Commit Graph

87 Commits

Author SHA1 Message Date
Zaoqi
95ebd6ab85 Add zh_CN translation 2020-01-22 19:09:38 +01:00
Muhammad Nur Hidayat Yasuyoshi (MNH48)
aa71d13511 Add Malay translation 2019-11-30 17:31:40 +01:00
Aresiel
8e3fc0a7ed Add Swedish translation 2019-11-30 17:31:29 +01:00
Andrey2470T
bda65b0c4b Add Russian translation (#2525) 2019-10-24 21:54:20 +02:00
Hamlet
16e11918c5 Italian translation (#2491) 5.1.0 5.1.1 2019-10-12 14:30:37 +02:00
JDiaz
9f16221ded Spanish Translation (#2505) 2019-10-10 21:19:20 +02:00
DrHackberry
5296521b7f French translation (#2514) 2019-10-10 21:18:25 +02:00
Wuzzy
8adeea2fb3 Add translation templates and German translation 2019-09-22 13:42:40 +02:00
Yves Quemener
e151d018b9 Add support for MT 5 game translation (rebasing ) (#2466)
rebased #2368
2019-09-10 19:09:51 +02:00
TumeniNodes
8b3307cc70 Add new TNT sounds 2019-08-28 03:06:23 +01:00
Paramat
351a70b530 TNT: Remove unusable sounds, use temporary placeholders 2019-08-18 19:47:06 +01:00
sfan5
eae0d158d7 Switch to mod.conf, delete deprecated depends.txt 2019-07-17 00:38:23 +02:00
SmallJoker
3020f6a241 Replace deprecated function calls 5.0.0 5.0.1 2018-07-01 20:44:03 +01:00
Paramat
2fb332ea52 TNT: Raise cost of TNT by adding a TNT stick crafting stage
6 gunpowder and 1 paper crafts to 2 TNT stick craftitems.
9 TNT sticks craft to 1 TNT.
TNT stick is not yet usable as an explosive, possibly later.
2018-06-01 23:41:45 +01:00
sofar
ee57c08a45 Prevent divide by zero (#2106)
This forces all explosions to damage entities within the 1 node
range. If that needs to be disabled, the damage_radius needs to
be set to 0.
2018-04-08 17:57:00 +01:00
tenplus1
840ce2d9d8 TNT: Add tnt.boom defaults
This adds def, def.radius and def.damage_radius defaults to the
tnt.boom() function if they aren't specified on call.
2017-10-10 22:55:49 +01:00
tenplus1
efa74441e3 TNT: Add explode_center flag
Add 'explode_centre' flag which when false explodes as normal and when true runs on_blast on centre node as well as dropping items.
2017-08-26 22:14:44 +01:00
tenplus1
b4168ffda4 TNT: Allow a custom explosion sound to be used 2017-08-18 18:41:15 +01:00
tenplus1
ab89213fe0 TNT's tnt:boom cleanup (#1868)
The tnt:boom node doesn't actually need the on_construct and on_timer functions to remove the node after 0.4 seconds as the tnt_explode function already does this beforehand.
2017-08-13 13:46:30 +02:00
SmallJoker
846e22a06b TNT: Only burn visually connected powder (#1857) 2017-07-29 18:09:15 +02:00
Foz
d035601c36 TNT: Track TNT owner in metadata for protection mods
It is useful for protection mods to know who owns an exploding
TNT block. This allows the blocks destroyed by the TNT to be
limited to the same ones the owner could destroy without using
TNT.

TNT placed within a protected area by the area owner, and later
ignited by another player will destroy within the protected area
nodes the igniter may not otherwise be able to interact with. Any
player could significantly increase the size of an explosion by
placing more TNT in an adjacent unprotected area if the original
TNT block was placed withing 1 node of such a boundary. This
feature sounds dangerous, but we are talking about TNT. Players
should use it carefully.
2017-07-02 11:30:39 +01:00
paramat
b0d3bf0ecd Settings: Use new settings object 0.4.16 2017-05-24 07:18:26 +01:00
Fernando Carmona Varo
1f1a1e81dd TNT: Gunpowder (and tnt.burn) will trigger the on_ignite of nodes
The previous behaviour is kept as fallback for compatibility, for when the on_ignite
is not defined in the node.
2017-05-01 19:38:38 +01:00
Fixer
98c4fc4738 TNT: Clarify new TNT receipe
Update readme.txt with new TNT crafting recipe.
2017-03-14 19:05:49 +00:00
Auke Kok
02ddade1ae TNT: start fire nodetimers for created fire nodes.
Without this patch, any fire created(placed) by tnt explosions
will remain forever on the map.
2017-03-14 19:03:34 +00:00
Diego Martínez
3fc49d574b Fix some warnings.
Also fixes the failing travis checks.
2017-03-05 09:27:53 +00:00
Auke Kok
66fae9316f TNT: Log explosions and player igniting tnt or gunpowder 2017-01-19 21:57:34 -08:00
DS-Minetest
472a5a6bde Decrease the cost of gunpowder for trails
The cost of TNT remains the same
2017-01-01 23:41:04 +00:00
paramat
219c5324bf Update 'nodeupdate()' to 'check_for_falling()' API 0.4.15 2016-11-22 05:55:36 +00:00
Fernando Carmona Varo
3601aac35c Fire / tnt: Make flint-and-steel use node on_ignite functions
Add on_ignite functions to tnt, gunpowder, coalblock.
2016-11-07 14:10:00 +00:00
Fernando Carmona Varo
6464db97e7 Tnt: Flammable TNT and gunpowder that activates when burnt
Some code simplifications.
2016-11-02 12:41:14 +00:00
tenplus1
0ba6681df5 Tnt: Various optimisations
Pass nodename to tnt.burn function where possible to reduce
use of 'get_node'.
Change 'ipairs' to 'pairs'.
Use 'nodeupdate_single(pos)' instead of 'nodeupdate(pos)' to
avoid every node triggering recursion, the loop itself takes
the place of recursion and works upwards through horizontal
planes as required.
2016-10-10 03:16:41 +01:00
paramat
57c7a4d43f Change WTFPL to MIT (part 3)
Relicense WTFPL media to CC BY-SA 3.0.
Various corrections and edits.
2016-09-07 04:44:53 +01:00
paramat
f3e97b9514 Licenses: Change WTFPL to MIT (part 2)
Add license.txt files.
Update and improve README.txt files.
Corrections to part 1.
2016-09-06 04:45:23 +01:00
paramat
da54f56951 Licenses: Change WTFPL to MIT (part 1)
Part 1: All mods except default and xpanes.
Add license.txt files.
Add missing README.txt files.
Check and update copyright years for all contributors.
Improve text format and make more consistent.
2016-09-05 05:54:33 +01:00
tenplus1
4294c6e8ac Add labels to ABMs
Useful for searches and the mod profiler.
2016-08-09 03:56:37 +01:00
tenplus1
520470275f Tnt: Limit blown up dropped stacks to stack_max
This replaces the hardcoded 99 item limit and instead uses the
get_stack_max() limit for each item.
2016-08-09 03:48:01 +01:00
tenplus1
054c814af8 TNT: Fix bug with huge stacks
This fixes the TNT bug that can crash game when blowing up a container
which holds huge stacks above the norm... e.g. give yourself 65535 snow,
place in chest, blow up, stalled!
2016-08-04 03:21:55 +01:00
Tim
d4f4156cbe Stop shadowing upvalues and definitions. 2016-07-15 21:58:49 +01:00
Tim
85f2dae56f Remove unused and clean up missused variable-value assignments.
* Unused variables
* Unused values (assigned to variables, but overwritten before use)
* Defining already defined variables instead of reassigning to them.
2016-07-15 21:58:49 +01:00
paramat
12fae236e3 TNT: Add missing 'then' 2016-07-07 19:22:26 +01:00
tenplus1
c65b343b58 TNT: When disabled leave some useful functionality enabled
- Only remove the TNT craft recipe, tnt:tnt node and the ABM
- Leave tnt:tnt_burning available for explosions in 3rd party mods
2016-07-07 18:10:57 +01:00
paramat
374895dfdd Tnt: Avoid divide-by-zero errors in calc_velocity() 0.4.14 2016-05-08 22:53:16 +01:00
Foz
fe246a7161 Tnt: Fix bug in dropped item counting 2016-05-05 23:46:10 +01:00
Auke Kok
aebe7dd1ef TNT: Combine adjacent TNT into the explosion
This uses a vmanip to count adjacent tnt nodes and explodes them
all at once, using an inverse square law to recalculate the radius.
The maximum explosion becomes 125 nodes of tnt yielding a radius of
15 nodes, which does not break my machine and makes it return
in under a second.

This makes both bigger explosions and less stability issues.

The drop code has been simplified and now drops at all times a
reasonable amount of drops, never blanketing the area with drops,
even at the larges explosion level.

Particles are scaled up according to explosion size as well - a
bigger explosion will show bigger particles.

To scale the tnt:boom particle, we move it to the _effects() function.
2016-05-01 18:57:45 +01:00
Auke Kok
43cf4a4984 TNT: Allow mods to override entity physics.
Introduces an `on_blast(luaobj, damage)` callback that mods can attach
to an entity def. The function will get called with the damage that
TNT would make.

The function should return three values:

  bool do_damage, bool do_knockback, table drops

do_damage allows the mod to tell the TNT code to perform damage on
the entity for the mod. The mod code should not do anything with
the entity HP. The entity should not be immortal. If false, then
the entity will not be damaged by the TNT mod.

do_knockback allows the mod to tell the TNT mod to perform an
entity knockback effect. If false, no knockback effect is applied
to the entity.

the drops table is a list of items to drop. It may be nil. E.g. {
"wool:red" }.

I've documented both on_blast() API methods in game_api.txt. It is
a better place than lua_api.txt.
2016-04-30 20:47:21 +01:00
Auke Kok
b56c7c0703 TNT: Fix multiple explosions erasing drops
Any second explosion near a first TNT explosion will punch all
entities found nearby, including item drops. This causes the
item pickup code to think the item was picked up, but by
a `nil` player, thus removing the item.

We query for the immortal entity group, and if the item is in
the immortal group, do not punch the item.
2016-04-30 20:47:21 +01:00
Auke Kok
c578b8efcb TNT: make tnt:boom visual a particle, and larger
We reuse the tnt:boom texture for a particle that is added by the
on_construct() of tnt:boom, and has a short expiry time (0.2sec).
It is 3 nodes larged, centered on the explosion.

We then make tnt:boom airlike so it doesn't have a texture, and it's
the thing that emits lots of light (we could even make it exist a
bit longer).

The nice thing about particles is that the client is less susceptible
to lag and will always remove them as fast as possible, so this makes
the visual more constant and responsive.
2016-04-26 22:34:00 +01:00
Auke Kok
37cd00b05d TNT: lower smoke particle count and speed.
The effect is similar, and the reduction in particles is a small
boost in responsiveness.

To compensate, I've lowered the spawner time and expiration length
as well.
2016-04-26 22:34:00 +01:00
Auke Kok
7647af14f7 TNT: self-start boom removal timer. 2016-04-26 22:34:00 +01:00