mirror of
https://github.com/luanti-org/minetest_game.git
synced 2025-04-30 05:01:41 -04:00
Merge c29990b601
into 88ecab34d9
This commit is contained in:
commit
cc0a25dc40
4 changed files with 258 additions and 93 deletions
|
@ -16,7 +16,7 @@ read_globals = {
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"Settings",
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"unpack",
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-- Silence errors about custom table methods.
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table = { fields = { "copy", "indexof" } },
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table = { fields = { "copy", "indexof", "insert_all" } },
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-- Silence warnings about accessing undefined fields of global 'math'
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math = { fields = { "sign" } }
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}
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11
game_api.txt
11
game_api.txt
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@ -83,6 +83,17 @@ in `bones.player_inventory_lists`.
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e.g. `table.insert(bones.player_inventory_lists, "backpack")`
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Additionally, callbacks can be registered to transfer items to the bones on death:
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`bones.register_collect_items(callback)`
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Functions registered this way won't be called if `bones_mode` is `keep` or in case of the death of a creative player.
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`callback` is a `function(player)` which `return`s a table of items to be transferred.
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Please note that this does not remove the items from the inventory they were taken of.
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Disposing of the items in this inventory is the `callback`'s responsibility.
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Creative API
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------------
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@ -13,6 +13,9 @@
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# keep: Player keeps items.
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#bones_mode = bones
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# Sets the maximum item slots inside a bones node. Anything above this limit will be dropped
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#bones_max_slots = 150
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# The time in seconds after which the bones of a dead player can be looted by
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# everyone.
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# 0 to disable.
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@ -6,8 +6,17 @@
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-- Load support for MT game translation.
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local S = minetest.get_translator("bones")
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local bones_max_slots = tonumber(minetest.settings:get("bones_max_slots")) or 15 * 10
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local min_inv_size = 4 * 8 -- display and provide at least this many slots
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bones = {}
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local function NS(s)
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return s
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end
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local function is_owner(pos, name)
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local owner = minetest.get_meta(pos):get_string("owner")
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if owner == "" or owner == name or minetest.check_player_privs(name, "protection_bypass") then
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@ -16,18 +25,93 @@ local function is_owner(pos, name)
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return false
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end
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local bones_formspec =
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"size[8,9]" ..
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"list[current_name;main;0,0.3;8,4;]" ..
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"list[current_player;main;0,4.85;8,1;]" ..
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"list[current_player;main;0,6.08;8,3;8]" ..
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"listring[current_name;main]" ..
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"listring[current_player;main]" ..
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default.get_hotbar_bg(0,4.85)
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local function appendmulti(tbl, ...)
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for _, v in pairs({...}) do
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table.insert(tbl, v)
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end
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end
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local function get_bones_formspec_for_size(numitems)
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local cols, rows
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local scroll=false
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if numitems <= min_inv_size then
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cols, rows = 8, 4
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else
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cols, rows = 8, math.ceil(numitems / 8)
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scroll=true
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end
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local output={}
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appendmulti(output, "size[", 8.5, ", ", 9, "]")
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if scroll then
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local row_05 = 13.2
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local row_15 = 128
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local multiplier = (row_15 - row_05) / 10
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local scrollmax = (rows - 5) * multiplier + row_05
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appendmulti(output, "scrollbaroptions[max=", scrollmax, "]")
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appendmulti(output, "scrollbar[8,0;0.3,4.5;vertical;bones_scroll;0]",
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"scroll_container[0,0.3;10.3,4.95;bones_scroll;vertical;0.1]")
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end
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appendmulti(output, "list[current_name;main;0,0;", cols, ",", rows, ";]")
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if scroll then
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appendmulti(output, "scroll_container_end[]")
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end
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appendmulti(output, "list[current_player;main;", 0, ",", 4.75, ";8,1;]")
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appendmulti(output, "list[current_player;main;", 0, ",", 5.98, ";8,3;8]")
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appendmulti(output, "listring[current_name;main]")
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appendmulti(output, "listring[current_player;main]")
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appendmulti(output, default.get_hotbar_bg(0, 4.85))
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return table.concat(output)
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end
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local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or 1200
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local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4
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local function find_next_empty(inv, listname, start)
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while start <= inv:get_size(listname) do
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if inv:get_stack(listname, start):get_count() == 0 then
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return start
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end
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start = start + 1
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end
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return -1
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end
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local function find_next_populated(inv, listname, start)
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while start <= inv:get_size(listname) do
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if inv:get_stack(listname, start):get_count() > 0 then
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return start
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end
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start = start + 1
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end
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return -1
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end
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-- slot reordering to make sure the first rows of the bone are always populated
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local function bones_inv_reorder(meta)
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local next_empty = 1 -- there are no empty slots inside the bones before this
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local next_populated -- there are no populated slots preceded by unpopulated slots before this
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local inv = meta:get_inventory()
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next_empty = find_next_empty(inv, "main", next_empty)
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if next_empty < 0 then
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return
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end
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next_populated = find_next_populated(inv, "main", next_empty + 1)
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while next_populated > 0 do
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local stack = inv:get_stack("main", next_populated)
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inv:set_stack("main", next_populated, ItemStack())
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inv:set_stack("main", next_empty, stack)
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next_empty = find_next_empty(inv, "main", next_empty + 1)
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next_populated = find_next_populated(inv, "main", next_populated + 1)
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end
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end
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local bones_def = {
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description = S("Bones"),
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tiles = {
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@ -79,6 +163,8 @@ local bones_def = {
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minetest.add_item(pos, "bones:bones")
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end
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minetest.remove_node(pos)
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else
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bones_inv_reorder(meta)
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end
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end,
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@ -91,7 +177,8 @@ local bones_def = {
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return
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end
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local inv = minetest.get_meta(pos):get_inventory()
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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local player_inv = player:get_inventory()
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local has_space = true
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@ -106,14 +193,17 @@ local bones_def = {
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end
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end
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-- remove bones if player emptied them
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if has_space then
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-- remove bones if player emptied them
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if player_inv:room_for_item("main", {name = "bones:bones"}) then
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player_inv:add_item("main", {name = "bones:bones"})
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else
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minetest.add_item(pos,"bones:bones")
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minetest.add_item(pos, "bones:bones")
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end
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minetest.remove_node(pos)
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else
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-- reorder items if player haven't emptied the bones
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bones_inv_reorder(meta)
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end
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end,
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@ -132,10 +222,12 @@ local bones_def = {
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end,
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}
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default.set_inventory_action_loggers(bones_def, "bones")
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minetest.register_node("bones:bones", bones_def)
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local function may_replace(pos, player)
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local node_name = minetest.get_node(pos).name
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local node_definition = minetest.registered_nodes[node_name]
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@ -171,7 +263,8 @@ local function may_replace(pos, player)
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return node_definition.buildable_to
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end
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local drop = function(pos, itemstack)
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local function drop(pos, itemstack)
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local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
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if obj then
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obj:set_velocity({
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@ -182,31 +275,118 @@ local drop = function(pos, itemstack)
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end
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end
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local player_inventory_lists = { "main", "craft" }
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bones.player_inventory_lists = player_inventory_lists
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local function is_all_empty(player_inv)
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for _, list_name in ipairs(player_inventory_lists) do
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if not player_inv:is_empty(list_name) then
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return false
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bones.player_inventory_lists = { "main", "craft" }
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local collect_items_callbacks = {}
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function bones.register_collect_items(func)
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table.insert(collect_items_callbacks, func)
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end
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bones.register_collect_items(function(player)
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local items = {}
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local player_inv = player:get_inventory()
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for _, list_name in ipairs(bones.player_inventory_lists) do
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local inv_list=player_inv:get_list(list_name) or {}
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for _, inv_slot in ipairs(inv_list) do
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if inv_slot:get_count() > 0 then
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table.insert(items, inv_slot)
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end
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end
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player_inv:set_list(list_name, {})
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end
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return items
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end)
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local function collect_items(player, player_name)
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local items = {}
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for _, callback in ipairs(collect_items_callbacks) do
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table.insert_all(items, callback(player))
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end
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return items
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end
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-- Try to find the closest space near the player to place bones
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local function find_bones_pos(player)
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local rounded_player_pos = vector.round(player:get_pos())
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local bones_pos
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if may_replace(rounded_player_pos, player) then
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bones_pos = rounded_player_pos
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else
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bones_pos = minetest.find_node_near(rounded_player_pos, 1, {"air"})
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end
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return bones_pos
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end
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local function place_bones(player, bones_pos, items)
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local param2 = minetest.dir_to_facedir(player:get_look_dir())
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minetest.set_node(bones_pos, {name = "bones:bones", param2 = param2})
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local bones_meta = minetest.get_meta(bones_pos)
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local bones_inv = bones_meta:get_inventory()
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-- Make it big enough that anything reasonable will fit
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bones_inv:set_size("main", bones_max_slots)
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local leftover_items = {}
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for _, item in ipairs(items) do
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if bones_inv:room_for_item("main", item) then
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bones_inv:add_item("main", item)
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else
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table.insert(leftover_items, item)
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end
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end
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return true
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local inv_size = bones_max_slots
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for i = 1, bones_max_slots do
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if bones_inv:get_stack("main", i):get_count() == 0 then
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inv_size = i - 1
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break
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end
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end
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bones_inv:set_size("main", math.max(inv_size, min_inv_size))
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bones_meta:set_string("formspec", get_bones_formspec_for_size(inv_size))
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-- "Ownership"
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local player_name = player:get_player_name()
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bones_meta:set_string("owner", player_name)
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if share_bones_time ~= 0 then
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bones_meta:set_string("infotext", S("@1's fresh bones", player_name))
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if share_bones_time_early == 0 or
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not minetest.is_protected(bones_pos, player_name) then
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bones_meta:set_int("time", 0)
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else
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bones_meta:set_int("time", share_bones_time - share_bones_time_early)
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end
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minetest.get_node_timer(bones_pos):start(10)
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else
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bones_meta:set_string("infotext", S("@1's bones", player_name))
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end
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return leftover_items
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end
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minetest.register_on_dieplayer(function(player)
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local bones_mode = minetest.settings:get("bones_mode") or "bones"
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if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
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bones_mode = "bones"
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end
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local player_name = player:get_player_name()
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local bones_position_message = minetest.settings:get_bool("bones_position_message") == true
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local player_name = player:get_player_name()
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local pos = vector.round(player:get_pos())
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local pos_string = minetest.pos_to_string(pos)
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local pos_string = minetest.pos_to_string(player:get_pos())
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-- return if keep inventory set or in creative mode
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if bones_mode == "keep" or minetest.is_creative_enabled(player_name) then
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local items = {}
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if not minetest.is_creative_enabled(player_name) and
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bones_mode ~= "keep"
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then
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items = collect_items(player, player_name)
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end
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if #items == 0 then
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minetest.log("action", player_name .. " dies at " .. pos_string ..
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". No bones placed")
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if bones_position_message then
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|
@ -215,81 +395,52 @@ minetest.register_on_dieplayer(function(player)
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return
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end
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local player_inv = player:get_inventory()
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if is_all_empty(player_inv) then
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minetest.log("action", player_name .. " dies at " .. pos_string ..
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". No bones placed")
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if bones_position_message then
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minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
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end
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return
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end
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-- check if it's possible to place bones, if not find space near player
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if bones_mode == "bones" and not may_replace(pos, player) then
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local air = minetest.find_node_near(pos, 1, {"air"})
|
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if air then
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pos = air
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local bones_placed, drop_bones = false, false
|
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if bones_mode == "bones" then
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local bones_pos = find_bones_pos(player)
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if bones_pos then
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items = place_bones(player, bones_pos, items)
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bones_placed, drop_bones = true, #items ~= 0
|
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else
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bones_mode = "drop"
|
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drop_bones = true
|
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end
|
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elseif bones_mode == "drop" then
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drop_bones = true
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end
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if drop_bones then
|
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if not bones_placed then
|
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table.insert(items, ItemStack("bones:bones"))
|
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end
|
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for _, item in ipairs(items) do
|
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drop(player:get_pos(), item)
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end
|
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end
|
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|
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if bones_mode == "drop" then
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for _, list_name in ipairs(player_inventory_lists) do
|
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for i = 1, player_inv:get_size(list_name) do
|
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drop(pos, player_inv:get_stack(list_name, i))
|
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end
|
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player_inv:set_list(list_name, {})
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end
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drop(pos, ItemStack("bones:bones"))
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minetest.log("action", player_name .. " dies at " .. pos_string ..
|
||||
". Inventory dropped")
|
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if bones_position_message then
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minetest.chat_send_player(player_name, S("@1 died at @2, and dropped their inventory.", player_name, pos_string))
|
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end
|
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return
|
||||
end
|
||||
local log_message
|
||||
local chat_message
|
||||
|
||||
local param2 = minetest.dir_to_facedir(player:get_look_dir())
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minetest.set_node(pos, {name = "bones:bones", param2 = param2})
|
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minetest.log("action", player_name .. " dies at " .. pos_string ..
|
||||
". Bones placed")
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if bones_position_message then
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minetest.chat_send_player(player_name, S("@1 died at @2, and bones were placed.", player_name, pos_string))
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end
|
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|
||||
local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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inv:set_size("main", 8 * 4)
|
||||
|
||||
for _, list_name in ipairs(player_inventory_lists) do
|
||||
for i = 1, player_inv:get_size(list_name) do
|
||||
local stack = player_inv:get_stack(list_name, i)
|
||||
if inv:room_for_item("main", stack) then
|
||||
inv:add_item("main", stack)
|
||||
else -- no space left
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||||
drop(pos, stack)
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||||
end
|
||||
end
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player_inv:set_list(list_name, {})
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||||
end
|
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|
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meta:set_string("formspec", bones_formspec)
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meta:set_string("owner", player_name)
|
||||
|
||||
if share_bones_time ~= 0 then
|
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meta:set_string("infotext", S("@1's fresh bones", player_name))
|
||||
|
||||
if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then
|
||||
meta:set_int("time", 0)
|
||||
if bones_placed then
|
||||
if drop_bones then
|
||||
log_message = "Inventory partially dropped"
|
||||
chat_message = NS("@1 died at @2, and partially dropped their inventory.")
|
||||
else
|
||||
meta:set_int("time", (share_bones_time - share_bones_time_early))
|
||||
log_message = "Bones placed"
|
||||
chat_message = NS("@1 died at @2, and bones were placed.")
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||||
end
|
||||
|
||||
minetest.get_node_timer(pos):start(10)
|
||||
else
|
||||
meta:set_string("infotext", S("@1's bones", player_name))
|
||||
if drop_bones then
|
||||
log_message = "Inventory dropped"
|
||||
chat_message = NS("@1 died at @2, and dropped their inventory.")
|
||||
else
|
||||
log_message = "No bones placed"
|
||||
chat_message = NS("@1 died at @2.")
|
||||
end
|
||||
end
|
||||
|
||||
if bones_position_message then
|
||||
chat_message = S(chat_message, player_name, pos_string)
|
||||
minetest.chat_send_player(player_name, chat_message)
|
||||
end
|
||||
|
||||
minetest.log("action", player_name .. " dies at " .. pos_string .. ". " .. log_message)
|
||||
end)
|
||||
|
|
Loading…
Add table
Reference in a new issue