local nodename = minetest.get_node(pos).name
if string.find(nodename, "default:water") then
play_water = true
elseif nodename == "air" then
pos.y = pos.y-1.5
local nodename = minetest.get_node(pos).name
if string.find(nodename, "default:water") then
play_splash = true
end
end
if player:getpos().y < 0 then
play_cave = true
elseif is_daytime() then
play_day = true
else
play_night = true
end
if play_music then
table.music = music
end
if play_water then
table.water = water
table.water_frequent = water_frequent
return table
end
if play_splash then
table.splash = splash
end
if play_day then
table.day = day
table.day_frequent = day_frequent
elseif play_night then
table.night = night
table.night_frequent = night_frequent
elseif play_cave then
table.cave = cave
table.cave_frequent = cave_frequent
end
return table
end
-- start playing the sound, set the handler and delete the handler after sound is played
local play_sound = function(player, list, number)
local player_name = player:get_player_name()
if list.handler[player_name] == nil then
local gain = 1.0
if list[number].gain ~= nil then
gain = list[number].gain
end
local handler = minetest.sound_play(list[number].name, {to_player=player_name, gain=gain})
if handler ~= nil then
list.handler[player_name] = handler
minetest.after(list[number].length, function(args)
local list = args[1]
local player_name = args[2]
if list.handler[player_name] ~= nil then
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end, {list, player_name})
end
end
end
-- stops all sounds that are not in still_playing
local stop_sound = function(still_playing, player)
local player_name = player:get_player_name()
if still_playing.cave == nil then
local list = cave
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.cave_frequent == nil then
local list = cave_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night == nil then
local list = night
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night_frequent == nil then
local list = night_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.day == nil then
local list = day
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.day_frequent == nil then
local list = day_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.music == nil then
local list = music
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water == nil then
local list = water
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water_frequent == nil then
local list = water_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.splash == nil then
local list = splash
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
end
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer+dtime
if timer < 1 then
return
end
timer = 0
for _,player in ipairs(minetest.get_connected_players()) do
local ambiences = get_ambience(player)
stop_sound(ambiences, player)
for _,ambience in pairs(ambiences) do
if math.random(1, 100) <= ambience.frequency then
play_sound(player, ambience, math.random(1, #ambience))
end
end
end
end)

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@ -1,439 +0,0 @@
--------------------------------------------------------------------------------------------------------
--Ambiance Configuration for version .16
local max_frequency_all = 1000 --the larger you make this number the lest frequent ALL sounds will happen recommended values between 100-2000.
--for frequencies below use a number between 0 and max_frequency_all
--for volumes below, use a number between 0.0 and 1, the larger the number the louder the sounds
local night_frequency = 20 --owls, wolves
local night_volume = 0.9
local night_frequent_frequency = 150 --crickets
local night_frequent_volume = 0.9
local day_frequency = 100 --crow, bluejay, cardinal
local day_volume = 0.9
local day_frequent_frequency = 1000 --crow, bluejay, cardinal
local day_frequent_volume = 0.18
local cave_frequency = 10 --bats
local cave_volume = 1.0
local cave_frequent_frequency = 70 --drops of water dripping
local cave_frequent_volume = 1.0
local beach_frequency = 20 --seagulls
local beach_volume = 1.0
local beach_frequent_frequency = 1000 --waves
local beach_frequent_volume = 1.0
local water_frequent_frequency = 1000 --water sounds
local water_frequent_volume = 1.0
local music_frequency = 7 --music (suggestion: keep this one low like around 6)
local music_volume = 0.3
--End of Config
----------------------------------------------------------------------------------------------------
local played_on_start = false
local night = {
handler = {},
frequency = night_frequency,
{name="horned_owl", length=3, gain=night_volume},
{name="Wolves_Howling", length=11, gain=night_volume},
{name="ComboWind", length=17, gain=night_volume}
}
local night_frequent = {
handler = {},
frequency = night_frequent_frequency,
{name="Crickets_At_NightCombo", length=69, gain=night_frequent_volume}
}
local day = {
handler = {},
frequency = day_frequency,
{name="Best Cardinal Bird", length=4, gain=day_volume},
{name="craw", length=3, gain=day_volume},
{name="bluejay", length=18, gain=day_volume},
{name="ComboWind", length=17, gain=day_volume}
}
local day_frequent = {
handler = {},
frequency = day_frequent_frequency,
{name="robin2", length=16, gain=day_frequent_volume},
{name="birdsongnl", length=13, gain=day_frequent_volume},
{name="bird", length=30, gain=day_frequent_volume},
{name="Best Cardinal Bird", length=4, gain=day_frequent_volume},
{name="craw", length=3, gain=day_frequent_volume},
{name="bluejay", length=18, gain=day_frequent_volume},
{name="ComboWind", length=17, gain=day_frequent_volume*3}
}
local cave = {
handler = {},
frequency = cave_frequency,
{name="Bats_in_Cave", length=5, gain=cave_volume}
}
local cave_frequent = {
handler = {},
frequency = cave_frequent_frequency,
{name="drippingwater_drip_a", length=2, gain=cave_frequent_volume},
{name="drippingwater_drip_b", length=2, gain=cave_frequent_volume},
{name="drippingwater_drip_c", length=2, gain=cave_frequent_volume},
{name="Single_Water_Droplet", length=3, gain=cave_frequent_volume},
{name="Spooky_Water_Drops", length=7, gain=cave_frequent_volume}
}
local beach = {
handler = {},
frequency = beach_frequency,
{name="seagull", length=4.5, gain=beach_volume}
}
local beach_frequent = {
handler = {},
frequency = beach_frequent_frequency,
{name="fiji_beach", length=43.5, gain=beach_frequent_volume}
}
local water = {
handler = {},
frequency = 0,--dolphins dont fit into small lakes
{name="dolphins", length=6},
{name="dolphins_screaming", length=16.5}
}
local water_frequent = {
handler = {},
frequency = water_frequent_frequency,
on_stop = "drowning_gasp",
on_start = "Splash",
{name="scuba1bubbles", length=11, gain=water_frequent_volume},
{name="scuba1calm", length=10}, --not sure why but sometimes I get errors when setting gain=water_frequent_volume here.
{name="scuba1calm2", length=8.5, gain=water_frequent_volume},
{name="scuba1interestingbubbles", length=11, gain=water_frequent_volume},
{name="scuba1tubulentbubbles", length=10.5, gain=water_frequent_volume}
}
local flowing_water = {
handler = {},
frequency = 1000,
{name="small_waterfall", length=14, gain=.4}
}
local flowing_water2 = {
handler = {},
frequency = 1000,
{name="small_waterfall", length=11, gain=.3}
}
local lava = {
handler = {},
frequency = 1000,
{name="earth01a", length=20}
}
local lava2 = {
handler = {},
frequency = 1000,
{name="earth01a", length=15}
}
local play_music = minetest.setting_getbool("music") or false
local music = {
handler = {},
frequency = music_frequency,
{name="mtest", length=4*60+33, gain=music_volume},
{name="echos", length=2*60+26, gain=music_volume},
{name="FoamOfTheSea", length=1*60+50, gain=music_volume},
{name="eastern_feeling", length=3*60+51, gain=music_volume},
{name="Mass_Effect_Uncharted_Worlds", length=2*60+29, gain=music_volume},
{name="dark_ambiance", length=44, gain=music_volume}
}
local is_daytime = function()
return (minetest.get_timeofday() > 0.2 and minetest.get_timeofday() < 0.8)
end
--[[old
local nodes_in_range = function(pos, search_distance, node_name)
local search_p = {x=0, y=0, z=0}
local nodes_found = 0
for p_x=(pos.x-search_distance), (pos.x+search_distance) do
for p_y=(pos.y-search_distance), (pos.y+search_distance) do
for p_z=(pos.z-search_distance), (pos.z+search_distance) do
local search_n = minetest.get_node({x=p_x, y=p_y, z=p_z})
if search_n.name == node_name then
nodes_found = nodes_found + 1
end
end
end
end
return nodes_found
--minetest.chat_send_all("Range: " .. tostring(search_distance) .. " | Found (" .. node_name .. ": " .. nodes_found .. ")")
end --]]
local nodes_in_range = function(pos, search_distance, node_name)
minp = {x=pos.x-search_distance,y=pos.y-search_distance, z=pos.z-search_distance}
maxp = {x=pos.x+search_distance,y=pos.y+search_distance, z=pos.z+search_distance}
nodes = minetest.find_nodes_in_area(minp, maxp, node_name)
-- minetest.chat_send_all("Found (" .. node_name .. ": " .. #nodes .. ")")
return #nodes
end
local get_ambience = function(player)
local pos = player:getpos()
pos.y = pos.y+1.0
local nodename = minetest.get_node(pos).name
if string.find(nodename, "default:water") then
if music then
return {water=water, water_frequent=water_frequent, music=music}
else
return {water=water, water_frequent=water_frequent}
end
end
if nodes_in_range(pos, 7, "default:lava_flowing")>5 or nodes_in_range(pos, 7, "default:lava_source")>5 then
if music then
return {lava=lava, lava2=lava2, music=music}
else
return {lava=lava}
end
end
if nodes_in_range(pos, 7, "default:water_flowing")>5 then
if music then
return {flowing_water=flowing_water, flowing_water2=flowing_water2, music=music}
else
return {flowing_water=flowing_water, flowing_water2=flowing_water2}
end
end
pos.y = pos.y-2
nodename = minetest.get_node(pos).name
--minetest.chat_send_all("Found " .. nodename .. pos.y )
if string.find(nodename, "default:sand") and pos.y < 5 then
if music then
return {beach=beach, beach_frequent=beach_frequent, music=music}
else
return {beach=beach, beach_frequent=beach_frequent}
end
end
if player:getpos().y < 0 then
if music then
return {cave=cave, cave_frequent=cave_frequent, music=music}
else
return {cave=cave, cave_frequent=cave_frequent}
end
end
if is_daytime() then
if music then
return {day=day, day_frequent=day_frequent, music=music}
else
return {day=day, day_frequent=day_frequent}
end
else
if music then
return {night=night, night_frequent=night_frequent, music=music}
else
return {night=night, night_frequent=night_frequent}
end
end
end
-- start playing the sound, set the handler and delete the handler after sound is played
local play_sound = function(player, list, number)
local player_name = player:get_player_name()
if list.handler[player_name] == nil then
local gain = 1.0
if list[number].gain ~= nil then
gain = list[number].gain
end
local handler = minetest.sound_play(list[number].name, {to_player=player_name, gain=gain})
if handler ~= nil then
list.handler[player_name] = handler
minetest.after(list[number].length, function(args)
local list = args[1]
local player_name = args[2]
if list.handler[player_name] ~= nil then
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end, {list, player_name})
end
end
end
-- stops all sounds that are not in still_playing
local stop_sound = function(still_playing, player)
local player_name = player:get_player_name()
if still_playing.cave == nil then
local list = cave
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.cave_frequent == nil then
local list = cave_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.beach == nil then
local list = beach
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.beach_frequent == nil then
local list = beach_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night == nil then
local list = night
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night_frequent == nil then
local list = night_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.day == nil then
local list = day
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.day_frequent == nil then
local list = day_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.music == nil then
local list = music
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.flowing_water == nil then
local list = flowing_water
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.flowing_water2 == nil then
local list = flowing_water2
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.lava == nil then
local list = lava
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.lava2 == nil then
local list = lava2
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water == nil then
local list = water
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water_frequent == nil then
local list = water_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
played_on_start = false
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
end
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer+dtime
if timer < 1 then
return
end
timer = 0
for _,player in ipairs(minetest.get_connected_players()) do
local ambiences = get_ambience(player)
stop_sound(ambiences, player)
for _,ambience in pairs(ambiences) do
if math.random(1, 1000) <= ambience.frequency then
if ambience.on_start ~= nil and played_on_start == false then
played_on_start = true
minetest.sound_play(ambience.on_start, {to_player=player:get_player_name()})
end
play_sound(player, ambience, math.random(1, #ambience))
end
end
end
end)

View File

@ -1,474 +0,0 @@
--------------------------------------------------------------------------------------------------------
--Ambiance Configuration for version .17
local max_frequency_all = 1000 --the larger you make this number the lest frequent ALL sounds will happen recommended values between 100-2000.
--for frequencies below use a number between 0 and max_frequency_all
--for volumes below, use a number between 0.0 and 1, the larger the number the louder the sounds
local night_frequency = 20 --owls, wolves
local night_volume = 0.9
local night_frequent_frequency = 150 --crickets
local night_frequent_volume = 0.9
local day_frequency = 100 --crow, bluejay, cardinal
local day_volume = 0.9
local day_frequent_frequency = 1000 --crow, bluejay, cardinal
local day_frequent_volume = 0.18
local cave_frequency = 10 --bats
local cave_volume = 1.0
local cave_frequent_frequency = 70 --drops of water dripping
local cave_frequent_volume = 1.0
local beach_frequency = 20 --seagulls
local beach_volume = 1.0
local beach_frequent_frequency = 1000 --waves
local beach_frequent_volume = 1.0
local water_frequent_frequency = 1000 --water sounds
local water_frequent_volume = 1.0
local music_frequency = 0 --music (suggestion: keep this one low like around 6)
local music_volume = 0.3
--End of Config
----------------------------------------------------------------------------------------------------
local played_on_start = false
local night = {
handler = {},
frequency = night_frequency,
{name="horned_owl", length=3, gain=night_volume},
{name="Wolves_Howling", length=11, gain=night_volume},
{name="ComboWind", length=17, gain=night_volume}
}
local night_frequent = {
handler = {},
frequency = night_frequent_frequency,
{name="Crickets_At_NightCombo", length=69, gain=night_frequent_volume}
}
local day = {
handler = {},
frequency = day_frequency,
{name="Best Cardinal Bird", length=4, gain=day_volume},
{name="craw", length=3, gain=day_volume},
{name="bluejay", length=18, gain=day_volume},
{name="ComboWind", length=17, gain=day_volume}
}
local day_frequent = {
handler = {},
frequency = day_frequent_frequency,
{name="robin2", length=16, gain=day_frequent_volume},
{name="birdsongnl", length=13, gain=day_frequent_volume},
{name="bird", length=30, gain=day_frequent_volume},
{name="Best Cardinal Bird", length=4, gain=day_frequent_volume},
{name="craw", length=3, gain=day_frequent_volume},
{name="bluejay", length=18, gain=day_frequent_volume},
{name="ComboWind", length=17, gain=day_frequent_volume*3}
}
local cave = {
handler = {},
frequency = cave_frequency,
{name="Bats_in_Cave", length=5, gain=cave_volume}
}
local cave_frequent = {
handler = {},
frequency = cave_frequent_frequency,
{name="drippingwater_drip_a", length=2, gain=cave_frequent_volume},
{name="drippingwater_drip_b", length=2, gain=cave_frequent_volume},
{name="drippingwater_drip_c", length=2, gain=cave_frequent_volume},
{name="Single_Water_Droplet", length=3, gain=cave_frequent_volume},
{name="Spooky_Water_Drops", length=7, gain=cave_frequent_volume}
}
local beach = {
handler = {},
frequency = beach_frequency,
{name="seagull", length=4.5, gain=beach_volume}
}
local beach_frequent = {
handler = {},
frequency = beach_frequent_frequency,
{name="fiji_beach", length=43.5, gain=beach_frequent_volume}
}
local water = {
handler = {},
frequency = 0,--dolphins dont fit into small lakes
{name="dolphins", length=6},
{name="dolphins_screaming", length=16.5}
}
local water_frequent = {
handler = {},
frequency = water_frequent_frequency,
on_stop = "drowning_gasp",
on_start = "Splash",
{name="scuba1bubbles", length=11, gain=water_frequent_volume},
{name="scuba1calm", length=10}, --not sure why but sometimes I get errors when setting gain=water_frequent_volume here.
{name="scuba1calm2", length=8.5, gain=water_frequent_volume},
{name="scuba1interestingbubbles", length=11, gain=water_frequent_volume},
{name="scuba1tubulentbubbles", length=10.5, gain=water_frequent_volume}
}
local water_surface = {
handler = {},
frequency = 10,
on_start = "Splash",
{name="lake_waves_2_calm", length=9.5},
{name="lake_waves_2_variety", length=13.1}
}
local flowing_water = {
handler = {},
frequency = 1000,
{name="small_waterfall", length=14, gain=.4}
}
local flowing_water2 = {
handler = {},
frequency = 1000,
{name="small_waterfall", length=11, gain=.3}
}
local lava = {
handler = {},
frequency = 1000,
{name="earth01a", length=20}
}
local lava2 = {
handler = {},
frequency = 1000,
{name="earth01a", length=15}
}
local play_music = minetest.setting_getbool("music") or false
local music = {
handler = {},
frequency = music_frequency,
{name="mtest", length=4*60+33, gain=music_volume},
{name="echos", length=2*60+26, gain=music_volume},
{name="FoamOfTheSea", length=1*60+50, gain=music_volume},
{name="eastern_feeling", length=3*60+51, gain=music_volume},
{name="Mass_Effect_Uncharted_Worlds", length=2*60+29, gain=music_volume},
{name="dark_ambiance", length=44, gain=music_volume}
}
local is_daytime = function()
return (minetest.get_timeofday() > 0.2 and minetest.get_timeofday() < 0.8)
end
--[[old
local nodes_in_range = function(pos, search_distance, node_name)
local search_p = {x=0, y=0, z=0}
local nodes_found = 0
for p_x=(pos.x-search_distance), (pos.x+search_distance) do
for p_y=(pos.y-search_distance), (pos.y+search_distance) do
for p_z=(pos.z-search_distance), (pos.z+search_distance) do
local search_n = minetest.get_node({x=p_x, y=p_y, z=p_z})
if search_n.name == node_name then
nodes_found = nodes_found + 1
end
end
end
end
return nodes_found
--minetest.chat_send_all("Range: " .. tostring(search_distance) .. " | Found (" .. node_name .. ": " .. nodes_found .. ")")
end --]]
local nodes_in_range = function(pos, search_distance, node_name)
minp = {x=pos.x-search_distance,y=pos.y-search_distance, z=pos.z-search_distance}
maxp = {x=pos.x+search_distance,y=pos.y+search_distance, z=pos.z+search_distance}
nodes = minetest.find_nodes_in_area(minp, maxp, node_name)
-- minetest.chat_send_all("Found (" .. node_name .. ": " .. #nodes .. ")")
return #nodes
end
local get_ambience = function(player)
local pos = player:getpos()
pos.y = pos.y+1.0
local nodename = minetest.get_node(pos).name
if string.find(nodename, "default:water") then
if music then
return {water=water, water_frequent=water_frequent, music=music}
else
return {water=water, water_frequent=water_frequent}
end
elseif nodename == "air" then
pos.y = pos.y-1.5
local nodename = minetest.get_node(pos).name
pos.y = pos.y+1.5
if string.find(nodename, "default:water") then
if music then
return {water_surface=water_surface, music=music}
else
return {water_surface}
end
end
end
if nodes_in_range(pos, 7, "default:lava_flowing")>5 or nodes_in_range(pos, 7, "default:lava_source")>5 then
if music then
return {lava=lava, lava2=lava2, music=music}
else
return {lava=lava}
end
end
if nodes_in_range(pos, 7, "default:water_flowing")>5 then
if music then
return {flowing_water=flowing_water, flowing_water2=flowing_water2, music=music}
else
return {flowing_water=flowing_water, flowing_water2=flowing_water2}
end
end
pos.y = pos.y-2
nodename = minetest.get_node(pos).name
--minetest.chat_send_all("Found " .. nodename .. pos.y )
if string.find(nodename, "default:sand") and pos.y < 5 then
if music then
return {beach=beach, beach_frequent=beach_frequent, music=music}
else
return {beach=beach, beach_frequent=beach_frequent}
end
end
if player:getpos().y < 0 then
if music then
return {cave=cave, cave_frequent=cave_frequent, music=music}
else
return {cave=cave, cave_frequent=cave_frequent}
end
end
if is_daytime() then
if music then
return {day=day, day_frequent=day_frequent, music=music}
else
return {day=day, day_frequent=day_frequent}
end
else
if music then
return {night=night, night_frequent=night_frequent, music=music}
else
return {night=night, night_frequent=night_frequent}
end
end
end
-- start playing the sound, set the handler and delete the handler after sound is played
local play_sound = function(player, list, number)
local player_name = player:get_player_name()
if list.handler[player_name] == nil then
local gain = 1.0
if list[number].gain ~= nil then
gain = list[number].gain
end
local handler = minetest.sound_play(list[number].name, {to_player=player_name, gain=gain})
if handler ~= nil then
list.handler[player_name] = handler
minetest.after(list[number].length, function(args)
local list = args[1]
local player_name = args[2]
if list.handler[player_name] ~= nil then
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end, {list, player_name})
end
end
end
-- stops all sounds that are not in still_playing
local stop_sound = function(still_playing, player)
local player_name = player:get_player_name()
if still_playing.cave == nil then
local list = cave
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.cave_frequent == nil then
local list = cave_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.beach == nil then
local list = beach
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.beach_frequent == nil then
local list = beach_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night == nil then
local list = night
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night_frequent == nil then
local list = night_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.day == nil then
local list = day
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.day_frequent == nil then
local list = day_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.music == nil then
local list = music
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.flowing_water == nil then
local list = flowing_water
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.flowing_water2 == nil then
local list = flowing_water2
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.lava == nil then
local list = lava
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.lava2 == nil then
local list = lava2
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water == nil then
local list = water
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water_surface == nil then
local list = water_surface
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
played_on_start = false
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water_frequent == nil then
local list = water_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
minetest.chat_send_all("list.on_stop " .. list.on_stop )
-- played_on_start = false
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
end
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer+dtime
if timer < 1 then
return
end
timer = 0
for _,player in ipairs(minetest.get_connected_players()) do
local ambiences = get_ambience(player)
stop_sound(ambiences, player)
for _,ambience in pairs(ambiences) do
if math.random(1, 1000) <= ambience.frequency then
if ambience.on_start ~= nil and played_on_start == false then
played_on_start = true
minetest.sound_play(ambience.on_start, {to_player=player:get_player_name()})
end
play_sound(player, ambience, math.random(1, #ambience))
end
end
end
end)

View File

@ -1,722 +0,0 @@
--------------------------------------------------------------------------------------------------------
--Ambiance Configuration for version .29
--working on Flying
--PROB: wind stops short even though it says we are still flying and don't hear the start sound.
--really BIG prob, it ruins water meaning you hear beach while treading water. (find out if still hear it in .28) because
--it is fairly rare in .29
--need a separate onstart variable for flying
local max_frequency_all = 1000 --the larger you make this number the lest frequent ALL sounds will happen recommended values between 100-2000.
--for frequencies below use a number between 0 and max_frequency_all
--for volumes below, use a number between 0.0 and 1, the larger the number the louder the sounds
local night_frequency = 20 --owls, wolves
local night_volume = 0.9
local night_frequent_frequency = 150 --crickets
local night_frequent_volume = 0.9
local day_frequency = 100 --crow, bluejay, cardinal
local day_volume = 0.9
local day_frequent_frequency = 1000 --crow, bluejay, cardinal
local day_frequent_volume = 0.18
local cave_frequency = 10 --bats
local cave_volume = 1.0
local cave_frequent_frequency = 70 --drops of water dripping
local cave_frequent_volume = 1.0
local beach_frequency = 20 --seagulls
local beach_volume = 1.0
local beach_frequent_frequency = 1000 --waves
local beach_frequent_volume = 1.0
local water_frequent_frequency = 1000 --water sounds
local water_frequent_volume = 1.0
local desert_frequency = 20 --coyote
local desert_volume = 1.0
local desert_frequent_frequency = 700 --desertwind
local desert_frequent_volume = 1.0
local swimming_frequent_frequency = 1000 --swimming splashes
local swimming_frequent_volume = 1.0
local music_frequency = 0 --music (suggestion: keep this one low like around 6)
local music_volume = 0.3
--End of Config
----------------------------------------------------------------------------------------------------
local counter=0--*****************
local last_x_pos = 0
local last_y_pos = 0
local last_z_pos = 0
local node_under_feet
local node_at_upper_body
local node_at_lower_body
local node_3_under_feet
local played_on_start = false
local played_on_start_flying = false
local night = {
handler = {},
frequency = night_frequency,
{name="horned_owl", length=3, gain=night_volume},
{name="Wolves_Howling", length=11, gain=night_volume},
{name="ComboWind", length=17, gain=night_volume}
}
local night_frequent = {
handler = {},
frequency = night_frequent_frequency,
{name="Crickets_At_NightCombo", length=69, gain=night_frequent_volume}
}
local day = {
handler = {},
frequency = day_frequency,
{name="Best Cardinal Bird", length=4, gain=day_volume},
{name="craw", length=3, gain=day_volume},
{name="bluejay", length=18, gain=day_volume},
{name="ComboWind", length=17, gain=day_volume}
}
local day_frequent = {
handler = {},
frequency = day_frequent_frequency,
{name="robin2", length=16, gain=day_frequent_volume},
{name="birdsongnl", length=13, gain=day_frequent_volume},
{name="bird", length=30, gain=day_frequent_volume},
{name="Best Cardinal Bird", length=4, gain=day_frequent_volume},
{name="craw", length=3, gain=day_frequent_volume},
{name="bluejay", length=18, gain=day_frequent_volume},
{name="ComboWind", length=17, gain=day_frequent_volume*3}
}
local swimming_frequent = {
handler = {},
frequency = day_frequent_frequency,
{name="water_swimming_splashing_breath", length=11.5, gain=swimming_frequent_volume},
{name="water_swimming_splashing", length=9, gain=swimming_frequent_volume}
}
local cave = {
handler = {},
frequency = cave_frequency,
{name="Bats_in_Cave", length=5, gain=cave_volume}
}
local cave_frequent = {
handler = {},
frequency = cave_frequent_frequency,
{name="drippingwater_drip_a", length=2, gain=cave_frequent_volume},
{name="drippingwater_drip_b", length=2, gain=cave_frequent_volume},
{name="drippingwater_drip_c", length=2, gain=cave_frequent_volume},
{name="Single_Water_Droplet", length=3, gain=cave_frequent_volume},
{name="Spooky_Water_Drops", length=7, gain=cave_frequent_volume}
}
local beach = {
handler = {},
frequency = beach_frequency,
{name="seagull", length=4.5, gain=beach_volume}
}
local beach_frequent = {
handler = {},
frequency = beach_frequent_frequency,
{name="fiji_beach", length=43.5, gain=beach_frequent_volume}
}
local desert = {
handler = {},
frequency = desert_frequency,
{name="coyote2", length=2.5, gain=desert_volume},
{name="RattleSnake", length=8, gain=desert_volume}
}
local desert_frequent = {
handler = {},
frequency = desert_frequent_frequency,
{name="DesertMonolithMed", length=34.5, gain=desert_frequent_volume}
}
local flying = {
handler = {},
frequency = 1000,
on_start = "crystal_airlines",
on_stop = "nothing_yet",
{name="ComboWind", length=17, gain=1}
}
local water = {
handler = {},
frequency = 0,--dolphins dont fit into small lakes
{name="dolphins", length=6},
{name="dolphins_screaming", length=16.5}
}
local water_frequent = {
handler = {},
frequency = water_frequent_frequency,
on_stop = "drowning_gasp",
--on_start = "Splash",
{name="scuba1bubbles", length=11, gain=water_frequent_volume},
{name="scuba1calm", length=10}, --not sure why but sometimes I get errors when setting gain=water_frequent_volume here.
{name="scuba1calm2", length=8.5, gain=water_frequent_volume},
{name="scuba1interestingbubbles", length=11, gain=water_frequent_volume},
{name="scuba1tubulentbubbles", length=10.5, gain=water_frequent_volume}
}
local water_surface = {
handler = {},
frequency = 1000,
on_stop = "Splash",
on_start = "Splash",
{name="lake_waves_2_calm", length=9.5},
{name="lake_waves_2_variety", length=13.1}
}
local splashing_water = {
handler = {},
frequency = 1000,
{name="Splash", length=1.22, gain=1}
}
local flowing_water = {
handler = {},
frequency = 1000,
{name="small_waterfall", length=14, gain=.4}
}
local flowing_water2 = {
handler = {},
frequency = 1000,
{name="small_waterfall", length=11, gain=.3}
}
local lava = {
handler = {},
frequency = 1000,
{name="earth01a", length=20}
}
local lava2 = {
handler = {},
frequency = 1000,
{name="earth01a", length=15}
}
local play_music = minetest.setting_getbool("music") or false
local music = {
handler = {},
frequency = music_frequency,
{name="mtest", length=4*60+33, gain=music_volume},
{name="echos", length=2*60+26, gain=music_volume},
{name="FoamOfTheSea", length=1*60+50, gain=music_volume},
{name="eastern_feeling", length=3*60+51, gain=music_volume},
{name="Mass_Effect_Uncharted_Worlds", length=2*60+29, gain=music_volume},
{name="dark_ambiance", length=44, gain=music_volume}
}
local is_daytime = function()
return (minetest.get_timeofday() > 0.2 and minetest.get_timeofday() < 0.8)
end
local nodes_in_range = function(pos, search_distance, node_name)
minp = {x=pos.x-search_distance,y=pos.y-search_distance, z=pos.z-search_distance}
maxp = {x=pos.x+search_distance,y=pos.y+search_distance, z=pos.z+search_distance}
nodes = minetest.find_nodes_in_area(minp, maxp, node_name)
--minetest.chat_send_all("Found (" .. node_name .. ": " .. #nodes .. ")")
return #nodes
end
local nodes_in_coords = function(minp, maxp, node_name)
nodes = minetest.find_nodes_in_area(minp, maxp, node_name)
--minetest.chat_send_all("Found (" .. node_name .. ": " .. #nodes .. ")")
return #nodes
end
local atleast_nodes_in_grid = function(pos, search_distance, height, node_name, threshold)
-- counter = counter +1
-- minetest.chat_send_all("counter: (" .. counter .. ")")
minp = {x=pos.x-search_distance,y=height, z=pos.z+20}
maxp = {x=pos.x+search_distance,y=height, z=pos.z+20}
nodes = minetest.find_nodes_in_area(minp, maxp, node_name)
-- minetest.chat_send_all("z+Found (" .. node_name .. ": " .. #nodes .. ")")
if #nodes >= threshold then
return true
end
totalnodes = #nodes
minp = {x=pos.x-search_distance,y=height, z=pos.z-20}
maxp = {x=pos.x+search_distance,y=height, z=pos.z-20}
nodes = minetest.find_nodes_in_area(minp, maxp, node_name)
-- minetest.chat_send_all("z-Found (" .. node_name .. ": " .. #nodes .. ")")
if #nodes >= threshold then
return true
end
totalnodes = totalnodes + #nodes
maxp = {x=pos.x+20,y=height, z=pos.z+search_distance}
minp = {x=pos.x+20,y=height, z=pos.z-search_distance}
nodes = minetest.find_nodes_in_area(minp, maxp, node_name)
-- minetest.chat_send_all("x+Found (" .. node_name .. ": " .. #nodes .. ")")
if #nodes >= threshold then
return true
end
totalnodes = totalnodes + #nodes
maxp = {x=pos.x-20,y=height, z=pos.z+search_distance}
minp = {x=pos.x-20,y=height, z=pos.z-search_distance}
nodes = minetest.find_nodes_in_area(minp, maxp, node_name)
-- minetest.chat_send_all("x+Found (" .. node_name .. ": " .. #nodes .. ")")
if #nodes >= threshold then
return true
end
totalnodes = totalnodes + #nodes
-- minetest.chat_send_all("Found total(" .. totalnodes .. ")")
if totalnodes >= threshold*2 then
return true
end
return false
end
local get_immediate_nodes = function(pos)
pos.y = pos.y-1
node_under_feet = minetest.get_node(pos).name
pos.y = pos.y-3
node_3_under_feet = minetest.get_node(pos).name
pos.y = pos.y+3
pos.y = pos.y+2.2
node_at_upper_body = minetest.get_node(pos).name
pos.y = pos.y-1.19
node_at_lower_body = minetest.get_node(pos).name
pos.y = pos.y+0.99 --1.6
--minetest.chat_send_all("node_under_feet(" .. nodename .. ")")
end
local get_ambience = function(player)
local player_is_climbing = false
local player_is_descending = false
local player_is_moving_horiz = false
local standing_in_water = false
local pos = player:getpos()
get_immediate_nodes(pos)
if last_x_pos ~=pos.x or last_z_pos ~=pos.z then
player_is_moving_horiz = true
end
if pos.y > last_y_pos+.5 then
player_is_climbing = true
end
if pos.y < last_y_pos-.5 then
player_is_descending = true
end
last_x_pos =pos.x
last_z_pos =pos.z
last_y_pos =pos.y
if string.find(node_at_upper_body, "default:water") then
if music then
return {water=water, water_frequent=water_frequent, music=music}
else
return {water=water, water_frequent=water_frequent}
end
elseif node_at_upper_body == "air" then
if string.find(node_at_lower_body, "default:water") then
--minetest.chat_send_all("bottom counted as water")
--we found air at upperbody, and water at lower body. Now there are 4 possibilities:
--Key: under feet, moving or not
--swimming w, m swimming
--walking in water nw, m splashing
--treading water w, nm sloshing
--standing in water nw, nm beach trumps, then sloshing
if player_is_moving_horiz then
if string.find(node_under_feet, "default:water") then
if music then
return {swimming_frequent=swimming_frequent, music=music}
else
return {swimming_frequent}
end
else --didn't find water under feet: walking in water
if music then
return {splashing_water=splashing_water, music=music}
else
return {splashing_water}
end
end
else--player is not moving
if string.find(node_under_feet, "default:water") then
if music then
return {water_surface=water_surface, music=music}
else
return {water_surface}
end
else --didn't find water under feet
standing_in_water = true
end
end
end
end
if player_is_moving_horiz then
minetest.chat_send_all("playermoving")
end
if player_is_climbing then
minetest.chat_send_all("player Climbing")
end
minetest.chat_send_all("nub:" ..node_at_upper_body)
minetest.chat_send_all("nlb:" ..node_at_lower_body)
minetest.chat_send_all("nuf:" ..node_under_feet)
minetest.chat_send_all("n3uf:" ..node_3_under_feet)
local air_or_ignore = {air=true,ignore=true}
--minetest.chat_send_all(air_or_ignore[node_under_feet])
if (player_is_moving_horiz or player_is_climbing) and air_or_ignore[node_at_upper_body] and air_or_ignore[node_at_lower_body]
and air_or_ignore[node_under_feet] and air_or_ignore[node_3_under_feet] and not player_is_descending then
minetest.chat_send_all("flying!!!!")
if music then
return {flying=flying, music=music}
else
return {flying}
end
end
minetest.chat_send_all("not flying!!!!")
if nodes_in_range(pos, 7, "default:lava_flowing")>5 or nodes_in_range(pos, 7, "default:lava_source")>5 then
if music then
return {lava=lava, lava2=lava2, music=music}
else
return {lava=lava}
end
end
if nodes_in_range(pos, 6, "default:water_flowing")>45 then
if music then
return {flowing_water=flowing_water, flowing_water2=flowing_water2, music=music}
else
return {flowing_water=flowing_water, flowing_water2=flowing_water2}
end
end
--if we are near sea level and there is lots of water around the area
if pos.y < 7 and pos.y >0 and atleast_nodes_in_grid(pos, 60, 1, "default:water_source", 51 ) then
if music then
return {beach=beach, beach_frequent=beach_frequent, music=music}
else
return {beach=beach, beach_frequent=beach_frequent}
end
end
if standing_in_water then
if music then
return {water_surface=water_surface, music=music}
else
return {water_surface}
end
end
desert_in_range = (nodes_in_range(pos, 6, "default:desert_sand")+nodes_in_range(pos, 6, "default:desert_stone"))
--minetest.chat_send_all("desertcount: " .. desert_in_range .. ",".. pos.y )
if desert_in_range >250 then
if music then
return {desert=desert, desert_frequent=desert_frequent, music=music}
else
return {desert=desert, desert_frequent=desert_frequent}
end
end
pos.y = pos.y-2
nodename = minetest.get_node(pos).name
-- minetest.chat_send_all("Found " .. nodename .. pos.y )
if player:getpos().y < 0 then
if music then
return {cave=cave, cave_frequent=cave_frequent, music=music}
else
return {cave=cave, cave_frequent=cave_frequent}
end
end
if is_daytime() then
if music then
return {day=day, day_frequent=day_frequent, music=music}
else
return {day=day, day_frequent=day_frequent}
end
else
if music then
return {night=night, night_frequent=night_frequent, music=music}
else
return {night=night, night_frequent=night_frequent}
end
end
end
-- start playing the sound, set the handler and delete the handler after sound is played
local play_sound = function(player, list, number)
local player_name = player:get_player_name()
if list.handler[player_name] == nil then
local gain = 1.0
if list[number].gain ~= nil then
gain = list[number].gain
end
local handler = minetest.sound_play(list[number].name, {to_player=player_name, gain=gain})
if handler ~= nil then
list.handler[player_name] = handler
minetest.after(list[number].length, function(args)
local list = args[1]
local player_name = args[2]
if list.handler[player_name] ~= nil then
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end, {list, player_name})
end
end
end
-- stops all sounds that are not in still_playing
local stop_sound = function(still_playing, player)
local player_name = player:get_player_name()
if still_playing.cave == nil then
local list = cave
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.cave_frequent == nil then
local list = cave_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.swimming_frequent == nil then
local list = swimming_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.beach == nil then
local list = beach
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.beach_frequent == nil then
local list = beach_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.desert == nil then
local list = desert
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.desert_frequent == nil then
local list = desert_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night == nil then
local list = night
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night_frequent == nil then
local list = night_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.day == nil then
local list = day
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.day_frequent == nil then
local list = day_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.music == nil then
local list = music
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.flowing_water == nil then
local list = flowing_water
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.flowing_water2 == nil then
local list = flowing_water2
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.lava == nil then
local list = lava
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.lava2 == nil then
local list = lava2
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water == nil then
local list = water
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water_surface == nil then
local list = water_surface
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
played_on_start = false
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water_frequent == nil then
local list = water_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
-- minetest.chat_send_all("list.on_stop " .. list.on_stop )
played_on_start = false
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.flying == nil then
--minetest.chat_send_all("begin stop flying " )
local list = flying
if list.handler[player_name] ~= nil then
-- minetest.chat_send_all("handler flying " )
if list.on_stop ~= nil then
-- minetest.chat_send_all("onstop flying" )
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
played_on_start = false
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.splashing_water == nil then
local list = splashing_water
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
end
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer+dtime
if timer < 1 then
return
end
timer = 0
for _,player in ipairs(minetest.get_connected_players()) do
local ambiences = get_ambience(player)
stop_sound(ambiences, player)
for _,ambience in pairs(ambiences) do
if math.random(1, 1000) <= ambience.frequency then
if(played_on_start) then
-- minetest.chat_send_all("playedOnStart " )
else
-- minetest.chat_send_all("FALSEplayedOnStart " )
end
if ambience.on_start ~= nil and played_on_start == false then
played_on_start = true
minetest.sound_play(ambience.on_start, {to_player=player:get_player_name()})
end
minetest.chat_send_all("ambience: " ..ambience )
-- if ambience.on_start ~= nil and played_on_start_flying == false then
-- played_on_start_flying = true
-- minetest.sound_play(ambience.on_start, {to_player=player:get_player_name()})
-- end
play_sound(player, ambience, math.random(1, #ambience))
end
end
end
end)

View File

@ -1,11 +0,0 @@
To Do:
-add random_volume parameter to night normal, day normal, & cave normal sounds to create feeling of distance.
m-get constant birds more quiet during the day
m-bats seem way too frequent now?
m-when playing multiplayer seems to increase frequency of music & normal sounds to the point where they are obnoxious
m-which songs should go with which environments? Dark songs in caves or night, light sounds during day.
m-may be drowning out some of the normal sound effects like walking on stone.
l-what about other weird bubble
l-put in wind/ wind in trees during day and night

View File

@ -1,15 +0,0 @@
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2012 Diego Martínez <lkaezadl3@gmail.com>
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.

View File

@ -1,4 +1,5 @@
computer = { }
computer = {}
screwdriver = screwdriver or {}
computer.register = function (name, def)
local nodename = name

View File

@ -1,680 +0,0 @@
Semmett9's "Fake Fire" mod. kilbith's fork.
Some textures by LazyJ.
Fancy mesh fire model/texture by NathanS (CC-0).
==============================================================
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
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Developers that use the GNU GPL protect your rights with two steps:
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TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
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To "modify" a work means to copy from or adapt all or part of the work
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A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
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public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
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An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
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1. Source Code.
The "source code" for a work means the preferred form of the work
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The "Corresponding Source" for a work in object code form means all
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The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
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The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
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permission to run the unmodified Program. The output from running a
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You may make, run and propagate covered works that you do not
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You may convey verbatim copies of the Program's source code as you
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6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
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(including a physical distribution medium), accompanied by the
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customarily used for software interchange.
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long as you offer spare parts or customer support for that product
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copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
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that supports equivalent copying facilities, provided you maintain
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"Installation Information" for a User Product means any methods,
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If you convey an object code work under this section in, or with, or
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if neither you nor any third party retains the ability to install
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The requirement to provide Installation Information does not include a
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Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
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unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
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Notwithstanding any other provision of this License, for material you
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terms of sections 15 and 16 of this License; or
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author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
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All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
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a further restriction but permits relicensing or conveying under this
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If you add terms to a covered work in accord with this section, you
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where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
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the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
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this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
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your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
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purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
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Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
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In the following three paragraphs, a "patent license" is any express
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sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

View File

@ -1,3 +1,5 @@
screwdriver = screwdriver or {}
local function start_smoke(pos, node, clicker, chimney)
local this_spawner_meta = minetest.get_meta(pos)
local id = this_spawner_meta:get_int("smoky")

View File

@ -1,165 +0,0 @@
GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.
0. Additional Definitions.
As used herein, "this License" refers to version 3 of the GNU Lesser
General Public License, and the "GNU GPL" refers to version 3 of the GNU
General Public License.
"The Library" refers to a covered work governed by this License,
other than an Application or a Combined Work as defined below.
An "Application" is any work that makes use of an interface provided
by the Library, but which is not otherwise based on the Library.
Defining a subclass of a class defined by the Library is deemed a mode
of using an interface provided by the Library.
A "Combined Work" is a work produced by combining or linking an
Application with the Library. The particular version of the Library
with which the Combined Work was made is also called the "Linked
Version".
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6. Revised Versions of the GNU Lesser General Public License.
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Each version is given a distinguishing version number. If the
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conditions either of that published version or of any later version
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Library.

View File

@ -1,229 +0,0 @@
Changelog
---------
2013-03-16: Kaeza pushed fixes for signs on wrought iron/brass fences not
showing the text. This also fixed a potential undesired replacement bug. He
also fixed many of the sounds in the mod so that they aren't based on leaves.
:-)
2013-03-11: Kaeza merged in code from my fork of thexyz/PilzAdam's
3d/visible-text signs mods and fixed some bugs in my signs-on-fenceposts code
in homedecor. If you have any of those three versions of the signs mod,
uninstall it. Homedecor will cover its functionality. Thanks to kaeza for the
contribution! Also, now signs-on-fences work slightly differently than before
when digging - dig to get the sign back from the post, then dig the remaining
post to get that back as well.
2013-02-13: changed glowlight recipes to avoid conflicts with moreblocks (now
uses moreblocks glowglass *and* super glowglass together), made IC rely on
moreores copper ingot, added recipes to craft glow cubes back into glowlight
slabs. See crafting guide for details.
2012-02-09: Add ability to place a sign directly onto a brass/wrought iron
fencepost, rather than crafting a sign-on-fencepost from one of each. Place a
brass or wrought iron fencepost, then attempt to place a sign against it.
Instead of the sign floating in air, the fencepost will be replaced with one
bearing the sign in the same node. Dig to get the two pieces back as separate
items, right click the resultant sign to edit the text thereon.
2012-02-08: Added ability to add signs to brass/wrought iron fenceposts.
2013-01-23: Completely rewrote all doors code to condense them into two files -
one with the nodebox models, and one with the actual node definitions. In the
process, cleaned up the code that handles node_ownership and protection mods.
Also made the mod automatically enable either left-click or right-click to
open/close a door, depending on whether the game supports it (actually it
checks for the existance of an unrelated function that happened to be added the
same time as the new right-click function). Renamed some textures, duplicated
all of the _lr.png textures to make it easier to register the textures in a
loop and to allow for more flexible texturing.
2012-10-11 (late night): Minor update - fixed a recipe conflict with throwing
mod. Unprocessed plastic, when made from jungle grass or dry shrubs, now
requires three jungle grass (yields 6) or three dry shrubs (yields 3). Still
works with 6 leaves also. Extended the above owned-node support to work with
glomie's "protector" mod since it has a similar bug as node_ownership has.
All server Admins: If you have Home Decor and you use either node_ownership
or protector (or both), please update your copy of Home Decor as soon as
practical.
2012-10-09: Added code to all doors to check for the presence of node_ownership
and adapt accordingly. If that mod is present, you can only place doors in
land you own, or land you have been given permission by the owner to build in,
or land that is not owned at all. Singleplayer mode still works the same as
before. Works around a bug in node_ownership where it doesn't completely
handle the on_place= construct in register_node(), causing it to only delete
half of an illegally-placed door.
2012-10-05: Added titanium dioxide and white paint from Unified Dyes as
alternates if that mod isn't present. Both are compatible/interchangeable with
the ones from that mod. Uses the same crafting recipes as UD uses, plus a
couple of alternates in case of materials shortages. Added white and mahogany
variants of the aforementioned grid-style glass-and-wood door.
2012-10-04: Added a couple new types of doors, converted the others to
nodeboxes. All door code has been rewritten mostly from scratch. These new
doors should convert over just fine, or at least you won't lose anything. You
may have to dig and re-place a few if their orientation is wrong. Also note
that these always return the left-opening version when you dig one.
2012-10-03: Refrigerators are now two nodes tall and have a 10x5 inventory
space. If you have two stacked up already before this update, you'll need to
empty them, dig them, and then re-place one or both, and put their contents
back in. Sorry about the inconvenience, the one-node-tall ones were only
supposed to be temporary anyway. Besides, now one stores more than twice as
much as before. :-) The associated crafting recipe yields only one now, in
keeping with this change.
2012-10-01: Added white glowlights, changed nodenames for yellow glowlights to
indicate that they're supposed to be yellow (you'll need to destroy and
re-craft them, sorry).
2012-09-30: Added a few different kinds of fences - bare/unpainted wooden and
classic white picket fences, chainlink, barbed wire, and wooden privacy fence
(e.g to put around a backyard pool).
Also added gates that open/close on a click, for the picket fences, chainlink
fence, and barbed wire fence. For the privacy fence, use a regular door if you
need a gate.
2012-09-30: Big set of updates today to make the mod a little easier to use in
places and to add some more nodes. Recipe changes: Brass and wrought iron
poles, table legs, and fences/railings were too expensive in practice.
Increased recipe outputs. Small square glass table now comes from one small
round table (instead of three-to-two). Large square glass table comes from one
small square now instead of two. Small round, small square, and large wooden
tables follow the same pattern.
Recycling: All glass tables can be recycled back into glass blocks via the
Vessels mod's recipes. All are 3:1 with glass fragments (and thus, 3:1 with
glass blocks), so there's no glass wasted. All wooden tables can be crafted
into sticks by putting three of a given item onto the crafting grid. Any
such craft yields 4 sticks, so there's no waste. Glass skylights recycle
3:1 also, which does result in a little waste.
New nodes:
Added working oven (really just a furnace with new textures/recipe)
Added mini-fridge that stores 24 slots
Added kitchen cabinet that stores 24 slots
Added half-size kitchen cabinet that stores 12 slots (6x2)
Added kitchen sink with under-sink cabinet that stores 16 slots
Added slab-sized, half-slab-sized, and microblock-sized glowlights (e.g.
ceiling fixtures and yard/sidewalk lighting)
Added curtains in 6 colors: red, green, blue, purple, pink, white
Misc. changes: 3d-ified nightstands (e.g. nodeboxes), improved their
textures somewhat. Got rid of the dressers - they were never brought to a
working state, but they're obsolete now (stacked two-drawer nightstands look
the same anyway).
Notes about this update: This mod now requires Moreblocks for some recipes -
namely fridge and oven, and uses the Vessels mod's recycle crafts.
2012-09-27: Changed most uses of dyes so that they can come from the game's
in-built groups-based dye system, where appropriate. Unified Dyes can still
supply the colors, this just makes it possible to use any other dye system that
might come about as long as it uses the groups method. Improved recipe outputs
for all shutters and mahogany folding door (better ratios of objects to
colorants).
Added intermediate "unprocessed plastic" step to get from materials to
plastic sheeting (now craft some materials to get unprocessed plastic, then
smelt that to get the sheeting), added alternate recipes to produce it,
improved ratio of materials to plastic. Minor code cleanups.
Later in the day: Nightstands now offer small inventories - one-drawer units
get 8 slots, while two-drawer nightstands get 16 slots (8x2). They're
smaller than chests because they're cheaper to make. Note that if you have
nightstands already placed, dig them up and place them again to enable their
new inventory capabilities.
2012-09-25: Added alternate recipes for most items that use dyes. Removed
Mesecons dependency from TV and stereo (uses in-built silicon lumps if Mesecons
isn't present). Replaced speakers' Mesecons Noteblocks with copper ingots from
Moreores.
2012-08-01: Added optional recipes for items that use wool to also use cotton
instead. Choose one or the other in any given recipe (you can't mix the two).
No, it isn't a Kosher thing. ;-)
2012-07-28: Noticed I technically had left/right textures swapped on a few
blocks. The textures were drawn to counteract this, without my realizing I was
doing just that. :-) Fixed. Also replaced all "tile_images" references with
"tiles", since the former is deprecated in favor of the latter.
2012-07-26: Updated to use the Vessels mod to give back empty dye bottles.
2012-07-24: Made all objects that use a dye require a more appropriate color,
made all objects that use a dye give back empty bottles on craft, made grey
shutters use the various grey paints directly. Moved this changelog out of the
forum post and into this separate file.
2012-07-12: Moved project to github.
2012-07-02: Deleted a few redundant files from the unified dyes mod.
2012-06-30: Added a fancy wood-and-glass door. Textures used here were
formerly used for (and have been replaced by new textures for) the default wood
door in my realistic texture packs.
2012-06-27: Relaxed dependency on UnifiedDyes to prevent depending on Flowers.
The mod will still use them if available; if not, you just can't craft the
various colored objects.
2012-06-26: Separated dyes into their own mod ("unifieddyes"). Added a copy of
flowers and made this mod depend on it and unified dyes. Updated all crafting
recipes to fit, got rid of the conditional code for flowers (since it is a
dependency now), removed a bunch of redundant register_craftitem code, fixed
some copy&paste errors on the window shutters. As a consequence of these
changes, white paint, titanium dioxide, and all colors of dyes will have to be
removed and replaced (but the things that depend on them are fine).
2012-06-25: Removed all of the old legacy_wallmounted references - I didn't
realize they were deprecated (and they were causing out-of-nodes issues also).
2012-06-23: Added small speaker, round brass pole, square wrought iron pole
(without connecting rungs). Fairly recent version of Minetest required for
these to work (uses nodeboxes). Note that if you've placed brass or wrought
iron poles in your world already, they will be drawn using these newer styles;
if you need the square poles and/or connecting rungs, you'll need to remove
them and craft brass/wrought iron fences instead.
2012-06-16: Tweaked terracotta roof tiles/shingles to give the 4 pieces back on
digging a 'shingle'.
2012-06-15 (a bit later): Did the same for the stereo and television and
improved them in the process.
2012-06-15: Tweaked the speaker textures, added separate images for all 6
sides.
2012-06-14: Added right-opening versions of oak and mahogany "folding" doors -
allows one to create double doors. Split the two colors into separate files.
Inspired by Calinou's update to the default doors mod - works the same way too.
:-)
2012-06-13 (a lot later): Changed the crafting recipe slightly for nightstands
- they're designated as 'oak' now. Added crafting recipe for mahogany
variants. If you've already placed nightstands into your world, you should
remove them before updating - sorry, you'll have to rebuild them due my having
had to change the node names. Added initial crafting recipes for oak and
mahogany drawers and complete dressers (dresser components are not yet useful,
work in progress. See crafts.lua for more details).
2012-06-13: Changed buckets of white paint so that the empty bucket is returned
when the bucket of paint is crafted into something else (rather than when the
bucket of paint is first created). * Fixed copy&paste error from the previous
bucket change. * Moved smelting and crafting of white paint from crafts.lua
over to dyes.lua.
2012-06-12: Multiple post-release updates over the course of the day. * Fixed
recipe collision with glass panes. * Implemented a full set of dyes derived
from flowers, updated all related crafting recipes and screenshots to match. *
Collected all dyes into one file. Changed recipes for blue and purple dyes to
something that makes a bit more sense. :-) * Tweaked oak shutters to give two
pieces on crafting. * Added alternate recipes for orange and green dyes.
2012-06-12: Initial release.

View File

@ -3316,6 +3316,24 @@ minetest.register_craft({
},
})
minetest.register_craftitem("homedecor:flower_pot_small", {
description = S("Small Flower Pot"),
inventory_image = "homedecor_flowerpot_small_inv.png"
})
minetest.register_craft( {
output = "homedecor:flower_pot_small",
recipe = {
{ "default:clay_brick", "", "default:clay_brick" },
{ "", "default:clay_brick", "" }
}
})
minetest.register_craft( {
output = "homedecor:flower_pot_small 3",
recipe = { { "homedecor:flower_pot_terracotta" } }
})
for i in ipairs(homedecor.banister_materials) do
local name = homedecor.banister_materials[i][1]

View File

@ -8,3 +8,4 @@ bees?
intllib?
bucket?
beds?
flowers?

View File

@ -99,7 +99,7 @@ function homedecor.find_ceiling(itemstack, placer, pointed_thing)
return isceiling, pos
end
if screwdriver == nil then screwdriver = {} end
screwdriver = screwdriver or {}
homedecor.plain_wood = "homedecor_generic_wood_plain.png^"..
"(homedecor_generic_wood_boards_overlay.png^[colorize:#a7682020:100)"

View File

@ -79,6 +79,46 @@ homedecor.register("flower_pot_"..p, {
})
end
local flowers_list = {
{ "Rose", "rose", "flowers:rose" },
{ "Tulip", "tulip", "flowers:tulip" },
{ "Yellow Dandelion", "dandelion_yellow", "flowers:dandelion_yellow" },
{ "White Dandelion", "dandelion_white", "flowers:dandelion_white" },
{ "Blue Geranium", "geranium", "flowers:geranium" },
{ "Viola", "viola", "flowers:viola" },
{ "Cactus", "cactus", "default:cactus" },
{ "Bonsai", "bonsai", "default:sapling" }
}
for i in ipairs(flowers_list) do
local flowerdesc = flowers_list[i][1]
local flower = flowers_list[i][2]
local craftwith = flowers_list[i][3]
homedecor.register("potted_"..flower, {
description = S("Potted flower ("..flowerdesc..")"),
mesh = "homedecor_flowerpot_small.obj",
tiles = {"homedecor_potted_"..flower..".png", "homedecor_potted.png"},
walkable = false,
groups = {snappy = 3},
sounds = default.node_sound_glass_defaults(),
selection_box = {
type = "fixed",
fixed = { -0.2, -0.5, -0.2, 0.2, 0.4, 0.2 }
}
})
minetest.register_craft({
type = "shapeless",
output = "homedecor:potted_"..flower,
recipe = { craftwith, "homedecor:flower_pot_small" }
})
minetest.register_alias("flowers:flower_"..flower.."_pot", "homedecor:potted_"..flower)
minetest.register_alias("flowers:potted_"..flower, "homedecor:potted_"..flower)
minetest.register_alias("flowers:flower_pot", "homedecor:flower_pot_small")
end
homedecor.register("pole_brass", {
description = S("Brass Pole"),
mesh = "homedecor_round_pole.obj",

View File

@ -0,0 +1,510 @@
# Blender v2.73 (sub 0) OBJ File: 'flowersplus_potted.blend'
# www.blender.org
o Plane_Plane_None
v -0.280963 0.570852 -0.280962
v -0.280963 -0.122043 -0.280962
v 0.280961 -0.122043 0.280962
v 0.280961 0.570851 0.280962
v 0.280961 0.570852 -0.280962
v 0.280961 -0.122043 -0.280962
v -0.280963 -0.122043 0.280962
v -0.280963 0.570851 0.280962
vt 0.000015 0.999998
vt 0.000016 0.000012
vt 0.999986 0.000012
vt 0.999986 0.999990
vn -0.707100 -0.000000 0.707100
vn -0.707100 -0.000000 -0.707100
g Plane_Plane_None_Plane_Plane_None_None
s off
f 1/1/1 2/2/1 3/3/1 4/4/1
f 5/1/2 6/2/2 7/3/2 8/4/2
o Cylinder.001_Cylinder.001_None
v 0.039325 -0.147239 -0.197702
v 0.039325 -0.096845 -0.197702
v 0.111989 -0.096845 -0.167603
v 0.111989 -0.147239 -0.167603
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v 0.167603 -0.147239 -0.111989
v 0.197702 -0.096845 -0.039325
v 0.197702 -0.147239 -0.039325
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v 0.197702 -0.147239 0.039325
v 0.167603 -0.096845 0.111989
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v 0.111989 -0.147239 0.167604
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v 0.098851 -0.499995 -0.019663
v 0.000000 -0.499995 -0.000000
v -0.083802 -0.499995 0.055994
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v 0.097990 -0.122042 0.146653
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v -0.097990 -0.147239 0.146653
v -0.146653 -0.147239 0.097990
v -0.172989 -0.147239 0.034410
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v -0.146653 -0.147239 -0.097990
v -0.097990 -0.147239 -0.146653
v -0.034409 -0.147239 -0.172989
vt 0.156250 0.593750
vt 0.156250 0.375000
vt 0.218750 0.375000
vt 0.218750 0.593750
vt 0.925348 0.807408
vt 0.942592 0.824652
vt 0.890625 0.859375
vt 0.611122 0.768387
vt 0.602441 0.755395
vt 0.647502 0.736730
vt 0.650550 0.752055
vt 0.468750 0.656250
vt 0.406250 0.656250
vt 0.406250 0.625000
vt 0.468750 0.625000
vt 0.093750 0.656250
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vt 0.031250 0.656250
vt 0.031250 0.625000
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g Cylinder.001_Cylinder.001_None_Cylinder.001_Cylinder.001_None_None_flowers_potted.png
s 1
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View File

@ -17,7 +17,6 @@ homedecor.register("trash_can_green", {
on_punch = function(pos, node, puncher, pointed_thing)
minetest.set_node(pos, {name = "homedecor:trash_can_green_open", param2 = node.param2})
end
})
homedecor.register("trash_can_green_open", {
@ -27,6 +26,7 @@ homedecor.register("trash_can_green_open", {
groups = {snappy=3, not_in_creative_inventory=1},
selection_box = tg_cbox,
collision_box = tg_cbox,
drop = "homedecor:trash_can_green",
on_punch = function(pos, node, puncher, pointed_thing)
minetest.set_node(pos, {name = "homedecor:trash_can_green", param2 = node.param2})
end,
@ -65,7 +65,7 @@ homedecor.register("trash_can_green_open", {
inv:set_list("main", {})
minetest.sound_play("homedecor_trash_all", {to_player=sender:get_player_name(), gain = 1.0})
end
end,
end
})
local trash_cbox = {

View File

@ -1,165 +0,0 @@
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accompanying uncombined form of the same work.
6. Revised Versions of the GNU Lesser General Public License.
The Free Software Foundation may publish revised and/or new versions
of the GNU Lesser General Public License from time to time. Such new
versions will be similar in spirit to the present version, but may
differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the
Library as you received it specifies that a certain numbered version
of the GNU Lesser General Public License "or any later version"
applies to it, you have the option of following the terms and
conditions either of that published version or of any later version
published by the Free Software Foundation. If the Library as you
received it does not specify a version number of the GNU Lesser
General Public License, you may choose any version of the GNU Lesser
General Public License ever published by the Free Software Foundation.
If the Library as you received it specifies that a proxy can decide
whether future versions of the GNU Lesser General Public License shall
apply, that proxy's public statement of acceptance of any version is
permanent authorization for you to choose that version for the
Library.

View File

@ -1,4 +1,5 @@
local inbox = {}
screwdriver = screwdriver or {}
minetest.register_craft({
output ="inbox:empty",

View File

@ -1,5 +1,6 @@
local tmp = {}
local itemframes = {}
itemframes = {}
screwdriver = screwdriver or {}
minetest.register_entity("itemframes:item",{
hp_max = 1,
@ -68,11 +69,11 @@ local update_item = function(pos, node)
if node.name == "itemframes:frame" then
local posad = facedir[node.param2]
if not posad then return end
pos.x = pos.x + posad.x*6.5/16
pos.y = pos.y + posad.y*6.5/16
pos.z = pos.z + posad.z*6.5/16
elseif minetest.get_item_group(node.name, "group:pedestal") then
pos.y = pos.y + 12/16+.33
pos.x = pos.x + posad.x*6.5/16
pos.y = pos.y + posad.y*6.5/16
pos.z = pos.z + posad.z*6.5/16
elseif minetest.get_item_group(node.name, "group:pedestal") then
pos.y = pos.y + 12/16+.33
end
tmp.nodename = node.name
tmp.texture = ItemStack(meta:get_string("item")):get_name()

View File

@ -1,4 +1,5 @@
lrfurn = {}
screwdriver = screwdriver or {}
lrfurn.fdir_to_fwd = {
{ 0, 1 },

View File

@ -1,3 +1,5 @@
screwdriver = screwdriver or {}
minetest.register_node("plasmascreen:stand", {
description = "Plasma Screen TV Stand",
tiles = {"plasmascreen_back.png"},
@ -142,6 +144,7 @@ minetest.register_node("plasmascreen:tv_off", {
light_source = 10,
selection_box = tv_cbox,
collision_box = tv_cbox,
on_rotate = screwdriver.disallow,
groups = {snappy=1, choppy=2, oddly_breakable_by_hand=2, not_in_creative_inventory=1},
after_place_node = function(pos, placer, itemstack)
if not checkwall(pos) then

View File

@ -1,165 +0,0 @@
GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.
0. Additional Definitions.
As used herein, "this License" refers to version 3 of the GNU Lesser
General Public License, and the "GNU GPL" refers to version 3 of the GNU
General Public License.
"The Library" refers to a covered work governed by this License,
other than an Application or a Combined Work as defined below.
An "Application" is any work that makes use of an interface provided
by the Library, but which is not otherwise based on the Library.
Defining a subclass of a class defined by the Library is deemed a mode
of using an interface provided by the Library.
A "Combined Work" is a work produced by combining or linking an
Application with the Library. The particular version of the Library
with which the Combined Work was made is also called the "Linked
Version".
The "Minimal Corresponding Source" for a Combined Work means the
Corresponding Source for the Combined Work, excluding any source code
for portions of the Combined Work that, considered in isolation, are
based on the Application, and not on the Linked Version.
The "Corresponding Application Code" for a Combined Work means the
object code and/or source code for the Application, including any data
and utility programs needed for reproducing the Combined Work from the
Application, but excluding the System Libraries of the Combined Work.
1. Exception to Section 3 of the GNU GPL.
You may convey a covered work under sections 3 and 4 of this License
without being bound by section 3 of the GNU GPL.
2. Conveying Modified Versions.
If you modify a copy of the Library, and, in your modifications, a
facility refers to a function or data to be supplied by an Application
that uses the facility (other than as an argument passed when the
facility is invoked), then you may convey a copy of the modified
version:
a) under this License, provided that you make a good faith effort to
ensure that, in the event an Application does not supply the
function or data, the facility still operates, and performs
whatever part of its purpose remains meaningful, or
b) under the GNU GPL, with none of the additional permissions of
this License applicable to that copy.
3. Object Code Incorporating Material from Library Header Files.
The object code form of an Application may incorporate material from
a header file that is part of the Library. You may convey such object
code under terms of your choice, provided that, if the incorporated
material is not limited to numerical parameters, data structure
layouts and accessors, or small macros, inline functions and templates
(ten or fewer lines in length), you do both of the following:
a) Give prominent notice with each copy of the object code that the
Library is used in it and that the Library and its use are
covered by this License.
b) Accompany the object code with a copy of the GNU GPL and this license
document.
4. Combined Works.
You may convey a Combined Work under terms of your choice that,
taken together, effectively do not restrict modification of the
portions of the Library contained in the Combined Work and reverse
engineering for debugging such modifications, if you also do each of
the following:
a) Give prominent notice with each copy of the Combined Work that
the Library is used in it and that the Library and its use are
covered by this License.
b) Accompany the Combined Work with a copy of the GNU GPL and this license
document.
c) For a Combined Work that displays copyright notices during
execution, include the copyright notice for the Library among
these notices, as well as a reference directing the user to the
copies of the GNU GPL and this license document.
d) Do one of the following:
0) Convey the Minimal Corresponding Source under the terms of this
License, and the Corresponding Application Code in a form
suitable for, and under terms that permit, the user to
recombine or relink the Application with a modified version of
the Linked Version to produce a modified Combined Work, in the
manner specified by section 6 of the GNU GPL for conveying
Corresponding Source.
1) Use a suitable shared library mechanism for linking with the
Library. A suitable mechanism is one that (a) uses at run time
a copy of the Library already present on the user's computer
system, and (b) will operate properly with a modified version
of the Library that is interface-compatible with the Linked
Version.
e) Provide Installation Information, but only if you would otherwise
be required to provide such information under section 6 of the
GNU GPL, and only to the extent that such information is
necessary to install and execute a modified version of the
Combined Work produced by recombining or relinking the
Application with a modified version of the Linked Version. (If
you use option 4d0, the Installation Information must accompany
the Minimal Corresponding Source and Corresponding Application
Code. If you use option 4d1, you must provide the Installation
Information in the manner specified by section 6 of the GNU GPL
for conveying Corresponding Source.)
5. Combined Libraries.
You may place library facilities that are a work based on the
Library side by side in a single library together with other library
facilities that are not Applications and are not covered by this
License, and convey such a combined library under terms of your
choice, if you do both of the following:
a) Accompany the combined library with a copy of the same work based
on the Library, uncombined with any other library facilities,
conveyed under the terms of this License.
b) Give prominent notice with the combined library that part of it
is a work based on the Library, and explaining where to find the
accompanying uncombined form of the same work.
6. Revised Versions of the GNU Lesser General Public License.
The Free Software Foundation may publish revised and/or new versions
of the GNU Lesser General Public License from time to time. Such new
versions will be similar in spirit to the present version, but may
differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the
Library as you received it specifies that a certain numbered version
of the GNU Lesser General Public License "or any later version"
applies to it, you have the option of following the terms and
conditions either of that published version or of any later version
published by the Free Software Foundation. If the Library as you
received it does not specify a version number of the GNU Lesser
General Public License, you may choose any version of the GNU Lesser
General Public License ever published by the Free Software Foundation.
If the Library as you received it specifies that a proxy can decide
whether future versions of the GNU Lesser General Public License shall
apply, that proxy's public statement of acceptance of any version is
permanent authorization for you to choose that version for the
Library.

View File

@ -11,12 +11,12 @@
-- }
signs_lib = {}
screwdriver = screwdriver or {}
local screwdriver = screwdriver or {}
signs_lib.wallmounted_rotate = function(pos, node, user, mode, new_param2)
if mode ~= screwdriver.ROTATE_AXIS then return false end
minetest.swap_node(pos, {name = node.name, param2 = (node.param2 + 1) % 6})
for _, v in ipairs(minetest.get_objects_inside_radius(pos, 0.5)) do
for _, v in ipairs(minetest.get_objects_inside_radius(pos, 0.5)) do
local e = v:get_luaentity()
if e and e.name == "signs:text" then
v:remove()

View File

@ -162,3 +162,4 @@ irc:register_bot_command("players", {
..table.concat(names, ", ")
end
})

View File

@ -26,4 +26,4 @@ local function setting(settingtype, name, default)
end
-- Show Map Tools stuff in creative inventory (1 or 0):
setting("integer", "hide_from_creative_inventory", 0)
setting("integer", "hide_from_creative_inventory", 0)

View File

@ -190,7 +190,7 @@ minetest.register_node("maptools:sandstone", {
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("maptools:sandstonebrick", {
minetest.register_node("maptools:sandstone_brick", {
description = S("Unbreakable Sandstone Brick"),
range = 12,
stack_max = 10000,

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@ -82,19 +82,3 @@ if minetest.registered_nodes["doors:trapdoor"] then
}},
})
end
if minetest.registered_nodes["doors:trapdoor_cherry"] then
minetest.override_item("doors:trapdoor_cherry", {
mesecons = {effector = {
action_on = trapdoor_switch,
action_off = trapdoor_switch
}},
})
minetest.override_item("doors:trapdoor_cherry_open", {
mesecons = {effector = {
action_on = trapdoor_switch,
action_off = trapdoor_switch
}},
})
end

View File

@ -239,6 +239,7 @@ HADES_THRONE_ENDPOS_ABS = {x=htx, y=hty, z=htz}]]
local c
local function define_contents()
c = {
ignore = minetest.get_content_id("ignore"),
air = minetest.get_content_id("air"),
lava = minetest.get_content_id("default:lava_source"),
gravel = minetest.get_content_id("default:gravel"),
@ -397,10 +398,12 @@ minetest.register_on_generated(function(minp, maxp, seed)
local forest_possible = maxp.y > f_h_min and minp.y < f_h_max
--local pmap_f_bottom = minetest.get_perlin_map(perlins.forest_bottom, map_lengths_xyz):get2dMap_flat({x=minp.x, y=minp.z})
local perlin_f_bottom, pmap_f_top
local perlin_f_bottom, pmap_f_top, strassx, strassz
if forest_possible then
perlin_f_bottom = minetest.get_perlin(11, 3, 0.8, tmp2)
pmap_f_top = minetest.get_perlin_map(perlins.forest_top, map_lengths_xyz):get2dMap_flat({x=minp.x, y=minp.z})
strassx = get_ws_list(2, minp.x)
strassz = get_ws_list(2, minp.z)
end
local num2, tab2
@ -479,8 +482,13 @@ minetest.register_on_generated(function(minp, maxp, seed)
if not f_perlins[pstr] then
f_perlins[pstr] = math.floor(f_h_min+(math.abs(perlin_f_bottom:get2d({x=p.x, y=p.z})+1))*f_yscale_bottom+0.5)
end
f_bottom = f_perlins[pstr]+math.random(0,f_bottom_scale-1)
f_top = math.floor(f_h_max-(pmap_f_top[count]+1)*f_yscale_top+0.5)
local top_noise = pmap_f_top[count]+1
if top_noise < 0 then
top_noise = -top_noise/10
--nether:inform("ERROR: (perlin noise) "..pmap_f_top[count].." is not inside [-1; 1]", 1)
end
f_top = math.floor(f_h_max - top_noise*f_yscale_top + 0.5)
f_bottom = f_perlins[pstr]+pr:next(0,f_bottom_scale-1)
is_forest = f_bottom < f_top
f_h_dirt = f_bottom-pr:next(0,1)
end
@ -540,6 +548,18 @@ minetest.register_on_generated(function(minp, maxp, seed)
) then
data[p_addpos] = c.air
end
elseif is_forest
and y == f_top then
local sel = math.floor(strassx[x]+strassz[z]+0.5)%10
if sel <= 5 then
data[p_addpos] = return_nether_ore(d_p_addp, true)
elseif sel == 6 then
data[p_addpos] = c.netherrack_black
elseif sel == 7 then
data[p_addpos] = c.glowstone
else
data[p_addpos] = c.air
end
elseif y <= NETHER_BOTTOM then
if y <= bottom then
@ -668,6 +688,10 @@ function nether.grow_netherstructure(pos, generated)
end
local function soft_node(id)
return id == c.air or id == c.ignore
end
local function update_minmax(min, max, p)
min.x = math.min(min.x, p.x)
max.x = math.max(max.x, p.x)
@ -840,7 +864,7 @@ function nether.grow_tree(pos, generated)
for _,p in pairs(leaf_ps) do
p = area:indexp(p)
if nodes[p] == c.air then
if soft_node(nodes[p]) then
nodes[p] = c.nether_leaves
param2s[p] = math.random(0,44)
end
@ -848,7 +872,7 @@ function nether.grow_tree(pos, generated)
for _,p in pairs(fruit_ps) do
p = area:indexp(p)
if nodes[p] == c.air then
if soft_node(nodes[p]) then
nodes[p] = c.nether_apple
--param2s[p] = math.random(0,44)
end