Merge branch 'master' into elytra-overhaul

This commit is contained in:
SumianVoice 2022-08-02 09:44:51 +00:00
commit fab3c35c28
2 changed files with 355 additions and 288 deletions

View file

@ -13,6 +13,12 @@ local function is_group(pos, group)
end end
local is_water = flowlib.is_water local is_water = flowlib.is_water
local function is_river_water(p)
local n = minetest.get_node(p).name
if n == "mclx_core:river_water_source" or n == "mclx_core:river_water_flowing" then
return true
end
end
local function is_ice(pos) local function is_ice(pos)
return is_group(pos, "ice") return is_group(pos, "ice")
@ -204,6 +210,7 @@ function boat.on_step(self, dtime, moveresult)
local on_water = true local on_water = true
local on_ice = false local on_ice = false
local in_water = is_water({x=p.x, y=p.y-boat_y_offset+1, z=p.z}) local in_water = is_water({x=p.x, y=p.y-boat_y_offset+1, z=p.z})
local in_river_water = is_river_water({x=p.x, y=p.y-boat_y_offset+1, z=p.z})
local waterp = {x=p.x, y=p.y-boat_y_offset - 0.1, z=p.z} local waterp = {x=p.x, y=p.y-boat_y_offset - 0.1, z=p.z}
if not is_water(waterp) then if not is_water(waterp) then
on_water = false on_water = false
@ -213,7 +220,7 @@ function boat.on_step(self, dtime, moveresult)
v_slowdown = 0.04 v_slowdown = 0.04
v_factor = 0.5 v_factor = 0.5
end end
elseif in_water then elseif in_water and not in_river_water then
on_water = false on_water = false
in_water = true in_water = true
v_factor = 0.75 v_factor = 0.75
@ -345,7 +352,18 @@ function boat.on_step(self, dtime, moveresult)
else else
p.y = p.y + 1 p.y = p.y + 1
local is_obsidian_boat = self.object:get_luaentity()._itemstring == "mcl_boats:boat_obsidian" local is_obsidian_boat = self.object:get_luaentity()._itemstring == "mcl_boats:boat_obsidian"
if is_water(p) or is_obsidian_boat then if is_river_water(p) then
local y = self.object:get_velocity().y
if y >= 5 then
y = 5
elseif y < 0 then
new_acce = {x = 0, y = 10, z = 0}
else
new_acce = {x = 0, y = 2, z = 0}
end
new_velo = get_velocity(self._v, self.object:get_yaw(), y)
self.object:set_pos(self.object:get_pos())
elseif is_water(p) and not is_river_water(p) or is_obsidian_boat then
-- Inside water: Slowly sink -- Inside water: Slowly sink
local y = self.object:get_velocity().y local y = self.object:get_velocity().y
y = y - 0.01 y = y - 0.01

View file

@ -8,42 +8,84 @@ Valid strings:
regeneration regeneration
]]-- ]]--
mcl_beacons = {
blocks ={"mcl_core:diamondblock","mcl_core:ironblock","mcl_core:goldblock","mcl_core:emeraldblock","mcl_nether:netheriteblock"},
fuel = {"mcl_core:diamond","mcl_core:emerald","mcl_core:iron_ingot","mcl_core:gold_ingot","mcl_nether:netherite_ingot"}
}
local beacon_blocklist = mcl_beacons.blocks
local beacon_fuellist = mcl_beacons.fuel
local pallete_order = {
glass_cyan = 1,
pane_cyan_flat = 1,
pane_cyan = 1,
glass_white = 2,
pane_white_flat = 2,
pane_white = 2,
glass_brown = 3,
pane_brown_flat = 3,
pane_brown = 3,
glass_blue = 4,
pane_blue_flat = 4,
pane_blue = 4,
glass_light_blue = 5,
pane_light_blue_flat = 5,
pane_light_blue = 5,
glass_pink = 6,
pane_pink_flat = 6,
pane_pink = 6,
glass_purple = 7,
pane_purple_flat = 7,
pane_purple = 7,
glass_red = 8,
pane_red_flat = 8,
pane_red = 8,
glass_silver = 9,
pane_silver_flat = 9,
pane_silver = 9,
glass_gray = 10,
pane_gray_flat = 10,
pane_gray = 10,
glass_lime = 11,
pane_lime_flat = 11,
pane_lime = 11,
glass_green = 12,
pane_green_flat = 12,
pane_green = 12,
glass_orange = 13,
pane_orange_flat = 13,
pane_orange = 13,
glass_yellow = 14,
pane_yellow_flat = 14,
pane_yellow = 14,
glass_black = 15,
pane_black_flat = 15,
pane_black = 15,
glass_magenta = 16,
pane_magenta_flat = 16,
pane_magenta = 16
}
local function get_beacon_beam(glass_nodename) local function get_beacon_beam(glass_nodename)
if string.match(glass_nodename, "cyan") then if glass_nodename == "air" then return 0 end
return 1 local glass_string = glass_nodename:split(':')[2]
elseif string.match(glass_nodename,"white") then if not pallete_order[glass_string] then return 0 end
return 2 return pallete_order[glass_string]
elseif string.match(glass_nodename,"brown") then
return 3
elseif string.match(glass_nodename,"blue") and not string.match(glass_nodename, "light") then
return 4
elseif string.match(glass_nodename,"light_blue") then
return 5
elseif string.match(glass_nodename,"pink") then
return 6
elseif string.match(glass_nodename, "purple") then
return 7
elseif string.match(glass_nodename, "red") then
return 8
elseif string.match(glass_nodename, "silver") then
return 9
elseif string.match(glass_nodename, "gray") then
return 10
elseif string.match(glass_nodename, "lime") then
return 11
elseif string.match(glass_nodename, "green") then
return 12
elseif string.match(glass_nodename, "orange") then
return 13
elseif string.match(glass_nodename, "yellow") then
return 14
elseif string.match(glass_nodename, "black") then
return 15
elseif string.match(glass_nodename, "magenta") then
return 16
else
return 0
end
end end
minetest.register_node("mcl_beacons:beacon_beam", { minetest.register_node("mcl_beacons:beacon_beam", {
@ -163,7 +205,7 @@ local function globalstep_function(pos,player)
local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name
if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "mcl_core:void" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "mcl_core:void" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air
if nodename ~="mcl_beacons:beacon_beam" then if nodename ~="mcl_beacons:beacon_beam" then
if minetest.get_item_group(nodename,"glass") == 0 then if minetest.get_item_group(nodename,"glass") == 0 and minetest.get_item_group(nodename,"material_glass") == 0 then
obstructed = true obstructed = true
remove_beacon_beam(pos) remove_beacon_beam(pos)
return return
@ -279,7 +321,7 @@ minetest.register_node("mcl_beacons:beacon", {
end end
if minetest.get_item_group(node.name, "glass") ~= 0 then if minetest.get_item_group(node.name, "glass") ~= 0 or minetest.get_item_group(node.name,"material_glass") ~= 0 then
beam_palette_index = get_beacon_beam(node.name) beam_palette_index = get_beacon_beam(node.name)
end end
@ -328,6 +370,7 @@ minetest.register_globalstep(function(dtime)
end end
end) end)
minetest.register_abm{ minetest.register_abm{
label="update beacon beam", label="update beacon beam",
nodenames = {"mcl_beacons:beacon_beam"}, nodenames = {"mcl_beacons:beacon_beam"},
@ -336,11 +379,17 @@ minetest.register_abm{
action = function(pos) action = function(pos)
local node_below = minetest.get_node({x=pos.x,y=pos.y-1,z=pos.z}) local node_below = minetest.get_node({x=pos.x,y=pos.y-1,z=pos.z})
local node_above = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z}) local node_above = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
local node_current = minetest.get_node(pos)
if node_below.name == "air" then if node_below.name == "air" then
if minetest.get_node({x=pos.x,y=pos.y-2,z=pos.z}).name == "mcl_beacons:beacon" then
minetest.set_node({x=pos.x,y=pos.y-1,z=pos.z},{name="mcl_beacons:beacon_beam",param2=0})
end
remove_beacon_beam(pos) remove_beacon_beam(pos)
elseif node_above.name == "air" then elseif node_above.name == "air" or (node_above.name == "mcl_beacons:beacon_beam" and node_above.param2 ~= node_current.param2) then
minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z},{name="mcl_beacons:beacon_beam",param2=node_below.param2}) minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z},{name="mcl_beacons:beacon_beam",param2=node_current.param2})
elseif minetest.get_item_group(node_above.name, "glass") ~= 0 or minetest.get_item_group(node_above.name,"material_glass") ~= 0 then
minetest.set_node({x=pos.x,y=pos.y+2,z=pos.z},{name="mcl_beacons:beacon_beam",param2=get_beacon_beam(node_above.name)})
end end
end, end,
} }