diff --git a/.gitmodules b/.gitmodules index 0809bf92..468ff03a 100644 --- a/.gitmodules +++ b/.gitmodules @@ -79,9 +79,6 @@ [submodule "mods/weather_pack"] path = mods/weather_pack url = https://github.com/xeranas/weather_pack.git -[submodule "mods/unifieddyes"] - path = mods/unifieddyes - url = https://github.com/minetest-mods/unifieddyes.git [submodule "mods/moreplants"] path = mods/moreplants url = https://github.com/sys4-fr/moreplants.git @@ -90,3 +87,6 @@ path = mods/moreflowers url = https://github.com/sys4-fr/moreflowers.git branch = master +[submodule "mods/unifieddyes"] + path = mods/unifieddyes + url = https://github.com/minetest-mods/unifieddyes.git diff --git a/mods/cotton/depends.txt b/mods/cotton/depends.txt new file mode 100755 index 00000000..2b46e8b1 --- /dev/null +++ b/mods/cotton/depends.txt @@ -0,0 +1,2 @@ +flowers +unifieddyes \ No newline at end of file diff --git a/mods/cotton/init.lua b/mods/cotton/init.lua new file mode 100755 index 00000000..845c30d3 --- /dev/null +++ b/mods/cotton/init.lua @@ -0,0 +1,292 @@ +-- Cotton, based on the old wool mod by Jordach, still maintained by Jordach. +-- License: WTFPL, following Vanessa's license. +-- Jordan Snelling: jordach@blokkeren.co.cc / jordach.snelling@gmail.com / twitter.com/jordansnelling +-- VanessaE's template code is also used, which is WTFPL. + + +-- Craft the master WHITE WOOL / register. + +minetest.register_craft({ + output = 'cotton:white', + recipe = { + {'flowers:cotton', 'flowers:cotton'}, + {'flowers:cotton', 'flowers:cotton'}, + } +}) + +-- Generic colored-objects template by Vanessa Ezekowitz ~~ 2012-07-13 + +-- License: WTFPL + +-- Before using this code, consult the README, particularly the "Semi- +-- automatic generation of textures" section at the end, which descibes the +-- use of the gentextures.sh BASH script included in this package. You"ll +-- need to either follow those instructions or create your textures the usual, +-- manual way. Without textures, this code won"t be very useful. :-) + +-- When configured properly, this code creates node names that follow the +-- naming convention established in Unified Dyes, such as "mymod:red" or +-- "mymod:dark_yellow_s50". + + +-- =========================================================================== +-- Edit the next several variables to define what mod this template will +-- generate and how it should behave in general. +-- =========================================================================== + +-- First, the standard machine-readable name of your mod + +colored_block_modname = "cotton" + +-- Human-readable description of the category of nodes you want to generate + +colored_block_description = "Cotton" + +-- The full node name of the neutral version of your main block as it +-- exists right after crafting or mining it, before any dyes have been +-- applied. Typically, this should refer to the white version of your +-- mod's main block, but it can be anything as long as it makes sense. + +neutral_block = colored_block_modname..":white" + +-- This variable defines just how many of a given block a crafting operation +-- should give. In most cases, the default (1) is correct. + +colored_block_yield = "1" + +-- If this object should let sunlight pass through it, set this to "true". +-- Otherwise, set it to "false" (the default). + +colored_block_sunlight = "false" + +-- If the node should be something you can stand on, set this to "true" +-- (the default). Otherwise, set it to false. + +colored_block_walkable = "true" + +-- What groups should the generated nodes belong to? Note that this must +-- be in the form of a table as in the default. + +colored_block_groups = { snappy=3, flammable=2 } + +-- What sound should be played when the node is digged? + +colored_block_sound = "default.node_sound_leaves_defaults()" + + +-- ====================================================== +-- You shouldn"t need to edit anything below this point. +-- ====================================================== + + +-- ------------------------------------------------------------------ +-- Generate all of the base color node definitions and all variations +-- except for the greyscale stuff. + +-- Hues are on a 30 degree spacing starting at red = 0 degrees. +-- "s50" in a file/item name means "saturation: 50%". +-- Texture brightness levels for the colors are 100%, 66% ("medium"), +-- and 33% ("dark"). + +shades = { + "dark_", + "medium_", + "" -- represents "no special shade name", e.g. bright. +} + +shades2 = { + "Dark ", + "Medium ", + "" -- represents "no special shade name", e.g. bright. +} + +hues = { + "red", + "orange", + "yellow", + "lime", + "green", + "aqua", + "cyan", + "skyblue", + "blue", + "violet", + "magenta", + "redviolet" +} + +hues2 = { + "Red ", + "Orange ", + "Yellow ", + "Lime ", + "Green ", + "Aqua ", + "Cyan ", + "Sky Blue ", + "Blue ", + "Violet ", + "Magenta ", + "Red-violet " +} + +greys = { + "black", + "darkgrey", + "mediumgrey", + "lightgrey", + "white" +} + +greys2 = { + "Black ", + "Dark Grey ", + "Medium Grey ", + "Light Grey ", + "White " +} + +greys3 = { + "black", + "darkgrey_paint", + "mediumgrey_paint", + "lightgrey_paint", + "white_paint" +} + +for shade = 1, 3 do + + shadename = shades[shade] + shadename2 = shades2[shade] + + for hue = 1, 12 do + + huename = hues[hue] + huename2 = hues2[hue] + + colorname = colored_block_modname..":"..shadename..huename + pngname = colored_block_modname.."_"..shadename..huename..".png" + nodedesc = shadename2..huename2..colored_block_description + s50colorname = colored_block_modname..":"..shadename..huename.."_s50" + s50pngname = colored_block_modname.."_"..shadename..huename.."_s50.png" + s50nodedesc = shadename2..huename2..colored_block_description.." (50% Saturation)" + + minetest.register_node(colorname, { + description = nodedesc, + tiles = { pngname }, + inventory_image = pngname, + wield_image = pngname, + sunlight_propagates = colored_block_sunlight, + paramtype = "light", + walkable = colored_block_walkable, + groups = colored_block_groups, + sounds = colored_block_sound + }) + + minetest.register_node(s50colorname, { + description = s50nodedesc, + tiles = { s50pngname }, + inventory_image = s50pngname, + wield_image = s50pngname, + sunlight_propagates = colored_block_sunlight, + paramtype = "light", + walkable = colored_block_walkable, + groups = colored_block_groups, + sounds = colored_block_sound + }) + + minetest.register_craft( { + type = "shapeless", + output = colorname.." "..colored_block_yield, + recipe = { + neutral_block, + "unifieddyes:"..shadename..huename + } + }) + + minetest.register_craft( { + type = "shapeless", + output = colorname.." "..colored_block_yield, + recipe = { + neutral_block, + "unifieddyes:"..shadename..huename.."_s50" + } + }) + + end +end + +-- Generate the "light" shades separately, since they don't have a low-sat version. + +for hue = 1, 12 do + huename = hues[hue] + huename2 = hues2[hue] + colorname = colored_block_modname..":light_"..huename + pngname = colored_block_modname.."_light_"..huename..".png" + nodedesc = "Light "..huename2..colored_block_description + + minetest.register_node(colorname, { + description = nodedesc, + tiles = { pngname }, + inventory_image = pngname, + wield_image = pngname, + sunlight_propagates = colored_block_sunlight, + paramtype = "light", + walkable = colored_block_walkable, + groups = colored_block_groups, + sounds = colored_block_sound + }) + + minetest.register_craft( { + type = "shapeless", + output = colorname.." "..colored_block_yield, + recipe = { + neutral_block, + "unifieddyes:light_"..huename + } + }) +end + + +-- ============================================================ +-- The 5 levels of greyscale. +-- +-- Oficially these are 0, 25, 50, 75, and 100% relative to white, +-- but in practice, they're actually 7.5%, 25%, 50%, 75%, and 95%. +-- (otherwise black and white would wash out). + +for grey = 1,5 do + + greyname = greys[grey] + greyname2 = greys2[grey] + greyname3 = greys3[grey] + + greyshadename = colored_block_modname..":"..greyname + pngname = colored_block_modname.."_"..greyname..".png" + nodedesc = greyname2..colored_block_description + + minetest.register_node(greyshadename, { + description = nodedesc, + tiles = { pngname }, + inventory_image = pngname, + wield_image = pngname, + sunlight_propagates = colored_block_sunlight, + paramtype = "light", + walkable = colored_block_walkable, + groups = colored_block_groups, + sounds = colored_block_sound + }) + + minetest.register_craft( { + type = "shapeless", + output = greyshadename.." "..colored_block_yield, + recipe = { + neutral_block, + "unifieddyes:"..greyname3 + } + }) + +end + + +print("[" .. colored_block_modname .. 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index d098c192..10b0f012 100644 --- a/mods/nalc/depends.txt +++ b/mods/nalc/depends.txt @@ -4,3 +4,4 @@ bones? bonemeal? vessels? farming? +cotton? diff --git a/mods/nalc/init.lua b/mods/nalc/init.lua index 3024fbd2..1ad44c02 100644 --- a/mods/nalc/init.lua +++ b/mods/nalc/init.lua @@ -170,3 +170,35 @@ if minetest.get_modpath("witchcraft") then end end end + +-- Make compatible cotton mod +if minetest.get_modpath("cotton") then + -- clear existing craft recipes for white wool and cotton + minetest.clear_craft( + { + recipe = { + {"farming:cotton", "farming:cotton"}, + {"farming:cotton", "farming:cotton"}, + } + }) + + -- register wool:white craft recipe + minetest.register_craft( + { + output = "wool:white", + recipe = { + {"farming:cotton", "farming:cotton"}, + {"farming:cotton", "farming:cotton"}, + } + }) + + -- register cotton:white craft recipe + minetest.register_craft( + { + output = "cotton:white 4", + recipe = { + {"wool:white", "wool:white"}, + {"wool:white", "wool:white"}, + } + }) +end diff --git a/mods/sprint/esprint.lua b/mods/sprint/esprint.lua index fc1569cd..7f617511 100755 --- a/mods/sprint/esprint.lua +++ b/mods/sprint/esprint.lua @@ -182,12 +182,35 @@ end) function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting) local player = minetest.get_player_by_name(playerName) + local bonus_speed = 0 + local bonus_jump = 0 + if minetest.get_modpath("3d_armor") then + local player_inv = player:get_inventory() + if player_inv then + for i=1, player_inv:get_size("armor") do + local stack = player_inv:get_stack("armor", i) + if stack:get_count() > 0 then + local def = stack:get_definition() + if def and def.groups then + if def.groups["physics_speed"] then + bonus_speed = bonus_speed + def.groups["physics_speed"] + end + + if def.groups["physics_jump"] then + bonus_jump = bonus_jump + def.groups["physics_jump"] + end + end + end + end + end + end + if sprint.players[playerName] then sprint.players[playerName]["sprinting"] = sprinting if sprinting == true then - player:set_physics_override({speed=SPRINT_SPEED,jump=SPRINT_JUMP}) + player:set_physics_override({speed=SPRINT_SPEED + bonus_speed,jump=SPRINT_JUMP + bonus_jump}) elseif sprinting == false then - player:set_physics_override({speed=1.0,jump=1.0}) + player:set_physics_override({speed=1.0 + bonus_speed,jump=1.0 + bonus_jump}) end return true end diff --git a/mods/unifieddyes b/mods/unifieddyes index 63153f10..df177c26 160000 --- a/mods/unifieddyes +++ b/mods/unifieddyes @@ -1 +1 @@ -Subproject commit 63153f10930b25c79c76449931384fb6d69ee984 +Subproject commit df177c26a75ec1880704b24dafe402cfe91cfe33 diff --git a/worlds/minetestforfun/world.mt b/worlds/minetestforfun/world.mt index 4734cae1..85588311 100755 --- a/worlds/minetestforfun/world.mt +++ b/worlds/minetestforfun/world.mt @@ -261,4 +261,6 @@ load_mod_moreflowers = true load_mod_morefarming = true load_mod_moreplants = true -load_mod_nalc = true \ No newline at end of file +load_mod_nalc = true + +load_mod_cotton = true