Update MinetestForFunGame

This commit is contained in:
LeMagnesium 2015-09-02 15:37:12 +02:00
parent 13b31ebf82
commit 265afe4855
31 changed files with 395 additions and 244 deletions

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@ -1,7 +1,9 @@
## Generic ignorable patterns and files
*~
.*.swp
*.bak*
*bak*
tags
*.vim
## Files related to minetest development cycle
*.patch

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@ -1 +1 @@
name = MinetestForFun Game
name = MinetestForFun Game

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@ -23,15 +23,57 @@ The bucket API allows registering new types of buckets for non-default liquids.
"bucket_lava.png", -- Bucket texture (for wielditem and inventory_image)
"Lava Bucket" -- Bucket description
)
Beds API
--------
beds.register_bed(
"beds:bed", -- Bed name
def: See [#Bed definition] -- Bed definition
)
beds.read_spawns() -- returns a table containing players respawn positions
beds.kick_players() -- forces all players to leave bed
beds.skip_night() -- sets world time to morning and saves respawn position of all players currently sleeping
#Bed definition
---------------
{
description = "Simple Bed",
inventory_image = "beds_bed.png",
wield_image = "beds_bed.png",
tiles = {
bottom = {[Tile definition],
^ the tiles of the bottom part of the bed
},
top = {[Tile definition],
^ the tiles of the bottom part of the bed
}
},
nodebox = {
bottom = regular nodebox, see [Node boxes], -- bottm part of bed
top = regular nodebox, see [Node boxes], -- top part of bed
},
selectionbox = regular nodebox, see [Node boxes], -- for both nodeboxes
recipe = { -- Craft recipe
{"group:wool", "group:wool", "group:wool"},
{"group:wood", "group:wood", "group:wood"}
}
}
Doors API
---------
The doors mod allows modders to register custom doors.
The doors mod allows modders to register custom doors and trapdoors.
doors.register_door(name, def)
^ name: "Door name"
^ def: See [#Door definition]
-> Registers new door
doors.register_trapdoor(name, def)
^ name: "Trapdoor name"
^ def: See [#Trapdoor definition]
-> Registers new trapdoor
doors.register_door(name, def)
^ name: "Door name"
^ def: See [#Door definition]
#Door definition
----------------
{
@ -46,17 +88,34 @@ The doors mod allows modders to register custom doors.
node_box_top = regular nodebox, see [Node boxes], OPTIONAL,
selection_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
selection_box_top = regular nodebox, see [Node boxes], OPTIONAL,
sound_open_door = sound play for open door, OPTIONAL,
sound_close_door = sound play for close door, OPTIONAL,
only_placer_can_open = true/false,
^ If true, only placer can open the door (locked for others)
}
#Trapdoor definition
----------------
{
tile_front = "doors_trapdoor.png",
^ the texture for the front and back of the trapdoor
tile_side: "doors_trapdoor_side.png",
^ the tiles of the four side parts of the trapdoor
sound_open = sound to play when opening the trapdoor, OPTIONAL,
sound_close = sound to play when closing the trapdoor, OPTIONAL,
-> You can add any other node definition properties for minetest.register_node,
such as wield_image, inventory_image, sounds, groups, description, ...
Only node_box, selection_box, tiles, drop, drawtype, paramtype, paramtype2, on_rightclick
will be overwritten by the trapdoor registration function
}
Farming API
-----------
The farming API allows you to easily register plants and hoes.
farming.register_hoe(name, hoe definition)
-> Register a new hoe, see [#hoe definition]
farming.register_plant(name, Plant definition)
-> Register a new growing plant, see [#Plant definition]
@ -66,7 +125,8 @@ farming.register_plant(name, Plant definition)
description = "", -- Description for tooltip
inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
max_uses = 30, -- Uses until destroyed
recipe = { -- Craft recipe
material = "", -- Material for recipes
recipe = { -- Craft recipe, if material isn't used
{"air", "air", "air"},
{"", "group:stick"},
{"", "group:stick"},
@ -79,11 +139,26 @@ farming.register_plant(name, Plant definition)
description = "", -- Description of seed item
inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
steps = 8, -- How many steps the plant has to grow, until it can be harvested
^ Always provide a plant texture for ech step, format: modname_plantname_i.png (i = stepnumber)
^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
minlight = 13, -- Minimum light to grow
maxlight = default.LIGHT_MAX -- Maximum light to grow
}
Screwdriver API
---------------
The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
To use it, add the on_screwdriver function to the node definition.
on_rotate(pos, node, user, mode, new_param2)
^ pos: position of the node that the screwdriver is being used on
^ node: that node
^ user: the player who used the screwdriver
^ mode: screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
^ new_param2: the new value of param2 that would have been set if on_rotate wasn't there
^ return value: false to disallow rotation, nil to keep default behaviour, true to allow
it but to indicate that changed have already been made (so the screwdriver will wear out)
^ use on_rotate = screwdriver.disallow to always disallow rotation
^ use on_rotate = screwdriver.rotate_simple to allow only face rotation
Stairs API
----------
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
@ -97,7 +172,7 @@ stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
-> images: see [Tile definition]
-> description: used for the description field in the stair's definition
-> sounds: see [#Default sounds]
stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
-> Registers a slabs
-> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
@ -106,19 +181,19 @@ stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
-> images: see [Tile definition]
-> description: used for the description field in the stair's definition
-> sounds: see [#Default sounds]
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)
-> A wrapper for stairs.register_stair and stairs.register_slab
-> Uses almost the same arguments as stairs.register_stair
-> desc_stair: Description for stair node
-> desc_slab: Description for slab node
Xpanes API
----------
Creates panes that automatically connect to each other
xpanes.register_pane(subname, def)
-> subname: used for nodename. Result: "xpanes:subname_{1..16}"
-> subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
-> def: See [#Pane definition]
#Pane definition
@ -132,12 +207,26 @@ xpanes.register_pane(subname, def)
^ See [#Default sounds]
recipe = {{"","","","","","","","",""}},
^ Recipe field only
on_construct = function(pos)
update_pane(pos, "pane")
end,
^ Required to handle rotation correctly
}
Raillike definitions
--------------------
The following nodes use the group `connect_to_raillike` and will only connect to
raillike nodes within this group and the same group value.
Use `minetest.raillike_group(<Name>)` to get the group value.
| Node type | Raillike group name
+-----------------------+----------------------------------
| default:rail | "rail"
| tnt:gunpowder | "gunpowder"
| tnt:gunpowder_burning | "gunpowder"
Example:
If you want to add a new rail type and want it to connect with default:rail,
add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
of your node.
Default sounds
--------------
Sounds inside the default table can be used within the sounds field of node definitions.
@ -206,6 +295,7 @@ Model Definition
Leafdecay
---------
To enable leaf decay for a node, add it to the "leafdecay" group.
The rating of the group determines how far from a node in the group "tree"
the node can be without decaying.
@ -278,6 +368,7 @@ minetest.register_craft({
------------
dye.basecolors
^ Array containing the names of available base colors
dye.excolors
^ Array containing the names of the available extended colors

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@ -21,4 +21,8 @@
#enable_tnt = <true in singleplayer, false in multiplayer>
# The radius of a TNT explosion
#tnt_radius = 3
#tnt_radius = 3
# Enable the stairs mod ABM that replaces the old 'upside down'
# stair and slab nodes in old maps with the new param2 versions.
#enable_stairs_replace_abm = false

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@ -1,4 +1,3 @@
--
-- Helper functions
--
@ -290,6 +289,7 @@ minetest.register_craft({
},
})
minetest.register_craft({
output = "boats:boat",
recipe = {
@ -297,4 +297,3 @@ minetest.register_craft({
{"group:wood", "group:wood", "group:wood"},
},
})

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@ -58,7 +58,6 @@ VanessaE (WTFPL):
default_nc_side.png
default_desert_sand.png
default_desert_stone.png
default_desert_stone_brick.png
default_sand.png
default_jungletree_top.png
@ -121,12 +120,13 @@ paramat (CC BY-SA 3.0):
default_junglewood.png, derived from a texture by BlockMen (CC BY-SA 3.0)
default_grass.png, derived from a texture by Philipbenr (CC BY-SA 3.0)
default_grass_side.png, derived from a texture by Philipbenr (CC BY-SA 3.0)
default_stone_brick.png, derived from a texture by Cisoun (WTFPL)
default_desert_stone_brick.png, derived from a texture by VanessaE (WTFPL)
brunob.santos (CC BY-SA 4.0):
default_desert_cobble.png
BlockMen (CC BY-SA 3.0):
default_stone_brick.png
default_wood.png
default_clay_brick.png
default_iron_ingot.png

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@ -905,7 +905,7 @@ function default.register_biomes()
--node_water_top = "",
--depth_water_top = ,
--node_water = "",
y_min = 1,
y_min = 5,
y_max = 31000,
heat_point = 95,
humidity_point = 10,
@ -923,7 +923,7 @@ function default.register_biomes()
--depth_water_top = ,
--node_water = "",
y_min = -112,
y_max = 0,
y_max = 4,
heat_point = 95,
humidity_point = 10,
})
@ -1292,7 +1292,7 @@ function default.register_decorations()
persist = 0.6
},
biomes = {"desert"},
y_min = 2,
y_min = 5,
y_max = 31000,
schematic = minetest.get_modpath("default").."/schematics/large_cactus.mts",
flags = "place_center_x",
@ -1314,11 +1314,11 @@ function default.register_decorations()
persist = 0.6
},
biomes = {"desert"},
y_min = 2,
y_min = 5,
y_max = 31000,
decoration = "default:cactus",
height = 2,
height_max = 5,
height_max = 5,
})
-- Papyrus

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@ -36,27 +36,27 @@ minetest.register_abm({
if node.name == "default:sapling" then
minetest.log("action", "A sapling grows into a tree at "..
minetest.pos_to_string(pos))
-- if mapgen == "v6" then
if mapgen == "v6" then
default.grow_tree(pos, random(1, 4) == 1)
-- else
-- default.grow_new_apple_tree(pos)
-- end
else
default.grow_new_apple_tree(pos)
end
elseif node.name == "default:junglesapling" then
minetest.log("action", "A jungle sapling grows into a tree at "..
minetest.pos_to_string(pos))
-- if mapgen == "v6" then
if mapgen == "v6" then
default.grow_jungle_tree(pos)
-- else
-- default.grow_new_jungle_tree(pos)
-- end
else
default.grow_new_jungle_tree(pos)
end
elseif node.name == "default:pine_sapling" then
minetest.log("action", "A pine sapling grows into a tree at "..
minetest.pos_to_string(pos))
-- if mapgen == "v6" then
if mapgen == "v6" then
default.grow_pine_tree(pos)
-- else
-- default.grow_new_pine_tree(pos)
-- end
else
default.grow_new_pine_tree(pos)
end
elseif node.name == "default:acacia_sapling" then
minetest.log("action", "An acacia sapling grows into a tree at "..
minetest.pos_to_string(pos))
@ -359,7 +359,7 @@ end
-- New apple tree
function default.grow_new_apple_tree(pos)
local path = minetest.get_modpath("default") .. "/schematics/apple_tree.mts"
local path = minetest.get_modpath("default") .. "/schematics/apple_tree_from_sapling.mts"
minetest.place_schematic({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2},
path, 0, nil, false)
end
@ -368,8 +368,8 @@ end
-- New jungle tree
function default.grow_new_jungle_tree(pos)
local path = minetest.get_modpath("default") .. "/schematics/jungle_tree.mts"
minetest.place_schematic({x = pos.x - 2, y = pos.y, z = pos.z - 2},
local path = minetest.get_modpath("default") .. "/schematics/jungle_tree_from_sapling.mts"
minetest.place_schematic({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2},
path, 0, nil, false)
end
@ -377,7 +377,7 @@ end
-- New pine tree
function default.grow_new_pine_tree(pos)
local path = minetest.get_modpath("default") .. "/schematics/pine_tree.mts"
local path = minetest.get_modpath("default") .. "/schematics/pine_tree_from_sapling.mts"
minetest.place_schematic({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2},
path, 0, nil, false)
end
@ -386,7 +386,7 @@ end
-- New acacia tree
function default.grow_new_acacia_tree(pos)
local path = minetest.get_modpath("default") .. "/schematics/acacia_tree.mts"
local path = minetest.get_modpath("default") .. "/schematics/acacia_tree_from_sapling.mts"
minetest.place_schematic({x = pos.x - 4, y = pos.y - 1, z = pos.z - 4},
path, random, nil, false)
end

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@ -172,4 +172,4 @@ minetest.register_node("farming:carrot_8", {
not_in_creative_inventory = 1
},
sounds = default.node_sound_leaves_defaults(),
})
})

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@ -25,4 +25,4 @@ minetest.override_item("default:junglegrass", {
{items = {'default:junglegrass'}},
}
},
})
})

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@ -1,17 +1,23 @@
-- minetest/fire/init.lua
-- Global namespace for functions
fire = {}
-- Register flame node
minetest.register_node("fire:basic_flame", {
description = "Fire",
drawtype = "firelike",
tiles = {{
name="fire_basic_flame_animated.png",
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1},
name = "fire_basic_flame_animated.png",
animation = {type = "vertical_frames",
aspect_w = 16, aspect_h = 16, length = 1},
}},
inventory_image = "fire_basic_flame.png",
light_source = 14,
groups = {igniter=2,dig_immediate=3,hot=3},
groups = {igniter = 2, dig_immediate = 3, hot = 3},
drop = '',
walkable = false,
buildable_to = true,
@ -29,44 +35,55 @@ minetest.register_node("fire:basic_flame", {
on_blast = function() end,
})
fire.D = 6
-- Fire sounds table
-- key: position hash of low corner of area
-- value: {handle=sound handle, name=sound name}
fire.sounds = {}
-- Get sound area of position
-- size of sound areas
fire.D = 6
function fire.get_area_p0p1(pos)
local p0 = {
x=math.floor(pos.x/fire.D)*fire.D,
y=math.floor(pos.y/fire.D)*fire.D,
z=math.floor(pos.z/fire.D)*fire.D,
x = math.floor(pos.x / fire.D) * fire.D,
y = math.floor(pos.y / fire.D) * fire.D,
z = math.floor(pos.z / fire.D) * fire.D,
}
local p1 = {
x=p0.x+fire.D-1,
y=p0.y+fire.D-1,
z=p0.z+fire.D-1
x = p0.x + fire.D - 1,
y = p0.y + fire.D - 1,
z = p0.z + fire.D - 1
}
return p0, p1
end
-- Update fire sounds in sound area of position
function fire.update_sounds_around(pos)
local p0, p1 = fire.get_area_p0p1(pos)
local cp = {x=(p0.x+p1.x)/2, y=(p0.y+p1.y)/2, z=(p0.z+p1.z)/2}
local cp = {x = (p0.x + p1.x) / 2, y = (p0.y + p1.y) / 2, z = (p0.z + p1.z) / 2}
local flames_p = minetest.find_nodes_in_area(p0, p1, {"fire:basic_flame"})
--print("number of flames at "..minetest.pos_to_string(p0).."/"
-- ..minetest.pos_to_string(p1)..": "..#flames_p)
local should_have_sound = (#flames_p > 0)
local wanted_sound = nil
if #flames_p >= 9 then
wanted_sound = {name="fire_large", gain=1.5}
wanted_sound = {name = "fire_large", gain = 1.5}
elseif #flames_p > 0 then
wanted_sound = {name="fire_small", gain=1.5}
wanted_sound = {name = "fire_small", gain = 1.5}
end
local p0_hash = minetest.hash_node_position(p0)
local sound = fire.sounds[p0_hash]
if not sound then
if should_have_sound then
fire.sounds[p0_hash] = {
handle = minetest.sound_play(wanted_sound, {pos=cp, max_hear_distance = 16, loop=true}),
handle = minetest.sound_play(wanted_sound,
{pos = cp, max_hear_distance = 16, loop = true}),
name = wanted_sound.name,
}
end
@ -77,40 +94,53 @@ function fire.update_sounds_around(pos)
elseif sound.name ~= wanted_sound.name then
minetest.sound_stop(sound.handle)
fire.sounds[p0_hash] = {
handle = minetest.sound_play(wanted_sound, {pos=cp, max_hear_distance = 16, loop=true}),
handle = minetest.sound_play(wanted_sound,
{pos = cp, max_hear_distance = 16, loop = true}),
name = wanted_sound.name,
}
end
end
end
-- Update fire sounds on flame node construct or destruct
function fire.on_flame_add_at(pos)
fire.update_sounds_around(pos)
end
function fire.on_flame_remove_at(pos)
fire.update_sounds_around(pos)
end
-- Return positions for flames around a burning node
function fire.find_pos_for_flame_around(pos)
return minetest.find_node_near(pos, 1, {"air"})
end
-- Detect nearby extinguishing nodes
function fire.flame_should_extinguish(pos)
if minetest.setting_getbool("disable_fire") then return true end
--return minetest.find_node_near(pos, 1, {"group:puts_out_fire"})
local p0 = {x=pos.x-2, y=pos.y, z=pos.z-2}
local p1 = {x=pos.x+2, y=pos.y, z=pos.z+2}
local p0 = {x = pos.x - 1, y = pos.y, z = pos.z - 1}
local p1 = {x = pos.x + 1, y = pos.y + 1, z = pos.z + 1}
local ps = minetest.find_nodes_in_area(p0, p1, {"group:puts_out_fire"})
return (#ps ~= 0)
end
--[[-- Ignite neighboring nodes
minetest.register_abm({
-- Ignite neighboring nodes
--[[minetest.register_abm({
nodenames = {"group:flammable"},
neighbors = {"group:igniter"},
interval = 5,
chance = 2,
interval = 7,
chance = 32,
action = function(p0, node, _, _)
-- If there is water or stuff like that around flame, don't ignite
if fire.flame_should_extinguish(p0) then
@ -118,12 +148,17 @@ minetest.register_abm({
end
local p = fire.find_pos_for_flame_around(p0)
if p then
minetest.set_node(p, {name="fire:basic_flame"})
minetest.set_node(p, {name = "fire:basic_flame"})
end
end,
})
-- Rarely ignite things from far
--[[ Currently disabled to reduce the chance of uncontrollable spreading
fires that disrupt servers. Also for less lua processing load.
minetest.register_abm({
nodenames = {"group:igniter"},
neighbors = {"air"},
@ -143,17 +178,18 @@ minetest.register_abm({
end
local p2 = fire.find_pos_for_flame_around(p)
if p2 then
minetest.set_node(p2, {name="fire:basic_flame"})
minetest.set_node(p2, {name = "fire:basic_flame"})
end
end
end,
})]]
-- Remove flammable nodes and flame
minetest.register_abm({
nodenames = {"fire:basic_flame"},
interval = 3,
chance = 2,
interval = 5,
chance = 16,
action = function(p0, node, _, _)
-- If there is water or stuff like that around flame, remove flame
if fire.flame_should_extinguish(p0) then
@ -161,7 +197,7 @@ minetest.register_abm({
return
end
-- Make the following things rarer
if math.random(1,3) == 1 then
if math.random(1, 3) == 1 then
return
end
-- If there are no flammable nodes around flame, remove flame
@ -169,7 +205,7 @@ minetest.register_abm({
minetest.remove_node(p0)
return
end
if math.random(1,4) == 1 then
if math.random(1, 4) == 1 then
-- remove a flammable node around flame
local p = minetest.find_node_near(p0, 1, {"group:flammable"})
if p then