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Add optional conversion to MineClone2, along with a few related fixes. #21

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MysticTempest
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Alright, per the earlier discussion here's a pr that adds the option to choose between games, and closes #20

I also removed the random rotation of pumpkins/melons; and re-added the old door code. Both are unnecessary for MTG, but needed for MCL2.
Though I did add some extra conversions for the "new" door wood-types, and mapped them to wooden doors in MTG.

And finally, I added a few extra notes on how coordinates are roughly converted, and which minecraft world versions are currently compatible with mcimport.


Example of converted coordinates:
Minecraft: 704, 4, -318
Minetest: 720, -60, 334
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should we maybe include a (lua) example function that converts the old coordinates?

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Possibly? I'm not sure how that'd work. I just know that converted maps don't keep the player's save location; so spawning into an imported map requires flying/teleportation to the converted area. And, it's quickest if users know the coordinates beforehand so they have a rough idea of where to look.

@@ -270,9 +270,6 @@ def isdoor(b):
# rotate lily pads randomly
elif blocks[i] == 111:
param2[i] = random.randint(0,3)
# melon/pumpkin blocks
elif blocks[i] == 86 or blocks[i] == 103:
param2[i] = random.randint(0,23)
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Maybe I missed it, but, what was the reason this can be removed?

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Melons don't need to be randomly rotated since they don't have any face. Pumpkins do have a face in mcl2/minecraft, so the code interferes with conversion of facedirs.

content_mcl2.py Outdated
blocks = [[(0, 0)]*16 for i in range(blocks_len)]
for (id, data), value in bd.items():
blocks[id][data] = value
return name_id_mapping, blocks
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how much of this is different? any chance we can keep the same file instead?

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Sorry, I'm not much of a coder, so a lot of the python stuff is duplicated. This one just opens the "mcl2_map_content.txt" file. But, I can take another look.

976 12 doors:door_wood_a 0
976 13 doors:door_wood_a 1
976 14 doors:door_wood_a 2
976 15 doors:door_wood_a 3
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I'm assuming the in-game ABM still converts this all ok? Did you test that?

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Like the currently converted wood/steel doors. I mapped only the bottom halves(from Minecraft) to the full MTG doors. Yes, I tested; they convert fine.

mcimport_mcl2.py Outdated

print("Conversion finished!\n")
print("Please enjoy your new MineClone2 world!")

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same deal, most of this is just duplicated code, which will make it more difficult to maintain. Can we deduplicate?

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Yea, I can try and take another run at it; see if I can work something out.

//202 4 mcl_end:purpur_pillar 12 //East,West pointing vectors with a MC state for X
//202 8 mcl_end:purpur_pillar 6 //North,South pointing vectors with a MC state for Z

//=====================================================================================
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all this should go into a documentation file, and then both content files can reference this.

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Alright, I'll move both sections into a separate documentation file.

3 2 mcl_core:podzol
4 mcl_core:cobble

#ifdef MORETREES
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for MCL this doesn't make sense, let's just drop MORETREES from this entirely

43 3 mcl_core:cobble
43 4 mcl_core:brick_block
43 5 mcl_core:stonebrick
#ifdef NETHER
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@sofar sofar Feb 7, 2019

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if mcl2 has nether by default, and quartz, let's not make these ifdef statements here, at all.

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Okay, I'll clear out all these ifdef statements, including the moretrees stuff you mentioned above.

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sofar commented Feb 7, 2019

in large this is ok, but I'd like to see some dedup work so we're not just blowing up our code base.

@MysticTempest
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Alrighty, did some research and figured out enough python to fix the dedup issues you requested. Then went ahead and moved the documentation to its own file. And lastly, cleared out the ifdef related stuff from the mcl2_map_content file as requested.

I retested importing maps to both games, and everything appears to still work fine.

@MysticTempest
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MysticTempest commented Feb 17, 2019

So, I was testing in Minetest v5.0, and I noticed a large amount of warning message spam in "debug.txt".

Example error:
WARNING[Emerge-0]: VoxelManip:set_lighting called for a non-mapgen VoxelManip object

It seems to be due to this commit in Minetest that added warnings: minetest/minetest@741e3ef
And, is related to the lighting update code here in "mcimport.py" which creates the "/worldmods/mcimport/init.lua" file for every converted world.

I tested commenting out the 'set_lighting' line in a new branch:
-- vm:set_lighting({day = 15, night = 0}, minp, maxp)

And, it clears the error spam, while lighting seems to still be okay.
So, I went ahead, and fixed that while updating the PR.

@MysticTempest MysticTempest force-pushed the add_mcl2_support branch 2 times, most recently from 2ee38ec to cf97738 Compare September 4, 2019 05:59
…fix for 'vm:set_lighting' errors in Minetest v5.x.
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Possibility of including conversion option for MineClone2 in addition to Minetest Game?
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