Merge branch 'master' into mineclone5

This commit is contained in:
Elias Fleckenstein 2021-04-14 18:16:24 +02:00
commit 7f28f4a9d1
18 changed files with 477 additions and 380 deletions

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@ -7,13 +7,11 @@ But first, some things to note:
MineClone 2's development target is to make a free software clone of Minecraft,
***version 1.12***, ***PC edition***, *** + Optifine features supported by the Minetest Engine ***.
MineClone 2 is maintained by two persons. Namely, kay27 and EliasFleckenstein. You can find us
in the Minetest forums (forums.minetest.net), in IRC in the #minetest
MineClone 2 is maintained by three persons. Namely, kay27, EliasFleckenstein and jordan4ibanez. You can find us
in the Minetest forums (forums.minetest.net), in IRC in the #mineclone2
channel on irc.freenode.net. And finally, you can send e-mails to
<eliasfleckenstein@web.de> or <kay27@bk.ru>.
There is **no** guarantee we will accept anything from anybody.
By sending us patches or asking us to include your changes in this game,
you agree that they fall under the terms of the LGPLv2.1, which basically
means they will become part of a free software.
@ -26,8 +24,7 @@ For small and medium changes:
* Fork the repository
* Do your change in a new branch
* Upload the repository somewhere where it can be accessed from the Internet and
notify us
* Create a pull request to get your changes merged into master
For small changes, sending us a patch is also good.
@ -41,40 +38,30 @@ reserve the right to revert everything that we don't like.
For bigger changes, we strongly recommend to use feature branches and
discuss with me first.
Contributors will be credited in `README.md`.
If your code causes bugs and crashes, it is your responsibility to fix them as soon as possible.
## Quality remarks
Again: There is ***no*** guarantee we will accept anything from anybody.
But we will gladly take in code from others when we feel it saves us work
in the long run.
We mostly use plain merging rather than rebasing or squash merging.
### Inclusion criteria
Depending on what you add, the chances for inclusion vary:
Your commit names should be relatively descriptive, e.g. when saying "Fix #issueid", the commit message should also contain the title of the issue.
### High chance for inclusion
* Gameplay features in Minecraft which are missing in MineClone 2
Contributors will be credited in `CREDITS.md`.
### Medium chance for inclusion (discuss first)
* Features which don't a impact on gameplay
* GUI improvement
* Features from pocket or console edition
## Features > 1.12
### Low chance for inclusion (discuss/optimize first)
* Overhaul of architecture / mod structure
* Mass-itemstring changes all over the place
* Added files have a unusual high file size
* Indentation looks like crazy
* Single commits which add several unrelated things
* Gameplay features which don't exist in Minecraft
If you want to make a feature that was added in a Minecraft version later than 1.12, you should fork MineClone5 (mineclone5 branch in the repository) and add your changes to this.
### Instant rejection
* Proprietary **anything**
* Code contains `minetest.env` anywhere
## What we accept
## Coding style guide
* Indentations should reflect the code flow
* Use tabs, not spaces for indentation (tab size = 8)
* Never use `minetest.env`
* Every MC features up to version 1.12 JE.
* Every already finished and working good features from versions above (only when making a MineClone5 PR / Contribution).
* Except features which couldn't be done easily and bugfree because of Minetest engine limitations. Eg. we CAN extend world boundaries by playing with map chunks, just teleporting player onto next layer after 31000 , but it would cost too much (time, code, bugs, performance, stability, etc).
* Some features, approved by the rest of the community, I mean maybe some voting and really missing any negative feedback.
## What we reject
* Any features which cause critical bugs, sending them to rework/fix or trying to fix immediately.
* Some small portions of big entirely missing features which just definitely break gamplay balance give nothing useful
* Controversial features, which some people support while others do not should be discussed well, with publishing forum announcements, at least during the week. In case if there are still doubts - send them into the mod.
## Reporting bugs
Report all bugs and missing Minecraft features here:

117
CREDITS.md Normal file
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@ -0,0 +1,117 @@
# Credits
## Creator of MineClone
* davedevils
## Creator of MineClone2
* Wuzzy
## Maintainers
* Fleckenstein
* kay27
* oilboi
## Developers
* bzoss
* AFCMS
* epCode
* ryvnf
* iliekprogrammar
* MysticTempest
* Rootyjr
* Nicu
* aligator
* Code-Sploit
## Contributors
* Laurent Rocher
* HimbeerserverDE
* TechDudie
* Alexander Minges
* ArTee3
* ZeDique la Ruleta
* pitchum
* wuniversales
* Bu-Gee
* David McMackins II
* Nicholas Niro
* Wouters Dorian
* Blue Blancmange
* Jared Moody
* Li0n
* Midgard
* NO11
* Saku Laesvuori
* Yukitty
* ZedekThePD
* aldum
* dBeans
* nickolas360
* yutyo
* ztianyang
* j45
## MineClone5
* kay27
* Debiankaios
* epCode
* NO11
* j45
## Original Mod Authors
* Wuzzy
* Fleckenstein
* BlockMen
* TenPlus1
* PilzAdam
* ryvnf
* stujones11
* Arcelmi
* celeron55
* maikerumine
* GunshipPenguin
* Qwertymine3
* Rochambeau
* rubenwardy
* stu
* oilboi
* 4aiman
* Kahrl
* Krock
* UgnilJoZ
* lordfingle
* 22i
* bzoss
* kilbith
* xeranas
* kddekadenz
* sofar
* 4Evergreen4
* jordan4ibanez
* paramat
## 3D Models
* 22i
* tobyplowy
* epCode
## Textures
* XSSheep
* Wuzzy
* kingoscargames
* leorockway
* xMrVizzy
* yutyo
## Translations
* Wuzzy
* Rocher Laurent
* wuniversales
* kay27
* pitchum
## Special thanks
* celeron55 for creating Minetest
* Jordach for the jukebox music compilation from Big Freaking Dig
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft

52
LEGAL.md Normal file
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@ -0,0 +1,52 @@
# Legal information
This is a fan game, not developed or endorsed by Mojang AB.
Copying is an act of love. Please copy and share! <3
Here's the detailed legalese for those who need it:
## License of source code
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft.
MineClone 2 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 (in the LICENSE.txt file) for more
details.
In the mods you might find in the read-me or license
text files a different license. This counts as dual-licensing.
You can choose which license applies to you: Either the
license of MineClone 2 (GNU GPLv3) or the mod's license.
MineClone 2 is a direct continuation of the discontinued MineClone
project by davedevils.
Mod credits:
See `README.txt` or `README.md` in each mod directory for information about other authors.
For mods that do not have such a file, the license is the source code license
of MineClone 2 and the author is Wuzzy.
## License of media (textures and sounds)
No non-free licenses are used anywhere.
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
from scratch.
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
All other files, unless mentioned otherwise, fall under:
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
See README.txt in each mod directory for detailed information about other authors.

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@ -1,40 +0,0 @@
# Missing features in Minetest to recreate Minecraft features
A side goal of the MineClone 2 project is to find any shortcomings of Minetest which make it impossible to recreate a Minecraft feature exactly.
This file lists some of the missing features in Minetest which MineClone 2 would require.
## No workaround possible
For these features, no easy Lua workaround could be found.
### Lua API
#### Tools/wielded item
- “Lock” hotbar for a brief time after using an item, making it impossible to switch item or to attach/mine/build until the delay is over (For eating with delay)
- Tool charging: Holding down the mouse and releasing it, applying a “power level” (For bow and arrows, more charge = higher arrow range) ([issue 5212](https://github.com/minetest/minetest/issues/5212))
- [Dual Wielding](http://minecraft.gamepedia.com/Dual_wield)
- Eating/drinking animation ([issue 2811](https://github.com/minetest/minetest/issues/2811))
#### Nodes
- Light level 15 for nodes (not sunlight)
- Nodes makes light level drop by 2 or or more per node ([issue 5209](https://github.com/minetest/minetest/issues/5209))
## Interface
- Inventory: Hold down right mouse button while holding an item stack to drop items into the slots as you move the mouse. Makes crafting MUCH faster
- Sneak+Leftclick on crafting output crafts as many items as possible and immediately puts it into the player inventory ([issue 5211](https://github.com/minetest/minetest/issues/5211))
- Sneak+click puts items in different inventories depending on the item type (maybe group-based)? Required for sneak-clicking to armor slots
## Workaround theoretically possible
For these features, a workaround (or hack ;-)) by using Lua is theoretically possible. But engine support would be clearly better, more performant, more reliable, etc.
### Lua API
#### Nodes
- Change walking speed on block (soul sand)
- Change jumping height on block (soul sand),
- Change object movement speed *through* a block, but for non-liquids (for cobweb)
- Add `on_walk_over` event
- Set frequency in which players lose breath. 2 seconds are hardcoded in Minetest, in Minecraft it's 1 second
- Set damage frequency of `damage_per_second`. In Minecraft many things damage players every half-second rather than every second
- Possible to damage players directly when they are with the head inside. This allows to add Minecraft-like suffocation
- Sneak+click on inventory slot should be able to put items into additional “fallback inventories” if the first inventory is full. Useful for large chests
#### Nice-to-haye
- Utility function to rotate pillar-like nodes, requiring only 3 possible orientations (X, Y, Z). Basically this is `minetest.rotate_node` but with less orientations; the purpur pillar would mess up if a mirrored rotation would be possible. This is already implemented in MCL2, See `mcl_util` for more infos

194
README.md
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@ -2,7 +2,7 @@
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB.
Version: 0.71.0
Version: 0.72.0 (in development)
### Gameplay
You start in a randomly-generated world made entirely of cubes. You can explore
@ -65,16 +65,8 @@ map builders. They can not be obtained in-game or in the creative inventory.
Use the `/giveme` chat command to obtain them. See the in-game help for
an explanation.
#### Incomplete items
These items do not work yet, but you can get them with `/giveme` for testing:
* Minecart with Chest: `mcl_minecarts:chest_minecart`
* Minecart with Furnace: `mcl_minecarts:furnace_minecart`
* Minecart with Hopper: `mcl_minecarts:hopper_minecart`
* Minecart with Command Block: `mcl_minecarts:command_block_minecart`
## Installation
This game requires [Minetest](http://minetest.net) to run (version 5.0.0 or
This game requires [Minetest](http://minetest.net) to run (version 5.3.0 or
later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported.
There is no support for running MineClone 2 in development versions of Minetest.
@ -83,23 +75,37 @@ To install MineClone 2 (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of
Minetest to learn more.
## Reporting bugs
Please report all bugs and missing Minecraft features here:
<https://git.minetest.land/MineClone2/MineClone2/issues>
## Chating with the community
Join our discord server at:
<https://discord.gg/84GKcxczG3>
## Project description
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
* **Target of development: Minecraft, PC Edition, version 1.12** (later known as “Java Edition”)
* MineClone2 also includes Optifine features supported by the Minetest
* Features of later Minecraft versions might sneak in, but they have a low priority
* In general, Minecraft is aimed to be cloned as good as Minetest currently permits (no hacks)
* In general, Minecraft is aimed to be cloned as good as possible
* Cloning the gameplay has highest priority
* MineClone 2 will use different graphics and sounds, but with a similar style
* Cloning the interface has no priority. It will only be roughly imitated
* Limitations found in Minetest will be written down and reported in the course of development
* MineClone 2 will use different assets, but with a similar style
* Limitations found in Minetest will be documented in the course of development
* Features of later Minecraft versions are collected in the mineclone5 branch
## Using features from newer versions of Minecraft
For > 1.12 features, checkout MineClone5. It includes features from newer Minecraft versions.
Download it here: https://git.minetest.land/MineClone2/MineClone2/src/branch/mineclone5
## Completion status
This game is currently in **alpha** stage.
It is playable, but unfinished, many bugs are to be expected.
Backwards-compability is *not* guaranteed, updating your world might cause small and
big bugs (such as “missing node” errors or even crashes).
This game is currently in **beta** stage.
It is playable, but not yet feature-complete.
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
If you want to use the git version of MineClone2 in production, consider using the production branch.
It is updated weekly and contains relatively stable code for servers.
The following main features are available:
@ -128,7 +134,7 @@ The following main features are available:
* Clock
* Compass
* Sponge
* Slime block (does not interact with redstone)
* Slime block
* Small plants and saplings
* Dyes
* Banners
@ -140,19 +146,19 @@ The following main features are available:
* Creative inventory
* Farming
* Writable books
* A few server commands
* Commands
* Villages
* The End
* And more!
The following features are incomplete:
* Generated structures (especially villages)
* Some monsters and animals
* Redstone-related things
* The End
* Special minecarts
* A couple of non-trivial blocks and items
Bonus features (not found in Minecraft 1.11):
Bonus features (not found in Minecraft 1.12):
* Built-in crafting guide which shows you crafting and smelting recipes
* In-game help system containing extensive help about gameplay basics, blocks, items and more
@ -177,148 +183,14 @@ Technical differences from Minecraft:
* Different textures (Pixel Perfection)
* Different sounds (various sources)
* Different engine (Minetest)
* Different easter eggs
… and finally, MineClone 2 is free software (“free” as in “freedom”)!
## Reporting bugs
Please report all bugs and missing Minecraft features here:
<https://git.minetest.land/MineClone2/MineClone2/issues>
## Chating with the community
Join our discord server at:
<https://discord.gg/84GKcxczG3>
## Other readme files
* `LICENSE.txt`: The GPLv3 license text
* `CONTRIBUTING.md`: Information for those who want to contribute
* `MISSING_ENGINE_FEATURES.md`: List of missing features in Minetest which MineClone 2 would need for improvement
* `API.md`: For Minetest modders who want to mod this game
## Credits
There are so many people to list (sorry). Check out the respective mod directories for details. This section is only a rough overview of the core authors of this game.
### Coding
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082): Main programmer of most mods (retired)
* davedevils: Creator of MineClone on which MineClone 2 is based on
* [ex-bart](https://github.com/ex-bart): Redstone comparators
* [Rootyjr](https://github.com/Rootyjr): Fishing rod and bugfixes
* [aligator](https://github.com/aligator): Improvement of doors
* [ryvnf](https://github.com/ryvnf): Explosion mechanics
* MysticTempest: Bugfixes
* [bzoss](https://github.com/bzoss): Status effects, potions, brewing stand
* kay27 <kay27@bk.ru>: Experience system, bugfixes, optimizations (Current maintainer)
* [EliasFleckenstein03](https://github.com/EliasFleckenstein03): End crystals, enchanting, burning mobs / players, animated chests, bugfixes (Current maintainer)
* epCode: Better player animations, new logo
* 2mac: Fix bug with powered rail
* Lots of other people: TO BE WRITTEN (see mod directories for details)
#### Mod credits (summary)
* `controls`: Arcelmi
* `flowlib`: Qwertymine13
* `walkover`: lordfingle
* `drippingwater`: kddekadenz
* `mobs_mc`: maikerumine, 22i and others
* `awards`: rubenwardy
* `screwdriver`: RealBadAngel, Maciej Kastakin, Minetest contributors
* `xpanes`: Minetest contributors
* `mesecons` mods: Jeija and contributors
* `wieldview`: Stuart Jones
* `mcl_meshhand`: Based on `newhand` by jordan4ibanez
* `mcl_mobs`: Based on Mobs Redo [`mobs`] by TenPlus1 and contributors
* Most other mods: Wuzzy
Detailed credits for each mod can be found in the individual mod directories.
### Graphics
* [XSSheep](http://www.minecraftforum.net/members/XSSheep): Main author; creator of the Pixel Perfection resource pack of Minecraft 1.11
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082): Main menu imagery and various edits and additions of texture pack
* [kingoscargames](https://github.com/kingoscargames): Various edits and additions of existing textures
* [leorockway](https://github.com/leorockway): Some edits of mob textures
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy): Glazed terracotta (textures are subject to be replaced later)
* yutyo <tanakinci2002@gmail.com>: MineClone 2 logo
* Other authors: GUI images
### Translations
* Wuzzy: German
* Rocher Laurent <rocherl@club-internet.fr>: French
* wuniversales: Spanish
* kay27 <kay27@bk.ru>: Russian
### Models
* [22i](https://github.com/22i): Creator of all models
* [tobyplowy](https://github.com/tobyplowy): UV-mapping fixes to said models
### Sounds and music
Various sources. See the respective mod directories for details.
### Special thanks
* davedevils for starting MineClone, the original version of this game
* Wuzzy for starting and maintaining MineClone2 for several years
* celeron55 for creating Minetest
* Minetest's modding community for providing a huge selection of mods, some of which ended up in MineClone 2
* Jordach for the jukebox music compilation from Big Freaking Dig
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft
* XSSheep for creating the Pixel Perfection resource pack
* [22i](https://github.com/22i) for providing great models and support
* [maikerumine](http://github.com/maikerumine) for kicking off mobs and biomes
## Info for programmers
You find interesting and useful infos in `API.md`.
## Legal information
This is a fan game, not developed or endorsed by Mojang AB.
Copying is an act of love. Please copy and share! <3
Here's the detailed legalese for those who need it:
### License of source code
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft.
MineClone 2 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 (in the LICENSE.txt file) for more
details.
In the mods you might find in the read-me or license
text files a different license. This counts as dual-licensing.
You can choose which license applies to you: Either the
license of MineClone 2 (GNU GPLv3) or the mod's license.
MineClone 2 is a direct continuation of the discontinued MineClone
project by davedevils.
Mod credits:
See `README.txt` or `README.md` in each mod directory for information about other authors.
For mods that do not have such a file, the license is the source code license
of MineClone 2 and the author is Wuzzy.
### License of media (textures and sounds)
No non-free licenses are used anywhere.
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
from scratch.
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
All other files, unless mentioned otherwise, fall under:
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
See README.txt in each mod directory for detailed information about other authors.
* `LEGAL.md`: Legal information
* `CREDITS.md`: List of everyone who contributed

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@ -66,3 +66,58 @@ function mcl_particles.delete_node_particlespawners(pos)
end
return false
end
-- 3 exptime variants because the animation is not tied to particle expiration time.
-- 3 colorized variants to imitate minecraft's
local smoke_pdef_cached = {}
function mcl_particles.spawn_smoke(pos, name, smoke_pdef_base)
local min = math.min
local new_minpos = vector.add(pos, smoke_pdef_base.minrelpos)
local new_maxpos = vector.add(pos, smoke_pdef_base.maxrelpos)
-- populate the cache
if smoke_pdef_cached[name] then
for i, smoke_pdef in ipairs(smoke_pdef_cached[name]) do
smoke_pdef.minpos = new_minpos
smoke_pdef.maxpos = new_maxpos
mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high")
end
-- cache already populated
else
smoke_pdef_cached[name] = {}
local smoke_pdef = table.copy(smoke_pdef_base)
smoke_pdef.amount = smoke_pdef_base.amount / 9
smoke_pdef.time = 0
smoke_pdef.animation = {
type = "vertical_frames",
aspect_w = 8,
aspect_h = 8,
-- length = 3 exptime variants
}
smoke_pdef.collisiondetection = true
smoke_pdef.minpos = new_minpos
smoke_pdef.maxpos = new_maxpos
-- the last frame plays for 1/8 * N seconds, so we can take advantage of it
-- to have varying exptime for each variant.
local exptimes = { 0.175, 0.375, 1.0 }
local colorizes = { "199", "209", "243" } -- round(78%, 82%, 90% of 256) - 1
for _,exptime in ipairs(exptimes) do
for _,colorize in ipairs(colorizes) do
smoke_pdef.maxexptime = exptime * smoke_pdef_base.maxexptime
smoke_pdef.animation.length = exptime + 0.1
-- minexptime must be set such that the last frame is actully rendered,
-- even if its very short. Larger exptime -> larger range
smoke_pdef.minexptime = min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1))
smoke_pdef.texture = "mcl_particles_smoke_anim.png^[colorize:#000000:" ..colorize
mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high")
table.insert(smoke_pdef_cached[name], table.copy(smoke_pdef))
end
end
end
end

View file

@ -27,9 +27,9 @@ mcl_credits.people = {
"Rootyjr",
"Nicu",
"aligator",
"Code-Sploit",
}},
{"Contributors", 0x52FF00, {
"Code-Sploit",
"Laurent Rocher",
"HimbeerserverDE",
"TechDudie",
@ -55,6 +55,7 @@ mcl_credits.people = {
"nickolas360",
"yutyo",
"ztianyang",
"j45",
}},
{"MineClone5", 0xA60014, {
"kay27",
@ -63,6 +64,38 @@ mcl_credits.people = {
"NO11",
"j45",
}},
{"Original Mod Authors", 0x343434, {
"Wuzzy",
"Fleckenstein",
"BlockMen",
"TenPlus1",
"PilzAdam",
"ryvnf",
"stujones11",
"Arcelmi",
"celeron55",
"maikerumine",
"GunshipPenguin",
"Qwertymine3",
"Rochambeau",
"rubenwardy",
"stu",
"oilboi",
"4aiman",
"Kahrl",
"Krock",
"UgnilJoZ",
"lordfingle",
"22i",
"bzoss",
"kilbith",
"xeranas",
"kddekadenz",
"sofar",
"4Evergreen4",
"jordan4ibanez",
"paramat",
}},
{"3D Models", 0x0019FF, {
"22i",
"tobyplowy",

View file

@ -47,94 +47,16 @@ local alldirs=
{ x = 0, y = 0, z = 1}
}
-- 3 exptime variants because the animation is not tied to particle expiration time.
-- 3 colorized variants to imitate minecraft's
local smoke_pdef_base = {
amount = 0.001,
time = 0,
-- minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 }),
-- maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 }),
local smoke_pdef = {
amount = 0.009,
maxexptime = 4.0,
minvel = { x = -0.1, y = 0.3, z = -0.1 },
maxvel = { x = 0.1, y = 1.6, z = 0.1 },
-- minexptime = 3 exptime variants,
-- maxexptime = 3 exptime variants
minsize = 4.0,
maxsize = 4.5,
-- texture = "mcl_particles_smoke_anim.png^[colorize:#000000:(3 colourize variants)",
animation = {
type = "vertical_frames",
aspect_w = 8,
aspect_h = 8,
-- length = 3 exptime variants
},
collisiondetection = true,
minrelpos = { x = -0.45, y = -0.45, z = -0.45 },
maxrelpos = { x = 0.45, y = 0.45, z = 0.45 },
}
local smoke_pdef_cached = {}
local spawn_smoke = function(pos)
local min = math.min
local new_minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 })
local new_maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 })
-- populate the cache
if not next(smoke_pdef_cached) then
-- the last frame plays for 1/8 * N seconds, so we can take advantage of it
-- to have varying exptime for each variant.
local exptimes = { 0.75, 1.5, 4.0 }
local colorizes = { "199", "209", "243" } -- round(78%, 82%, 90% of 256) - 1
local id = 1
for _,exptime in ipairs(exptimes) do
for _,colorize in ipairs(colorizes) do
smoke_pdef_base.minpos = new_minpos
smoke_pdef_base.maxpos = new_maxpos
smoke_pdef_base.maxexptime = exptime
smoke_pdef_base.animation.length = exptime + 0.1
-- minexptime must be set such that the last frame is actully rendered,
-- even if its very short. Larger exptime -> larger range
smoke_pdef_base.minexptime = min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1))
smoke_pdef_base.texture = "mcl_particles_smoke_anim.png^[colorize:#000000:" ..colorize
smoke_pdef_cached[id] = table.copy(smoke_pdef_base)
mcl_particles.add_node_particlespawner(pos, smoke_pdef_cached[id], "high")
id = id + 1
end
end
-- cache already populated
else
for i, smoke_pdef in ipairs(smoke_pdef_cached) do
smoke_pdef.minpos = new_minpos
smoke_pdef.maxpos = new_maxpos
mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high")
end
end
--[[ Old smoke pdef
local spawn_smoke = function(pos)
mcl_particles.add_node_particlespawner(pos, {
amount = 0.1,
time = 0,
minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 }),
maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 }),
minvel = { x = 0, y = 0.5, z = 0 },
maxvel = { x = 0, y = 0.6, z = 0 },
minexptime = 2.0,
maxexptime = 2.0,
minsize = 3.0,
maxsize = 4.0,
texture = "mcl_particles_smoke_anim.png^[colorize:#000000:127",
animation = {
type = "vertical_frames",
aspect_w = 8,
aspect_h = 8,
length = 2.1,
},
}, "high")
-- ]]
end
--
-- Items
@ -303,7 +225,7 @@ minetest.register_node("mcl_fire:fire", {
end
fire_timer(pos)
spawn_smoke(pos)
mcl_particles.spawn_smoke(pos, "fire", smoke_pdef)
end,
on_destruct = function(pos)
mcl_particles.delete_node_particlespawners(pos)
@ -367,7 +289,7 @@ minetest.register_node("mcl_fire:eternal_fire", {
if has_mcl_portals then --Calling directly minetest.get_modpath consumes 4x more compute time
mcl_portals.light_nether_portal(pos)
end
spawn_smoke(pos)
mcl_particles.spawn_smoke(pos, "fire", smoke_pdef)
end,
on_destruct = function(pos)
mcl_particles.delete_node_particlespawners(pos)
@ -627,7 +549,7 @@ minetest.register_lbm({
nodenames = {"group:fire"},
run_at_every_load = true,
action = function(pos, node)
spawn_smoke(pos)
mcl_particles.spawn_smoke(pos, "fire", smoke_pdef)
end,
})

View file

@ -0,0 +1,7 @@
Firework mod for Mineclone 2
by NO11 and and some parts by j45
Sound credits:
* mcl_firework_rocket.ogg (tnt_ignite.ogg): Own derivate work of sound by Ned Bouhalassa (CC0) created in 2005, source: <https://freesound.org/people/Ned Bouhalassa/sounds/8320/>

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@ -0,0 +1,2 @@
name = mcl_firework
author = NO11, j45

View file

@ -0,0 +1,17 @@
minetest.register_craft({
type = "shapeless",
output = "mcl_fireworks:rocket_1 3",
recipe = {"mcl_core:paper", "mcl_mobitems:gunpowder"},
})
minetest.register_craft({
type = "shapeless",
output = "mcl_fireworks:rocket_2 3",
recipe = {"mcl_core:paper", "mcl_mobitems:gunpowder", "mcl_mobitems:gunpowder"},
})
minetest.register_craft({
type = "shapeless",
output = "mcl_fireworks:rocket_3 3",
recipe = {"mcl_core:paper", "mcl_mobitems:gunpowder", "mcl_mobitems:gunpowder", "mcl_mobitems:gunpowder"},
})

View file

@ -0,0 +1,4 @@
local path = minetest.get_modpath("mcl_fireworks")
dofile(path .. "/register.lua")
dofile(path .. "/crafting.lua")

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@ -0,0 +1,3 @@
# textdomain: mcl_fireworks
Firework Rocket=Feuerwerksrakete
Flight Duration:=Flugdauer:

View file

@ -0,0 +1,69 @@
local S = minetest.get_translator("mcl_fireworks")
player_rocketing = {}
local help = S("Flight Duration:")
local description = S("Firework Rocket")
local rocket_sound = function()
minetest.sound_play("mcl_fireworks_rocket")
end
minetest.register_craftitem("mcl_fireworks:rocket_1", {
description = description,
_tt_help = help.." 1",
inventory_image = "mcl_fireworks_rocket.png",
stack_max = 64,
on_use = function(itemstack, user, pointed_thing)
local torso = user:get_inventory():get_stack("armor", 3)
if torso and torso:get_name() == "mcl_armor:elytra" and player_rocketing[user] ~= true then
player_rocketing[user] = true
minetest.after(2.2, function()
player_rocketing[user] = false
end)
itemstack:take_item()
--user:add_player_velocity(vector.multiply(user:get_look_dir(), 20))
rocket_sound()
end
return itemstack
end,
})
minetest.register_craftitem("mcl_fireworks:rocket_2", {
description = description,
_tt_help = help.." 2",
inventory_image = "mcl_fireworks_rocket.png",
stack_max = 64,
on_use = function(itemstack, user, pointed_thing)
local torso = user:get_inventory():get_stack("armor", 3)
if torso and torso:get_name() == "mcl_armor:elytra" and player_rocketing[user] ~= true then
player_rocketing[user] = true
minetest.after(4.5, function()
player_rocketing[user] = false
end)
itemstack:take_item()
--user:add_player_velocity(vector.multiply(user:get_look_dir(), 20))
rocket_sound()
end
return itemstack
end,
})
minetest.register_craftitem("mcl_fireworks:rocket_3", {
description = description,
_tt_help = help.." 3",
inventory_image = "mcl_fireworks_rocket.png",
stack_max = 64,
on_use = function(itemstack, user, pointed_thing)
local torso = user:get_inventory():get_stack("armor", 3)
if torso and torso:get_name() == "mcl_armor:elytra" and player_rocketing[user] ~= true then
player_rocketing[user] = true
minetest.after(6, function()
player_rocketing[user] = false
end)
itemstack:take_item()
--user:add_player_velocity(vector.multiply(user:get_look_dir(), 20))
rocket_sound()
end
return itemstack
end,
})

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@ -1,3 +1,14 @@
local smoke_pdef = {
amount = 0.5,
maxexptime = 2.0,
minvel = { x = 0.0, y = 0.5, z = 0.0 },
maxvel = { x = 0.0, y = 0.6, z = 0.0 },
minsize = 1.5,
maxsize = 1.5,
minrelpos = { x = -1/16, y = 0.04, z = -1/16 },
maxrelpos = { x = 1/16, y = 0.06, z = 1/16 },
}
local spawn_flames_floor = function(pos)
-- Flames
mcl_particles.add_node_particlespawner(pos, {
@ -15,52 +26,39 @@ local spawn_flames_floor = function(pos)
glow = minetest.registered_nodes[minetest.get_node(pos).name].light_source,
}, "low")
-- Smoke
mcl_particles.add_node_particlespawner(pos, {
amount = 0.5,
time = 0,
minpos = vector.add(pos, { x = -1/16, y = 0.04, z = -1/16 }),
maxpos = vector.add(pos, { x = -1/16, y = 0.06, z = -1/16 }),
minvel = { x = 0, y = 0.5, z = 0 },
maxvel = { x = 0, y = 0.6, z = 0 },
minexptime = 2.0,
maxexptime = 2.0,
minsize = 1.5,
maxsize = 1.5,
texture = "mcl_particles_smoke_anim.png",
animation = {
type = "vertical_frames",
aspect_w = 8,
aspect_h = 8,
length = 2.05,
},
}, "medium")
mcl_particles.spawn_smoke(pos, "torch", smoke_pdef)
end
local spawn_flames_wall = function(pos)
local minrelpos, maxrelpos
local node = minetest.get_node(pos)
local dir = minetest.wallmounted_to_dir(node.param2)
local smoke_pdef = table.copy(smoke_pdef)
if dir.x < 0 then
minrelpos = { x = -0.38, y = 0.04, z = -0.1 }
maxrelpos = { x = -0.2, y = 0.14, z = 0.1 }
smoke_pdef.minrelpos = { x = -0.38, y = 0.04, z = -0.1 }
smoke_pdef.maxrelpos = { x = -0.2, y = 0.14, z = 0.1 }
elseif dir.x > 0 then
minrelpos = { x = 0.2, y = 0.04, z = -0.1 }
maxrelpos = { x = 0.38, y = 0.14, z = 0.1 }
smoke_pdef.minrelpos = { x = 0.2, y = 0.04, z = -0.1 }
smoke_pdef.maxrelpos = { x = 0.38, y = 0.14, z = 0.1 }
elseif dir.z < 0 then
minrelpos = { x = -0.1, y = 0.04, z = -0.38 }
maxrelpos = { x = 0.1, y = 0.14, z = -0.2 }
smoke_pdef.minrelpos = { x = -0.1, y = 0.04, z = -0.38 }
smoke_pdef.maxrelpos = { x = 0.1, y = 0.14, z = -0.2 }
elseif dir.z > 0 then
minrelpos = { x = -0.1, y = 0.04, z = 0.2 }
maxrelpos = { x = 0.1, y = 0.14, z = 0.38 }
smoke_pdef.minrelpos = { x = -0.1, y = 0.04, z = 0.2 }
smoke_pdef.maxrelpos = { x = 0.1, y = 0.14, z = 0.38 }
else
return
end
-- Flames
mcl_particles.add_node_particlespawner(pos, {
amount = 8,
time = 0,
minpos = vector.add(pos, minrelpos),
maxpos = vector.add(pos, maxrelpos),
minpos = vector.add(pos, smoke_pdef.minrelpos),
maxpos = vector.add(pos, smoke_pdef.maxrelpos),
minvel = { x = -0.01, y = 0, z = -0.01 },
maxvel = { x = 0.01, y = 0.1, z = 0.01 },
minexptime = 0.3,
@ -71,25 +69,7 @@ local spawn_flames_wall = function(pos)
glow = minetest.registered_nodes[node.name].light_source,
}, "low")
-- Smoke
mcl_particles.add_node_particlespawner(pos, {
amount = 0.5,
time = 0,
minpos = vector.add(pos, minrelpos),
maxpos = vector.add(pos, maxrelpos),
minvel = { x = 0, y = 0.5, z = 0 },
maxvel = { x = 0, y = 0.6, z = 0 },
minexptime = 2.0,
maxexptime = 2.0,
minsize = 1.5,
maxsize = 1.5,
texture = "mcl_particles_smoke_anim.png",
animation = {
type = "vertical_frames",
aspect_w = 8,
aspect_h = 8,
length = 2.05,
},
}, "medium")
mcl_particles.spawn_smoke(pos, "torch", smoke_pdef)
end
local remove_flames = function(pos)

View file

@ -1,6 +1,6 @@
local S = minetest.get_translator("mcl_playerplus")
local elytra = {}
elytra = {}
local node_stand_return = ":air"
local get_connected_players = minetest.get_connected_players
@ -24,6 +24,7 @@ local mcl_playerplus_internal = {}
local def = {}
local time = 0
local look_pitch = 0
local player_collision = function(player)
@ -194,15 +195,32 @@ minetest.register_globalstep(function(dtime)
player_vel_yaws[name] = player_vel_yaw
if minetest.get_node_or_nil({x=player:get_pos().x, y=player:get_pos().y - 0.5, z=player:get_pos().z}) then
node_stand_return = minetest.get_node_or_nil({x=player:get_pos().x, y=player:get_pos().y - 0.5, z=player:get_pos().z}).name
node_stand_return = minetest.get_node_or_nil({x=player:get_pos().x, y=player:get_pos().y - 0.1, z=player:get_pos().z}).name
else
minetest.log("action", "somehow player got of loaded areas")
end
local chestplate = player:get_inventory():get_stack("armor", 3)
if player_rocketing[player] and player_rocketing[player] == true and chestplate:get_name() == "mcl_armor:elytra" then
if math.abs(player_velocity.x) + math.abs(player_velocity.y) + math.abs(player_velocity.z) < 40 then
player:add_player_velocity(vector.multiply(player:get_look_dir(), 4))
elytra[player] = true
end
end
controls.register_on_press(function(player, key)
if key~="jump" then return end
if key~="jump" and key~="RMB" then return end
if key=="jump" then
if player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" and player_velocity.y < -6 and elytra[player] ~= true then
elytra[player] = true
elseif key=="RMB" then
if wielded:get_name() == "mcl_tools:rocket" then
local item = wielded:take_item()
player:set_wielded_item(wielded)
end
end
end
end)
@ -224,13 +242,12 @@ minetest.register_globalstep(function(dtime)
end
if math.abs(player_velocity.x) + math.abs(player_velocity.z) < 20 then
local dir = minetest.yaw_to_dir(player:get_look_horizontal())
local pitch = 1 * player:get_look_vertical() * -.1
player:add_velocity({x=dir.x, y=pitch, z=dir.z})
end
if control.sneak then
if player_velocity.y > -5 then
player:add_velocity({x=0, y=-2, z=0})
if degrees(player:get_look_vertical()) * -.01 < .1 then
look_pitch = degrees(player:get_look_vertical()) * -.01
else
look_pitch = .1
end
player:add_velocity({x=dir.x, y=look_pitch, z=dir.z})
end
else
playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")