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Add bubble columns, apply environmental physics to players
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commit
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4 changed files with 104 additions and 1 deletions
95
mods/ITEMS/vl_bubble_column/init.lua
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95
mods/ITEMS/vl_bubble_column/init.lua
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@ -0,0 +1,95 @@
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local S = minetest.get_translator(minetest.get_current_modname())
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local WATER_VISC = 1
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local USE_TEXTURE_ALPHA = true
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if minetest.features.use_texture_alpha_string_modes then
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USE_TEXTURE_ALPHA = "blend"
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end
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local positions = {}
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local function check_bubble_column(pos, node)
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local below_pos = vector.offset(pos,0,-1,0)
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local below = minetest.get_node(below_pos)
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if below.name == "mcl_nether:soul_sand" or below.name == "mcl_nether:magma" then
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return true
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end
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if below.name == "mcl_core:water_source" and positions[minetest.hash_node_position(below_pos)] then
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return true
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end
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print("Tearing down bubble column at "..vector.to_string(pos))
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local pos_hash = minetest.hash_node_position(pos)
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-- Don't continue upwards if this already wasn't a bubble column
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if not positions[pos_hash] then return end
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-- Remove this node from the columnpositions
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positions[pos_hash] = nil
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pos = vector.offset(pos,0,1,0)
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node = minetest.get_node(pos)
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return check_bubble_column(pos,node)
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end
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minetest.register_abm({
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label = "Create Bubble Column",
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interval = 1,
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chance = 1,
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nodenames = { "mcl_nether:soul_sand", "mcl_nether:magma" },
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neighbors = { "mcl_core:water_source" },
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action = function(pos, node)
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local above_pos = vector.offset(pos,0,1,0)
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local above = minetest.get_node(above_pos)
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if above.name ~= "mcl_core:water_source" then return end
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local direction = 1
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if node.name == "mcl_nether:magma" then
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direction = -1
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end
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-- Create the bubble column
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while above.name == "mcl_core:water_source" do
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local above_pos_hash = minetest.hash_node_position(above_pos)
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if positions[above_pos_hash] == direction then return end
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positions[above_pos_hash] = direction
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above_pos = vector.offset(above_pos,0,1,0)
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above = minetest.get_node(above_pos)
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end
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end
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})
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local BUBBLE_TIME = 0.5
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local BUBBLE_PARTICLE = {
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texture = "mcl_particles_bubble.png",
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collision_removal = false,
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expirationtime = BUBBLE_TIME,
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collisiondetection = false,
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size = 2.5,
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}
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minetest.register_globalstep(function(dtime)
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for hash,dir in pairs(positions) do
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if math.random(1,17) == 1 then
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local pos = minetest.get_position_from_hash(hash)
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local node = minetest.get_node(pos)
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if check_bubble_column(pos, node) then
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local particle = table.copy(BUBBLE_PARTICLE)
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particle.pos = vector.offset(pos, math.random(-28,28)/64, -0.51 * dir, math.random(-28,28)/64)
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particle.velocity = (vector.offset(pos, math.random(-28,28)/64, 0.51 * dir, math.random(-28,28)/64) - particle.pos) / BUBBLE_TIME
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particle.acceleration = vector.zero()
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minetest.add_particle(particle)
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end
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end
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end
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end)
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vl_physics.register_environment_effect(function(pos, vel, staticdata, entity)
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local pos_r = vector.round(pos)
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local pos_r_hash = minetest.hash_node_position(pos_r)
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local dir = positions[pos_r_hash]
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if not dir then return nil,nil end
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return vector.new(0,4*dir,0),vector.new(0,9*dir,0)
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end)
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4
mods/ITEMS/vl_bubble_column/mod.conf
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4
mods/ITEMS/vl_bubble_column/mod.conf
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name = vl_bubble_column
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author = teknomunk
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description = Bubble Column
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depends = mcl_sounds, vl_physics
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@ -204,6 +204,10 @@ minetest.register_globalstep(function(dtime)
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local c_x, c_y = unpack(player_collision(player))
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-- Apply enviornmental physics effects
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local v,a = vl_physics.get_environment_effect(player:get_pos(), player_velocity, {}, 1, player)
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if v then player:add_velocity(v) end
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if player_velocity.x + player_velocity.y < .5 and c_x + c_y > 0 then
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player:add_velocity({x = c_x, y = 0, z = c_y})
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player_velocity = player:get_velocity() or player:get_player_velocity()
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@ -1,5 +1,5 @@
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name = mcl_playerplus
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author = TenPlus1
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description = Adds some simple player-related gameplay effects: Hurt by touching a cactus, suffocation and more.
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depends = mcl_init, mcl_core, mcl_particles, mcl_hunger, playerphysics, mcl_playerinfo, mcl_weather, mcl_spawn, mcl_enchanting, mcl_damage, mcl_sprint, mcl_util, mcl_shields
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depends = mcl_init, mcl_core, mcl_particles, mcl_hunger, playerphysics, mcl_playerinfo, mcl_weather, mcl_spawn, mcl_enchanting, mcl_damage, mcl_sprint, mcl_util, mcl_shields, vl_physics
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