Merge branch 'master' of https://git.minetest.land/Wuzzy/MineClone2
This commit is contained in:
commit
6ebafe7735
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@ -5,7 +5,7 @@ Wow, thank you! :-)
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But first, some things to note:
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MineClone 2's development target is to make a free software clone of Minecraft,
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***version 1.11***, ***PC edition***.
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***version 1.12***, ***PC edition***, *** + Optifine features supported by the Minetest Engine ***.
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MineClone 2 is maintained by two persons. Namely, kay27 and EliasFleckenstein. You can find us
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in the Minetest forums (forums.minetest.net), in IRC in the #minetest
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@ -86,7 +86,8 @@ Minetest to learn more.
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## Project description
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The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
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* **Target of development: Minecraft, PC Edition, version 1.11** (later known as “Java Edition”)
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* **Target of development: Minecraft, PC Edition, version 1.12** (later known as “Java Edition”)
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* MineClone2 also includes Optifine features supported by the Minetest
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* Features of later Minecraft versions might sneak in, but they have a low priority
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* In general, Minecraft is aimed to be cloned as good as Minetest currently permits (no hacks)
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* Cloning the gameplay has highest priority
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@ -405,3 +405,53 @@ function mcl_util.get_object_center(obj)
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pos.y = pos.y + (ymax - ymin) / 2.0
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return pos
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end
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local get_node_emerge_queue = {}
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local function ecb_get_far_node(blockpos, action, calls_remaining, param)
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if calls_remaining <= 0 and param then
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minetest.log("verbose","[mcl_util] ecb done for param = "..param.." node.name="..minetest.get_node(minetest.string_to_pos(param)).name)
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get_node_emerge_queue[param] = nil
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end
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end
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function mcl_util.get_far_node(pos, force)
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local node = minetest.get_node(pos)
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if node.name ~= "ignore" then
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return node
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end
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minetest.get_voxel_manip():read_from_map(pos, pos)
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node = minetest.get_node(pos)
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if node.name ~= "ignore" or not force then
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return node
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end
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local blockpos = vector.multiply(vector.floor(vector.divide(pos, mcl_vars.MAP_BLOCKSIZE)), mcl_vars.MAP_BLOCKSIZE)
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local key = minetest.pos_to_string(blockpos)
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for i=1,2 do -- give engine 2 chances to emerge the data
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if not get_node_emerge_queue[key] then
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get_node_emerge_queue[key] = 1
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minetest.log("verbose","[mcl_util] emerge during get_far_node("..minetest.pos_to_string(pos).."), key="..key..", blockpos="..minetest.pos_to_string(blockpos))
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minetest.emerge_area(blockpos, vector.add(blockpos, mcl_vars.MAP_BLOCKSIZE-1), ecb_get_far_node, key)
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end
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while not get_node_emerge_queue[key] do end
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minetest.log("verbose","[mcl_util] emerge finished for node "..minetest.pos_to_string(pos)..", key="..key..", blockpos="..minetest.pos_to_string(blockpos)..", node.name="..mcl_util.get_far_node(pos).name)
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node = minetest.get_node(pos)
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if node.name ~= "ignore" then
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return node
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end
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minetest.get_voxel_manip():read_from_map(pos, pos)
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node = minetest.get_node(pos)
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if node.name ~= "ignore" or not force then
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return node
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end
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end
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node.name = "air" -- engine continuously returns "ignore" - probably it is a bug
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minetest.swap_node(pos, node) -- engine continuously returns "ignore" - probably it is a bug
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return node -- engine continuously returns "ignore" - probably it is a bug
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end
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@ -331,7 +331,7 @@ mcl_inventory.set_creative_formspec = function(player, start_i, pagenum, inv_siz
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-- Show armor and player image
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local player_preview
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if minetest.settings:get_bool("3d_player_preview", true) then
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if minetest.settings:get_bool("3d_player_preview") then
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player_preview = mcl_player.get_player_formspec_model(player, 3.9, 1.4, 1.2333, 2.4666, "")
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else
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local img, img_player
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@ -65,7 +65,7 @@ local function set_inventory(player, armor_change_only)
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-- Show armor and player image
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local player_preview
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if minetest.settings:get_bool("3d_player_preview", true) then
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if minetest.settings:get_bool("3d_player_preview") then
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player_preview = mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "")
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else
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local img, img_player
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@ -4,7 +4,7 @@
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-------------------------------------------------------------------------------
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function settlements.build_schematic(vm, data, va, pos, building, replace_wall, name)
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-- get building node material for better integration to surrounding
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local platform_material = minetest.get_node_or_nil(pos)
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local platform_material = mcl_util.get_far_node(pos, true)
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if not platform_material then
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return
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end
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@ -1,3 +1,4 @@
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mcl_util
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mcl_core
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mcl_loot
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mcl_farming?
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@ -52,8 +52,7 @@ function settlements.terraform(settlement_info, pr)
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else
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-- write ground
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local p = {x=pos.x+xi, y=pos.y+yi, z=pos.z+zi}
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minetest.forceload_block(p)
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local node = minetest.get_node_or_nil(p)
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local node = mcl_util.get_far_node(p, true)
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if node and node.name ~= "air" then
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minetest.swap_node(p,{name="air"})
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end
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@ -94,11 +94,8 @@ if mg_name ~= "singlenode" then
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-- don't build settlements on (too) uneven terrain
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local height_difference = settlements.evaluate_heightmap(minp, maxp)
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if height_difference > max_height_difference then return end
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-- new way - slow :(((((
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minetest.emerge_area(vector.subtract(minp,24), vector.add(maxp,24), ecb_build_a_settlement, {minp = vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed})
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-- old way - wait 3 seconds:
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-- minetest.after(3, ecb_build_a_settlement, nil, 1, 0, {minp = vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed})
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-- we need 'minetest.after' here to exit from emerging thread we probably currently in:
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minetest.after(0.1, build_a_settlement_no_delay, vector.new(minp), vector.new(maxp), blockseed)
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end)
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end
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-- manually place villages
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@ -51,7 +51,7 @@ function settlements.find_surface(pos)
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local itter -- count up or down
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local cnt_max = 200
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-- check, in which direction to look for surface
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local surface_node = minetest.get_node_or_nil(p6)
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local surface_node = mcl_util.get_far_node(p6, true)
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if surface_node and string.find(surface_node.name,"air") then
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itter = -1
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else
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@ -60,32 +60,16 @@ function settlements.find_surface(pos)
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-- go through nodes an find surface
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while cnt < cnt_max do
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cnt = cnt+1
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minetest.forceload_block(p6)
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surface_node = minetest.get_node_or_nil(p6)
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if not surface_node then
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-- Load the map at pos and try again
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minetest.get_voxel_manip():read_from_map(p6, p6)
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surface_node = minetest.get_node(p6)
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if surface_node.name == "ignore" then
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settlements.debug("find_surface1: nil or ignore")
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return nil
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end
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surface_node = mcl_util.get_far_node(p6, true)
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if surface_node.name == "ignore" then
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settlements.debug("find_surface1: nil or ignore")
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return nil
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end
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-- if surface_node == nil or surface_node.name == "ignore" then
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-- --return nil
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-- local fl = minetest.forceload_block(p6)
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-- if not fl then
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--
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-- return nil
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-- end
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-- end
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--
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-- Check Surface_node and Node above
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--
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if settlements.surface_mat[surface_node.name] then
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local surface_node_plus_1 = minetest.get_node_or_nil({ x=p6.x, y=p6.y+1, z=p6.z})
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local surface_node_plus_1 = mcl_util.get_far_node({ x=p6.x, y=p6.y+1, z=p6.z}, true)
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if surface_node_plus_1 and surface_node and
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(string.find(surface_node_plus_1.name,"air") or
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string.find(surface_node_plus_1.name,"snow") or
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@ -257,7 +241,7 @@ function settlements.initialize_nodes(settlement_info, pr)
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for xi = 0,width do
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for zi = 0,depth do
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local ptemp = {x=p.x+xi, y=p.y+yi, z=p.z+zi}
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local node = minetest.get_node(ptemp)
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local node = mcl_util.get_far_node(ptemp, true)
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if node.name == "mcl_furnaces:furnace" or
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node.name == "mcl_chests:chest" or
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node.name == "mcl_anvils:anvil" then
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