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b3f17cda9f | ||
|
15ba96467d | ||
|
da7e8e4810 | ||
|
175a9f8ff5 | ||
|
b91e047868 | ||
|
7e9c5a3576 | ||
|
c714d43319 | ||
|
626cd8e9c7 | ||
|
f855beeda5 |
13
.github/workflows/luacheck.yml
vendored
Normal file
|
@ -0,0 +1,13 @@
|
||||||
|
name: luacheck
|
||||||
|
on: [push, pull_request]
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
luacheck:
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
steps:
|
||||||
|
- name: Checkout
|
||||||
|
uses: actions/checkout@v4
|
||||||
|
- name: Luacheck
|
||||||
|
uses: lunarmodules/luacheck@master
|
||||||
|
with:
|
||||||
|
args: mods
|
11
.github/workflows/test.yml
vendored
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
name: test
|
||||||
|
on: [push, pull_request]
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
test:
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
timeout-minutes: 5
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v4
|
||||||
|
|
||||||
|
- run: ./utils/test/run.sh
|
19
.luacheckrc
|
@ -1,21 +1,32 @@
|
||||||
unused_args = false
|
unused_args = false
|
||||||
allow_defined_top = true
|
allow_defined_top = true
|
||||||
|
|
||||||
|
globals = {
|
||||||
|
"default"
|
||||||
|
}
|
||||||
|
|
||||||
read_globals = {
|
read_globals = {
|
||||||
"DIR_DELIM",
|
"DIR_DELIM",
|
||||||
"minetest", "core",
|
"core",
|
||||||
|
"minetest",
|
||||||
"dump",
|
"dump",
|
||||||
"vector",
|
"vector",
|
||||||
"VoxelManip", "VoxelArea",
|
"VoxelManip", "VoxelArea",
|
||||||
"PseudoRandom", "ItemStack",
|
"PseudoRandom", "PcgRandom",
|
||||||
|
"ItemStack",
|
||||||
"Settings",
|
"Settings",
|
||||||
"unpack",
|
"unpack",
|
||||||
-- Silence "accessing undefined field copy of global table".
|
-- Silence errors about custom table methods.
|
||||||
table = { fields = { "copy" } }
|
table = { fields = { "copy", "indexof" } },
|
||||||
|
-- Silence warnings about accessing undefined fields of global 'math'
|
||||||
|
math = { fields = { "sign" } }
|
||||||
}
|
}
|
||||||
|
|
||||||
-- Overwrites minetest.handle_node_drops
|
-- Overwrites minetest.handle_node_drops
|
||||||
files["mods/creative/init.lua"].globals = { "minetest" }
|
files["mods/creative/init.lua"].globals = { "minetest" }
|
||||||
|
|
||||||
|
-- Overwrites minetest.calculate_knockback
|
||||||
|
files["mods/player_api/api.lua"].globals = { "minetest" }
|
||||||
|
|
||||||
-- Don't report on legacy definitions of globals.
|
-- Don't report on legacy definitions of globals.
|
||||||
files["mods/default/legacy.lua"].global = false
|
files["mods/default/legacy.lua"].global = false
|
||||||
|
|
12
.travis.yml
|
@ -1,12 +0,0 @@
|
||||||
language: generic
|
|
||||||
sudo: false
|
|
||||||
addons:
|
|
||||||
apt:
|
|
||||||
packages:
|
|
||||||
- luarocks
|
|
||||||
before_install:
|
|
||||||
- luarocks install --local luacheck
|
|
||||||
script:
|
|
||||||
- $HOME/.luarocks/bin/luacheck --no-color ./mods
|
|
||||||
notifications:
|
|
||||||
email: false
|
|
46
README.md
Normal file
|
@ -0,0 +1,46 @@
|
||||||
|
# Minetest Game
|
||||||
|
|
||||||
|
[](https://content.luanti.org/packages/Minetest/minetest_game/)
|
||||||
|
|
||||||
|
Minetest Game (abbreviated MTG) is a simple and peaceful sandbox game, with no
|
||||||
|
real goals or built-in enemy mobs.
|
||||||
|
|
||||||
|
While it provides a basic gameplay experience out of the box, it is best played
|
||||||
|
with mods.
|
||||||
|
|
||||||
|
Minetest Game is in perpetual maintenance-only mode, meaning it will not see new
|
||||||
|
gameplay features or anything else that breaks compatibility (see
|
||||||
|
[#2710](https://github.com/minetest/minetest_game/issues/2710)).
|
||||||
|
|
||||||
|
## Installation
|
||||||
|
|
||||||
|
### ContentDB
|
||||||
|
|
||||||
|
* Content > Browse Online Content
|
||||||
|
* Search for "[Minetest Game](https://content.luanti.org/packages/Minetest/minetest_game/)"
|
||||||
|
* Click Install
|
||||||
|
|
||||||
|
### Manually
|
||||||
|
|
||||||
|
- Unzip the archive, rename the folder to `minetest_game` and
|
||||||
|
place it in `.../minetest/games/`
|
||||||
|
|
||||||
|
- GNU/Linux: If you use a system-wide installation place it in `~/.minetest/games/`.
|
||||||
|
|
||||||
|
The Luanti engine can be found at [GitHub](https://github.com/minetest/minetest).
|
||||||
|
|
||||||
|
For further information or help, see: [Installing Mods](https://wiki.luanti.org/Installing_Mods).
|
||||||
|
|
||||||
|
## Compatibility
|
||||||
|
|
||||||
|
As of January 2024 Minetest Game follows a **rolling release** model with new changes being automatically
|
||||||
|
published on ContentDB every day.
|
||||||
|
|
||||||
|
There are no stable releases or tags, all existing ones are considered legacy.
|
||||||
|
|
||||||
|
Minetest Game is always compatible to the latest stable release of the engine.
|
||||||
|
Older releases may be supported too depending on circumstances.
|
||||||
|
|
||||||
|
## Licensing
|
||||||
|
|
||||||
|
See `LICENSE.txt`
|
28
README.txt
|
@ -1,28 +0,0 @@
|
||||||
Minetest Game [minetest_game]
|
|
||||||
=============================
|
|
||||||
The main subgame for the Minetest engine
|
|
||||||
========================================
|
|
||||||
|
|
||||||
To use this subgame with the Minetest engine, insert this repository as
|
|
||||||
/games/minetest_game
|
|
||||||
|
|
||||||
The Minetest engine can be found in:
|
|
||||||
https://github.com/minetest/minetest/
|
|
||||||
|
|
||||||
Compatibility
|
|
||||||
--------------
|
|
||||||
The Minetest Game github master HEAD is generally compatible with the github
|
|
||||||
master HEAD of the Minetest engine.
|
|
||||||
|
|
||||||
Additionally, when the Minetest engine is tagged to be a certain version (eg.
|
|
||||||
0.4.10), Minetest Game is tagged with the version too.
|
|
||||||
|
|
||||||
When stable releases are made, Minetest Game is packaged and made available in
|
|
||||||
http://minetest.net/download
|
|
||||||
and in case the repository has grown too much, it may be reset. In that sense,
|
|
||||||
this is not a "real" git repository. (Package maintainers please note!)
|
|
||||||
|
|
||||||
Licensing
|
|
||||||
---------
|
|
||||||
|
|
||||||
See LICENSE.txt
|
|
|
@ -1 +1,3 @@
|
||||||
name = Minetest Game
|
title = Minetest Game
|
||||||
|
description = A basic exploration, mining, crafting, and building, sandbox game with no NPCs, monsters, or animals. Minetest Game is usually used with mods added, and many mods are available for this game. Reliably maintained by Luanti core developers.
|
||||||
|
min_minetest_version = 5.8
|
||||||
|
|
627
game_api.txt
|
@ -2,18 +2,20 @@ Minetest Game API
|
||||||
=================
|
=================
|
||||||
GitHub Repo: https://github.com/minetest/minetest_game
|
GitHub Repo: https://github.com/minetest/minetest_game
|
||||||
|
|
||||||
|
|
||||||
Introduction
|
Introduction
|
||||||
------------
|
------------
|
||||||
|
|
||||||
The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
|
The Minetest Game game offers multiple new possibilities in addition to the Luanti engine's built-in API,
|
||||||
allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
|
allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
|
||||||
For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
|
For information on the Luanti API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
|
||||||
Please note:
|
Please note:
|
||||||
|
|
||||||
* [XYZ] refers to a section the Minetest API
|
* [XYZ] refers to a section the Luanti API
|
||||||
* [#ABC] refers to a section in this document
|
* [#ABC] refers to a section in this document
|
||||||
* [pos] refers to a position table `{x = -5, y = 0, z = 200}`
|
* [pos] refers to a position table `{x = -5, y = 0, z = 200}`
|
||||||
|
|
||||||
|
|
||||||
Bucket API
|
Bucket API
|
||||||
----------
|
----------
|
||||||
|
|
||||||
|
@ -34,6 +36,7 @@ The bucket API allows registering new types of buckets for non-default liquids.
|
||||||
The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
|
The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
|
||||||
When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.
|
When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.
|
||||||
|
|
||||||
|
|
||||||
Beds API
|
Beds API
|
||||||
--------
|
--------
|
||||||
|
|
||||||
|
@ -42,9 +45,12 @@ Beds API
|
||||||
def -- See [#Bed definition]
|
def -- See [#Bed definition]
|
||||||
)
|
)
|
||||||
|
|
||||||
|
* `beds.can_dig(bed_pos)` Returns a boolean whether the bed at `bed_pos` may be dug
|
||||||
* `beds.read_spawns() ` Returns a table containing players respawn positions
|
* `beds.read_spawns() ` Returns a table containing players respawn positions
|
||||||
* `beds.kick_players()` Forces all players to leave bed
|
* `beds.kick_players()` Forces all players to leave bed
|
||||||
* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
|
* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
|
||||||
|
* `beds.day_interval` Is a table with keys "start" and "finish". Allows you
|
||||||
|
to set the period of the day (timeofday format). Default: `{ start = 0.2, finish = 0.805 }`.
|
||||||
|
|
||||||
### Bed definition
|
### Bed definition
|
||||||
|
|
||||||
|
@ -67,6 +73,17 @@ Beds API
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Bones API
|
||||||
|
---------
|
||||||
|
|
||||||
|
An ordered list of listnames (default: "main", "craft") of the player inventory,
|
||||||
|
that will be placed into bones or dropped on player death can be looked up or changed
|
||||||
|
in `bones.player_inventory_lists`.
|
||||||
|
|
||||||
|
e.g. `table.insert(bones.player_inventory_lists, "backpack")`
|
||||||
|
|
||||||
|
|
||||||
Creative API
|
Creative API
|
||||||
------------
|
------------
|
||||||
|
|
||||||
|
@ -78,21 +95,84 @@ For example,
|
||||||
is used to show all tools. Name is used in the sfinv page name, title is the
|
is used to show all tools. Name is used in the sfinv page name, title is the
|
||||||
human readable title.
|
human readable title.
|
||||||
|
|
||||||
`is_enabled_for` is used to check whether a player is in creative mode:
|
Creative provides `creative.is_enabled_for(name)`, which is identical in
|
||||||
|
functionality to the engine's `minetest.creative_is_enabled(name)`.
|
||||||
creative.is_enabled_for(name)
|
Its use is deprecated and it should also not be overriden.
|
||||||
|
|
||||||
Override this to allow per-player game modes.
|
|
||||||
|
|
||||||
The contents of `creative.formspec_add` is appended to every creative inventory
|
The contents of `creative.formspec_add` is appended to every creative inventory
|
||||||
page. Mods can use it to add additional formspec elements onto the default
|
page. Mods can use it to add additional formspec elements onto the default
|
||||||
creative inventory formspec to be drawn after each update.
|
creative inventory formspec to be drawn after each update.
|
||||||
|
|
||||||
|
Group overrides can be used for any registered item, node or tool. Use one of
|
||||||
|
the groups stated below to pick which category it will appear in.
|
||||||
|
|
||||||
|
node = 1 -- Appears in the Nodes category
|
||||||
|
tool = 1 -- Appears in the Tools category
|
||||||
|
craftitem = 1 -- Appears in the Items category
|
||||||
|
|
||||||
|
|
||||||
|
Chests API
|
||||||
|
----------
|
||||||
|
|
||||||
|
The chests API allows the creation of chests, which have their own inventories for holding items.
|
||||||
|
|
||||||
|
`default.chest.get_chest_formspec(pos)`
|
||||||
|
|
||||||
|
* Returns a formspec for a specific chest.
|
||||||
|
* `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
|
||||||
|
|
||||||
|
`default.chest.chest_lid_obstructed(pos)`
|
||||||
|
|
||||||
|
* Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
|
||||||
|
* `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
|
||||||
|
|
||||||
|
`default.chest.chest_lid_close(pn)`
|
||||||
|
|
||||||
|
* Closes the chest that a player is currently looking in.
|
||||||
|
* `pn` The name of the player whose chest is going to be closed
|
||||||
|
|
||||||
|
`default.chest.open_chests`
|
||||||
|
|
||||||
|
* A table indexed by player name to keep track of who opened what chest.
|
||||||
|
* Key: The name of the player.
|
||||||
|
* Value: A table containing information about the chest the player is looking at.
|
||||||
|
e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }`
|
||||||
|
|
||||||
|
`default.chest.register_chest(name, def)`
|
||||||
|
|
||||||
|
* Registers new chest
|
||||||
|
* `name` Name for chest e.g. "default:chest"
|
||||||
|
* `def` See [#Chest Definition]
|
||||||
|
|
||||||
|
### Chest Definition
|
||||||
|
|
||||||
|
description = "Chest",
|
||||||
|
tiles = {
|
||||||
|
"default_chest_top.png",
|
||||||
|
"default_chest_top.png",
|
||||||
|
"default_chest_side.png",
|
||||||
|
"default_chest_side.png",
|
||||||
|
"default_chest_front.png",
|
||||||
|
"default_chest_inside.png"
|
||||||
|
}, -- Textures which are applied to the chest model.
|
||||||
|
sounds = default.node_sound_wood_defaults(),
|
||||||
|
sound_open = "default_chest_open",
|
||||||
|
sound_close = "default_chest_close",
|
||||||
|
groups = {choppy = 2, oddly_breakable_by_hand = 2},
|
||||||
|
protected = false, -- If true, only placer can modify chest.
|
||||||
|
|
||||||
|
|
||||||
Doors API
|
Doors API
|
||||||
---------
|
---------
|
||||||
|
|
||||||
The doors mod allows modders to register custom doors and trapdoors.
|
The doors mod allows modders to register custom doors and trapdoors.
|
||||||
|
|
||||||
|
`doors.registered_doors[name] = Door definition`
|
||||||
|
* Table of registered doors, indexed by door name
|
||||||
|
|
||||||
|
`doors.registered_trapdoors[name] = Trapdoor definition`
|
||||||
|
* Table of registered trap doors, indexed by trap door name
|
||||||
|
|
||||||
`doors.register_door(name, def)`
|
`doors.register_door(name, def)`
|
||||||
|
|
||||||
* Registers new door
|
* Registers new door
|
||||||
|
@ -128,37 +208,104 @@ The doors mod allows modders to register custom doors and trapdoors.
|
||||||
has the permissions needed to open this door. If omitted then no
|
has the permissions needed to open this door. If omitted then no
|
||||||
permission checks are performed.
|
permission checks are performed.
|
||||||
|
|
||||||
|
`doors.door_toggle(pos, node, clicker)`
|
||||||
|
|
||||||
|
* Toggle door open or shut
|
||||||
|
* `pos` Position of the door
|
||||||
|
* `node` Node definition
|
||||||
|
* `clicker` Player definition for the player that clicked on the door
|
||||||
|
|
||||||
### Door definition
|
### Door definition
|
||||||
|
|
||||||
description = "Door description",
|
description = "Door description",
|
||||||
inventory_image = "mod_door_inv.png",
|
inventory_image = "mod_door_inv.png",
|
||||||
groups = {choppy = 2},
|
groups = {choppy = 2},
|
||||||
|
model = "mod_door", -- (optional)
|
||||||
|
-- Model name without a suffix ("big_door" not "big_door_a.obj", "big_door_b.obj")
|
||||||
tiles = {"mod_door.png"}, -- UV map.
|
tiles = {"mod_door.png"}, -- UV map.
|
||||||
|
-- The front and back of the door must be identical in appearence as they swap on
|
||||||
|
-- open/close.
|
||||||
recipe = craftrecipe,
|
recipe = craftrecipe,
|
||||||
sounds = default.node_sound_wood_defaults(), -- optional
|
sounds = default.node_sound_wood_defaults(), -- optional
|
||||||
sound_open = sound play for open door, -- optional
|
sound_open = sound play for open door, -- optional
|
||||||
sound_close = sound play for close door, -- optional
|
sound_close = sound play for close door, -- optional
|
||||||
|
gain_open = 0.3, -- optional, defaults to 0.3
|
||||||
|
gain_close = 0.3, -- optional, defaults to 0.3
|
||||||
protected = false, -- If true, only placer can open the door (locked for others)
|
protected = false, -- If true, only placer can open the door (locked for others)
|
||||||
|
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
|
||||||
|
-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
|
||||||
|
use_texture_alpha = "clip",
|
||||||
|
|
||||||
### Trapdoor definition
|
### Trapdoor definition
|
||||||
|
|
||||||
description = "Trapdoor description",
|
description = "Trapdoor description",
|
||||||
inventory_image = "mod_trapdoor_inv.png",
|
inventory_image = "mod_trapdoor_inv.png",
|
||||||
|
nodebox_closed = {} -- Nodebox for closed model
|
||||||
|
nodebox_opened = {} -- Nodebox for opened model
|
||||||
|
-- (optional) both nodeboxes must be used, not one only
|
||||||
groups = {choppy = 2},
|
groups = {choppy = 2},
|
||||||
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
|
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
|
||||||
tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
|
tile_side = "doors_trapdoor_side.png",
|
||||||
|
-- The texture for the four sides of the trapdoor.
|
||||||
|
-- The texture should have the trapdoor side drawn twice, in the lowest and highest
|
||||||
|
-- 1/8ths of the texture, both upright. The area between is not used.
|
||||||
|
-- The lower 1/8th will be used for the closed trapdoor, the higher 1/8th will be used
|
||||||
|
-- for the open trapdoor.
|
||||||
sounds = default.node_sound_wood_defaults(), -- optional
|
sounds = default.node_sound_wood_defaults(), -- optional
|
||||||
sound_open = sound play for open door, -- optional
|
sound_open = sound play for open door, -- optional
|
||||||
sound_close = sound play for close door, -- optional
|
sound_close = sound play for close door, -- optional
|
||||||
|
gain_open = 0.3, -- optional, defaults to 0.3
|
||||||
|
gain_close = 0.3, -- optional, defaults to 0.3
|
||||||
protected = false, -- If true, only placer can open the door (locked for others)
|
protected = false, -- If true, only placer can open the door (locked for others)
|
||||||
|
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) ,
|
||||||
|
-- function containing the on_rightclick callback
|
||||||
|
use_texture_alpha = "clip",
|
||||||
|
|
||||||
### Fence gate definition
|
### Fence gate definition
|
||||||
|
|
||||||
description = "Wooden Fence Gate",
|
description = "Wooden Fence Gate",
|
||||||
texture = "default_wood.png",
|
texture = "default_wood.png", -- `backface_culling` will automatically be
|
||||||
|
-- set to `true` if not specified.
|
||||||
material = "default:wood",
|
material = "default:wood",
|
||||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||||
sounds = default.node_sound_wood_defaults(), -- optional
|
sounds = default.node_sound_wood_defaults(), -- optional
|
||||||
|
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
||||||
|
-- function containing the on_rightclick callback
|
||||||
|
|
||||||
|
|
||||||
|
Dungeon Loot API
|
||||||
|
----------------
|
||||||
|
|
||||||
|
The mod that places chests with loot in dungeons provides an API to register additional loot.
|
||||||
|
|
||||||
|
`dungeon_loot.register(def)`
|
||||||
|
|
||||||
|
* Registers one or more loot items
|
||||||
|
* `def` Can be a single [#Loot definition] or a list of them
|
||||||
|
|
||||||
|
`dungeon_loot.registered_loot`
|
||||||
|
|
||||||
|
* Table of all registered loot, not to be modified manually
|
||||||
|
|
||||||
|
### Loot definition
|
||||||
|
|
||||||
|
name = "item:name",
|
||||||
|
chance = 0.5,
|
||||||
|
-- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
|
||||||
|
-- Due to an extra step in the selection process, 0.5 does not(!) mean that
|
||||||
|
-- on average every second chest will have this item
|
||||||
|
count = {1, 4},
|
||||||
|
-- ^ table with minimum and maximum amounts of this item
|
||||||
|
-- optional, defaults to always single item
|
||||||
|
y = {-32768, -512},
|
||||||
|
-- ^ table with minimum and maximum heights this item can be found at
|
||||||
|
-- optional, defaults to no height restrictions
|
||||||
|
types = {"desert"},
|
||||||
|
-- ^ table with types of dungeons this item can be found in
|
||||||
|
-- supported types: "normal" (the cobble/mossycobble one), "sandstone"
|
||||||
|
-- "desert" and "ice"
|
||||||
|
-- optional, defaults to no type restrictions
|
||||||
|
|
||||||
|
|
||||||
Fence API
|
Fence API
|
||||||
---------
|
---------
|
||||||
|
@ -177,10 +324,11 @@ Allows creation of new fences with "fencelike" drawtype.
|
||||||
name = "default:fence_wood",
|
name = "default:fence_wood",
|
||||||
description = "Wooden Fence",
|
description = "Wooden Fence",
|
||||||
texture = "default_wood.png",
|
texture = "default_wood.png",
|
||||||
material = "default:wood",
|
material = "default:wood", -- `nil` if you don't want the recipe
|
||||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||||
sounds = default.node_sound_wood_defaults(),
|
sounds = default.node_sound_wood_defaults(),
|
||||||
|
|
||||||
|
|
||||||
Walls API
|
Walls API
|
||||||
---------
|
---------
|
||||||
|
|
||||||
|
@ -193,6 +341,13 @@ walls.register(name, desc, texture, mat, sounds)
|
||||||
^ mat = "default:stone". Used to auto-generate crafting recipe.
|
^ mat = "default:stone". Used to auto-generate crafting recipe.
|
||||||
^ sounds = sounds: see [#Default sounds]
|
^ sounds = sounds: see [#Default sounds]
|
||||||
|
|
||||||
|
All walls will be connected to any nodes with one of the following groups:
|
||||||
|
* `wall`
|
||||||
|
* `stone`
|
||||||
|
* `fence`
|
||||||
|
* `wall_connected`
|
||||||
|
|
||||||
|
|
||||||
Farming API
|
Farming API
|
||||||
-----------
|
-----------
|
||||||
|
|
||||||
|
@ -226,16 +381,23 @@ The farming API allows you to easily register plants and hoes.
|
||||||
|
|
||||||
{
|
{
|
||||||
description = "", -- Description of seed item
|
description = "", -- Description of seed item
|
||||||
|
harvest_description = "", -- Description of harvest item
|
||||||
|
-- (optional, derived automatically if not provided)
|
||||||
inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
|
inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
|
||||||
steps = 8, -- How many steps the plant has to grow, until it can be harvested
|
steps = 8, -- How many steps the plant has to grow, until it can be harvested
|
||||||
-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
|
-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
|
||||||
minlight = 13, -- Minimum light to grow
|
minlight = 13, -- Minimum light to grow
|
||||||
maxlight = default.LIGHT_MAX -- Maximum light to grow
|
maxlight = default.LIGHT_MAX -- Maximum light to grow
|
||||||
|
can_grow = function(pos) -- Сalled every growth tick to check if the plant can grow, returns bool
|
||||||
|
-- (optional, checks for wet soil by default)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
Fire API
|
Fire API
|
||||||
--------
|
--------
|
||||||
|
|
||||||
|
Add group flammable when registering a node to make fire seek for it.
|
||||||
|
Add it to an item to make it burn up when dropped in lava or fire.
|
||||||
New node def property:
|
New node def property:
|
||||||
|
|
||||||
`on_burn(pos)`
|
`on_burn(pos)`
|
||||||
|
@ -283,9 +445,89 @@ Give Initial Stuff API
|
||||||
^ Adds items to the list of items to be given
|
^ Adds items to the list of items to be given
|
||||||
|
|
||||||
|
|
||||||
TNT API
|
Player API
|
||||||
----------
|
----------
|
||||||
|
|
||||||
|
The player API can register player models and update the player's appearance.
|
||||||
|
|
||||||
|
* `player_api.globalstep(dtime, ...)`
|
||||||
|
* The function called by the globalstep that controls player animations.
|
||||||
|
You can override this to replace the globalstep with your own implementation.
|
||||||
|
* Receives all args that minetest.register_globalstep() passes
|
||||||
|
|
||||||
|
* `player_api.register_model(name, def)`
|
||||||
|
* Register a new model to be used by players
|
||||||
|
* `name`: model filename such as "character.x", "foo.b3d", etc.
|
||||||
|
* `def`: see [#Model definition]
|
||||||
|
* Saved to player_api.registered_models
|
||||||
|
|
||||||
|
* `player_api.registered_models[name]`
|
||||||
|
* Get a model's definition
|
||||||
|
* `name`: model filename
|
||||||
|
* See [#Model definition]
|
||||||
|
|
||||||
|
* `player_api.set_model(player, model_name)`
|
||||||
|
* Change a player's model
|
||||||
|
* `player`: PlayerRef
|
||||||
|
* `model_name`: model registered with `player_api.register_model`
|
||||||
|
|
||||||
|
* `player_api.set_animation(player, anim_name, speed)`
|
||||||
|
* Applies an animation to a player if speed or anim_name differ from the currently playing animation
|
||||||
|
* `player`: PlayerRef
|
||||||
|
* `anim_name`: name of the animation
|
||||||
|
* `speed`: keyframes per second. If nil, the default from the model def is used
|
||||||
|
|
||||||
|
* `player_api.set_textures(player, textures)`
|
||||||
|
* Sets player textures
|
||||||
|
* `player`: PlayerRef
|
||||||
|
* `textures`: array of textures. If nil, the default from the model def is used
|
||||||
|
|
||||||
|
* `player_api.set_textures(player, index, texture)`
|
||||||
|
* Sets one of the player textures
|
||||||
|
* `player`: PlayerRef
|
||||||
|
* `index`: Index into array of all textures
|
||||||
|
* `texture`: the texture string
|
||||||
|
|
||||||
|
* `player_api.get_animation(player)`
|
||||||
|
* Returns a table containing fields `model`, `textures` and `animation`
|
||||||
|
* Any of the fields of the returned table may be nil
|
||||||
|
* `player`: PlayerRef
|
||||||
|
|
||||||
|
* `player_api.player_attached`
|
||||||
|
* A table that maps a player name to a boolean
|
||||||
|
* If the value for a given player is set to true, the default player animations
|
||||||
|
(walking, digging, ...) will no longer be updated, and knockback from damage is
|
||||||
|
prevented for that player
|
||||||
|
* Example of usage: A mod sets a player's value to true when attached to a vehicle
|
||||||
|
|
||||||
|
### Model Definition
|
||||||
|
|
||||||
|
{
|
||||||
|
animation_speed = 30, -- Default animation speed, in keyframes per second
|
||||||
|
textures = {"character.png"}, -- Default array of textures
|
||||||
|
animations = {
|
||||||
|
-- [anim_name] = {
|
||||||
|
-- x = <start_frame>,
|
||||||
|
-- y = <end_frame>,
|
||||||
|
-- collisionbox = <model collisionbox>, -- (optional)
|
||||||
|
-- eye_height = <model eye height>, -- (optional)
|
||||||
|
-- -- suspend client side animations while this one is active (optional)
|
||||||
|
-- override_local = <true/false>
|
||||||
|
-- },
|
||||||
|
stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
|
||||||
|
sit = ... -- used by boats and other MTG mods
|
||||||
|
},
|
||||||
|
-- Default object properties, see lua_api.txt
|
||||||
|
visual_size = {x = 1, y = 1},
|
||||||
|
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
|
||||||
|
stepheight = 0.6,
|
||||||
|
eye_height = 1.47
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
TNT API
|
||||||
|
-------
|
||||||
|
|
||||||
`tnt.register_tnt(definition)`
|
`tnt.register_tnt(definition)`
|
||||||
|
|
||||||
^ Register a new type of tnt.
|
^ Register a new type of tnt.
|
||||||
|
@ -294,6 +536,7 @@ TNT API
|
||||||
* `description` A description for your TNT.
|
* `description` A description for your TNT.
|
||||||
* `radius` The radius within which the TNT can destroy nodes. The default is 3.
|
* `radius` The radius within which the TNT can destroy nodes. The default is 3.
|
||||||
* `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
|
* `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
|
||||||
|
* `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
|
||||||
* `disable_drops` Disable drops. By default it is set to false.
|
* `disable_drops` Disable drops. By default it is set to false.
|
||||||
* `ignore_protection` Don't check `minetest.is_protected` before removing a node.
|
* `ignore_protection` Don't check `minetest.is_protected` before removing a node.
|
||||||
* `ignore_on_blast` Don't call `on_blast` even if a node has one.
|
* `ignore_on_blast` Don't call `on_blast` even if a node has one.
|
||||||
|
@ -303,12 +546,13 @@ TNT API
|
||||||
* `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
|
* `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
|
||||||
* `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
|
* `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
|
||||||
|
|
||||||
`tnt.boom(position, definition)`
|
`tnt.boom(position[, definition])`
|
||||||
|
|
||||||
^ Create an explosion.
|
^ Create an explosion.
|
||||||
|
|
||||||
* `position` The center of explosion.
|
* `position` The center of explosion.
|
||||||
* `definition` The TNT definion as passed to `tnt.register`
|
* `definition` The TNT definion as passed to `tnt.register` with the following addition:
|
||||||
|
* `explode_center` false by default which removes TNT node on blast, when true will explode center node.
|
||||||
|
|
||||||
`tnt.burn(position, [nodename])`
|
`tnt.burn(position, [nodename])`
|
||||||
|
|
||||||
|
@ -355,6 +599,18 @@ Both nodedefs and entitydefs can provide an `on_blast()` callback
|
||||||
* `drops` - a list of drops, e.g. {"wool:red"}
|
* `drops` - a list of drops, e.g. {"wool:red"}
|
||||||
|
|
||||||
|
|
||||||
|
Node drops:
|
||||||
|
|
||||||
|
When a node is detonated it is removed according to the following rules.
|
||||||
|
1. If `on_blast` is defined, that is called.
|
||||||
|
2. Else if the node has group `flammable` it is replaced with a fire node.
|
||||||
|
3. Else the dropped items are retrieved and it is replaced with air.
|
||||||
|
|
||||||
|
The parameter `_tnt_loss` in any item definition can be set to a number to
|
||||||
|
effect that "one in X" of these drops will be lost during an explosion.
|
||||||
|
For example `_tnt_loss = 2` would cause 50% of items to disappear.
|
||||||
|
The default is to not lose any items, which is equivalent to `_tnt_loss = 0`.
|
||||||
|
|
||||||
Screwdriver API
|
Screwdriver API
|
||||||
---------------
|
---------------
|
||||||
|
|
||||||
|
@ -396,15 +652,47 @@ set a players home position and teleport a player to home position.
|
||||||
* `name` Player you wish to teleport to their home position
|
* `name` Player you wish to teleport to their home position
|
||||||
* return value: false if player cannot be sent home, otherwise true
|
* return value: false if player cannot be sent home, otherwise true
|
||||||
|
|
||||||
|
Spawn API
|
||||||
|
---------
|
||||||
|
|
||||||
|
The spawn mod takes care of deciding the position of new and respawning players
|
||||||
|
in the world and has an API to modify its behavior.
|
||||||
|
|
||||||
|
`spawn.get_default_pos()`
|
||||||
|
* Gets the default spawn position as decided by a biome-dependent algorithm.
|
||||||
|
* This is not influenced by settings like "static_spawnpoint" or "engine_spawn".
|
||||||
|
* return value: a vector or `nil` on failure
|
||||||
|
|
||||||
|
`spawn.add_suitable_biome(biome)`:
|
||||||
|
* Adds a biome to the list of allowed biomes for the above algorithm.
|
||||||
|
* `biome`: Name of a registered biome
|
||||||
|
|
||||||
|
`spawn.register_on_spawn(func)`:
|
||||||
|
* Registers a callback to be called when a player (re-)spawns. This can be used
|
||||||
|
to intercept the normal logic to e.g. respawn a player at his bed.
|
||||||
|
* `func`: `function(player, is_new)` with arguments
|
||||||
|
- `player`: ObjectRef
|
||||||
|
- `is_new`: true if the player is joining the server for the first time
|
||||||
|
- return value: true to skip all other spawn logic, false or nil otherwise
|
||||||
|
|
||||||
|
When a player (re-)spawns the following order is executed:
|
||||||
|
1. All spawn callbacks in order of registration.
|
||||||
|
2. If no result, teleport player to `spawn.get_default_pos()`.
|
||||||
|
3. If that fails, spawning is left up to engine.
|
||||||
|
|
||||||
|
|
||||||
Sfinv API
|
Sfinv API
|
||||||
---------
|
---------
|
||||||
|
|
||||||
|
It is recommended that you read this link for a good introduction to the
|
||||||
|
sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
|
||||||
|
|
||||||
### sfinv Methods
|
### sfinv Methods
|
||||||
|
|
||||||
**Pages**
|
**Pages**
|
||||||
|
|
||||||
* sfinv.set_page(player, pagename) - changes the page
|
* sfinv.set_page(player, pagename) - changes the page
|
||||||
|
* sfinv.get_page(player) - get the current page name. Will never return nil
|
||||||
* sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
|
* sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
|
||||||
* sfinv.register_page(name, def) - register a page, see section below
|
* sfinv.register_page(name, def) - register a page, see section below
|
||||||
* sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
|
* sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
|
||||||
|
@ -501,38 +789,78 @@ And override this function to change the layout:
|
||||||
return table.concat(tmp, "")
|
return table.concat(tmp, "")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
Stairs API
|
Stairs API
|
||||||
----------
|
----------
|
||||||
|
|
||||||
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
|
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
|
||||||
delivered with Minetest Game, to keep them compatible with other mods.
|
delivered with Minetest Game, to keep them compatible with other mods.
|
||||||
|
|
||||||
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
|
The following node attributes are sourced from the recipeitem:
|
||||||
|
* use_texture_alpha
|
||||||
|
* sunlight_propagates
|
||||||
|
* light_source
|
||||||
|
* If the recipeitem is a fuel, the stair/slab is also registered as a fuel of proportionate burntime.
|
||||||
|
|
||||||
* Registers a stair.
|
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
|
||||||
|
|
||||||
|
* Registers a stair
|
||||||
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
|
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
|
||||||
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
|
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
|
||||||
* `groups`: see [Known damage and digging time defining groups]
|
* `groups`: See [Known damage and digging time defining groups]
|
||||||
* `images`: see [Tile definition]
|
* `images`: See [Tile definition]
|
||||||
* `description`: used for the description field in the stair's definition
|
* `description`: Used for the description field in the stair's definition
|
||||||
* `sounds`: see [#Default sounds]
|
* `sounds`: See [#Default sounds]
|
||||||
|
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
|
||||||
|
|
||||||
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
|
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
|
||||||
|
|
||||||
* Registers a slabs
|
* Registers a slab
|
||||||
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
|
* `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname"
|
||||||
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
|
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
|
||||||
* `groups`: see [Known damage and digging time defining groups]
|
* `groups`: See [Known damage and digging time defining groups]
|
||||||
* `images`: see [Tile definition]
|
* `images`: See [Tile definition]
|
||||||
* `description`: used for the description field in the stair's definition
|
* `description`: Used for the description field in the slab's definition
|
||||||
* `sounds`: see [#Default sounds]
|
* `sounds`: See [#Default sounds]
|
||||||
|
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
|
||||||
|
|
||||||
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
|
`stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
|
||||||
|
|
||||||
* A wrapper for stairs.register_stair and stairs.register_slab
|
* Registers an inner corner stair
|
||||||
|
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
|
||||||
|
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
|
||||||
|
* `groups`: See [Known damage and digging time defining groups]
|
||||||
|
* `images`: See [Tile definition]
|
||||||
|
* `description`: Used for the description field in the stair's definition with "Inner" prepended
|
||||||
|
* `sounds`: See [#Default sounds]
|
||||||
|
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
|
||||||
|
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
|
||||||
|
|
||||||
|
`stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
|
||||||
|
|
||||||
|
* Registers an outer corner stair
|
||||||
|
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
|
||||||
|
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
|
||||||
|
* `groups`: See [Known damage and digging time defining groups]
|
||||||
|
* `images`: See [Tile definition]
|
||||||
|
* `description`: Used for the description field in the stair's definition with "Outer" prepended
|
||||||
|
* `sounds`: See [#Default sounds]
|
||||||
|
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
|
||||||
|
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
|
||||||
|
|
||||||
|
```
|
||||||
|
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab,
|
||||||
|
sounds, worldaligntex, desc_stair_inner, desc_stair_outer)
|
||||||
|
```
|
||||||
|
|
||||||
|
* A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
|
||||||
* Uses almost the same arguments as stairs.register_stair
|
* Uses almost the same arguments as stairs.register_stair
|
||||||
* `desc_stair`: Description for stair node
|
* `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed unless
|
||||||
|
`desc_stair_inner` or `desc_stair_outer` are specified, which are used instead.
|
||||||
* `desc_slab`: Description for slab node
|
* `desc_slab`: Description for slab node
|
||||||
|
* `desc_stair_inner`: Description for inner stair node
|
||||||
|
* `desc_stair_outer`: Description for outer stair node
|
||||||
|
|
||||||
|
|
||||||
Xpanes API
|
Xpanes API
|
||||||
----------
|
----------
|
||||||
|
@ -547,12 +875,18 @@ Creates panes that automatically connect to each other
|
||||||
### Pane definition
|
### Pane definition
|
||||||
|
|
||||||
{
|
{
|
||||||
textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
|
textures = {
|
||||||
|
"texture for front and back",
|
||||||
|
(unused),
|
||||||
|
"texture for the 4 edges"
|
||||||
|
}, -- More tiles aren't supported
|
||||||
groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
|
groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
|
||||||
sounds = SoundSpec, -- See [#Default sounds]
|
sounds = SoundSpec, -- See [#Default sounds]
|
||||||
recipe = {{"","","","","","","","",""}}, -- Recipe field only
|
recipe = {{"","","","","","","","",""}}, -- Recipe field only
|
||||||
|
use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
Raillike definitions
|
Raillike definitions
|
||||||
--------------------
|
--------------------
|
||||||
|
|
||||||
|
@ -586,64 +920,48 @@ Sounds inside the default table can be used within the sounds field of node defi
|
||||||
* `default.node_sound_glass_defaults()`
|
* `default.node_sound_glass_defaults()`
|
||||||
* `default.node_sound_metal_defaults()`
|
* `default.node_sound_metal_defaults()`
|
||||||
|
|
||||||
|
|
||||||
Default constants
|
Default constants
|
||||||
-----------------
|
-----------------
|
||||||
|
|
||||||
`default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
|
`default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
|
||||||
|
|
||||||
Player API
|
|
||||||
----------
|
|
||||||
|
|
||||||
The player API can register player models and update the player's appearence
|
GUI and formspecs
|
||||||
|
-----------------
|
||||||
|
|
||||||
`default.player_register_model(name, def)`
|
`default.get_hotbar_bg(x, y)`
|
||||||
|
|
||||||
* Register a new model to be used by players.
|
* Get the hotbar background as string, containing the formspec elements
|
||||||
* name: model filename such as "character.x", "foo.b3d", etc.
|
* x: Horizontal position in the formspec
|
||||||
* def: See [#Model definition]
|
* y: Vertical position in the formspec
|
||||||
|
|
||||||
`default.registered_player_models[name]`
|
`default.gui_bg`
|
||||||
|
|
||||||
* Get a model's definition
|
* Deprecated, remove from mods.
|
||||||
* see [#Model definition]
|
|
||||||
|
|
||||||
`default.player_set_model(player, model_name)`
|
`default.gui_bg_img`
|
||||||
|
|
||||||
* Change a player's model
|
* Deprecated, remove from mods.
|
||||||
* `player`: PlayerRef
|
|
||||||
* `model_name`: model registered with player_register_model()
|
|
||||||
|
|
||||||
`default.player_set_animation(player, anim_name [, speed])`
|
`default.gui_slots`
|
||||||
|
|
||||||
* Applies an animation to a player
|
* Deprecated, remove from mods.
|
||||||
* anim_name: name of the animation.
|
|
||||||
* speed: frames per second. If nil, default from the model is used
|
|
||||||
|
|
||||||
`default.player_set_textures(player, textures)`
|
`default.gui_survival_form`
|
||||||
|
|
||||||
* Sets player textures
|
* Entire formspec for the survival inventory
|
||||||
* `player`: PlayerRef
|
|
||||||
* `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
|
|
||||||
|
|
||||||
default.player_get_animation(player)
|
`default.get_furnace_active_formspec(fuel_percent, item_percent)`
|
||||||
|
|
||||||
* Returns a table containing fields `model`, `textures` and `animation`.
|
* Get the active furnace formspec using the defined GUI elements
|
||||||
* Any of the fields of the returned table may be nil.
|
* fuel_percent: Percent of how much the fuel is used
|
||||||
* player: PlayerRef
|
* item_percent: Percent of how much the item is cooked
|
||||||
|
|
||||||
### Model Definition
|
`default.get_furnace_inactive_formspec()`
|
||||||
|
|
||||||
|
* Get the inactive furnace formspec using the defined GUI elements
|
||||||
|
|
||||||
{
|
|
||||||
animation_speed = 30, -- Default animation speed, in FPS.
|
|
||||||
textures = {"character.png", }, -- Default array of textures.
|
|
||||||
visual_size = {x = 1, y = 1}, -- Used to scale the model.
|
|
||||||
animations = {
|
|
||||||
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
|
|
||||||
foo = {x = 0, y = 19},
|
|
||||||
bar = {x = 20, y = 39},
|
|
||||||
-- ...
|
|
||||||
},
|
|
||||||
}
|
|
||||||
|
|
||||||
Leafdecay
|
Leafdecay
|
||||||
---------
|
---------
|
||||||
|
@ -682,70 +1000,39 @@ callback overridden. All the nodes listed in `leaves` have their
|
||||||
Dyes
|
Dyes
|
||||||
----
|
----
|
||||||
|
|
||||||
To make recipes that will work with any dye ever made by anybody, define
|
Minetest Game dyes are registered with:
|
||||||
them based on groups. You can select any group of groups, based on your need for
|
|
||||||
amount of colors.
|
|
||||||
|
|
||||||
### Color groups
|
groups = {dye = 1, color_<color> = 1},
|
||||||
|
|
||||||
Base color groups:
|
To make recipes that will work with dyes from many mods, define them using the
|
||||||
|
dye group and the color groups.
|
||||||
|
|
||||||
* `basecolor_white`
|
Dye color groups:
|
||||||
* `basecolor_grey`
|
|
||||||
* `basecolor_black`
|
|
||||||
* `basecolor_red`
|
|
||||||
* `basecolor_yellow`
|
|
||||||
* `basecolor_green`
|
|
||||||
* `basecolor_cyan`
|
|
||||||
* `basecolor_blue`
|
|
||||||
* `basecolor_magenta`
|
|
||||||
|
|
||||||
Extended color groups ( * means also base color )
|
* `color_white`
|
||||||
|
* `color_grey`
|
||||||
|
* `color_dark_grey`
|
||||||
|
* `color_black`
|
||||||
|
* `color_red`
|
||||||
|
* `color_pink`
|
||||||
|
* `color_orange`
|
||||||
|
* `color_brown`
|
||||||
|
* `color_yellow`
|
||||||
|
* `color_green`
|
||||||
|
* `color_dark_green`
|
||||||
|
* `color_blue`
|
||||||
|
* `color_cyan`
|
||||||
|
* `color_violet`
|
||||||
|
* `color_magenta`
|
||||||
|
|
||||||
* `excolor_white` *
|
Example of one shapeless recipe using the dye group and a color group:
|
||||||
* `excolor_lightgrey`
|
|
||||||
* `excolor_grey` *
|
|
||||||
* `excolor_darkgrey`
|
|
||||||
* `excolor_black` *
|
|
||||||
* `excolor_red` *
|
|
||||||
* `excolor_orange`
|
|
||||||
* `excolor_yellow` *
|
|
||||||
* `excolor_lime`
|
|
||||||
* `excolor_green` *
|
|
||||||
* `excolor_aqua`
|
|
||||||
* `excolor_cyan` *
|
|
||||||
* `excolor_sky_blue`
|
|
||||||
* `excolor_blue` *
|
|
||||||
* `excolor_violet`
|
|
||||||
* `excolor_magenta` *
|
|
||||||
* `excolor_red_violet`
|
|
||||||
|
|
||||||
The whole unifieddyes palette as groups:
|
|
||||||
|
|
||||||
* `unicolor_<excolor>`
|
|
||||||
|
|
||||||
For the following, no white/grey/black is allowed:
|
|
||||||
|
|
||||||
* `unicolor_medium_<excolor>`
|
|
||||||
* `unicolor_dark_<excolor>`
|
|
||||||
* `unicolor_light_<excolor>`
|
|
||||||
* `unicolor_<excolor>_s50`
|
|
||||||
* `unicolor_medium_<excolor>_s50`
|
|
||||||
* `unicolor_dark_<excolor>_s50`
|
|
||||||
|
|
||||||
Example of one shapeless recipe using a color group:
|
|
||||||
|
|
||||||
minetest.register_craft({
|
minetest.register_craft({
|
||||||
type = "shapeless",
|
type = "shapeless",
|
||||||
output = '<mod>:item_yellow',
|
output = "<mod>:item_yellow",
|
||||||
recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
|
recipe = {"<mod>:item_no_color", "group:dye,color_yellow"},
|
||||||
})
|
})
|
||||||
|
|
||||||
### Color lists
|
|
||||||
|
|
||||||
* `dye.basecolors` are an array containing the names of available base colors
|
|
||||||
|
|
||||||
* `dye.excolors` are an array containing the names of the available extended colors
|
|
||||||
|
|
||||||
Trees
|
Trees
|
||||||
-----
|
-----
|
||||||
|
@ -783,6 +1070,34 @@ Trees
|
||||||
* `default.grow_acacia_bush(pos)`
|
* `default.grow_acacia_bush(pos)`
|
||||||
* Grows an acaia bush at pos
|
* Grows an acaia bush at pos
|
||||||
|
|
||||||
|
* `default.grow_pine_bush(pos)`
|
||||||
|
* Grows a pine bush at pos
|
||||||
|
|
||||||
|
* `default.grow_blueberry_bush(pos)`
|
||||||
|
* Grows a blueberry bush at pos
|
||||||
|
|
||||||
|
* `default.on_grow_failed(pos)`
|
||||||
|
* Reset the node timer to 300 seconds, used as default callback when the growth of a sapling fails
|
||||||
|
|
||||||
|
* `default.sapling_growth_defs`
|
||||||
|
* Table that contains all the definitions for the growable saplings, see `default.register_sapling_growth`
|
||||||
|
|
||||||
|
* `default.register_sapling_growth(name, def)`
|
||||||
|
* Register a new sapling growth configuration. Useful to add custom sapling and trees to the game in a compact way.
|
||||||
|
default.register_sapling_growth(
|
||||||
|
"default:sapling", -- Name of the sapling
|
||||||
|
{
|
||||||
|
can_grow = default.can_grow, -- Function called to determine whether the sapling can grow, should return a boolean
|
||||||
|
on_grow_failed = default.on_grow_failed, -- Function called when the growth fails
|
||||||
|
grow = function(pos) -- Function called when the growth has success. This should replace the sapling with a tree.
|
||||||
|
}
|
||||||
|
)
|
||||||
|
|
||||||
|
* `default.grow_sapling(pos)`
|
||||||
|
* Attempt to grow a sapling at the given position. Useful as on_timer callback.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Carts
|
Carts
|
||||||
-----
|
-----
|
||||||
|
|
||||||
|
@ -805,6 +1120,7 @@ Carts
|
||||||
likely be called many times per second, so the function needs
|
likely be called many times per second, so the function needs
|
||||||
to make sure that the event is handled properly.
|
to make sure that the event is handled properly.
|
||||||
|
|
||||||
|
|
||||||
Key API
|
Key API
|
||||||
-------
|
-------
|
||||||
|
|
||||||
|
@ -862,3 +1178,68 @@ for the wielded skeleton key.
|
||||||
|
|
||||||
if `nil` is returned, it is assumed that the wielder did not have
|
if `nil` is returned, it is assumed that the wielder did not have
|
||||||
permissions to create a key for this node, and no key is created.
|
permissions to create a key for this node, and no key is created.
|
||||||
|
|
||||||
|
`default.register_craft_metadata_copy(ingredient, result)`
|
||||||
|
----------------------------------------------------------
|
||||||
|
|
||||||
|
This function registers a shapeless recipe that takes `ingredient`
|
||||||
|
and `result` as input and outputs `result`.
|
||||||
|
|
||||||
|
The metadata of the input `result` is copied to the output `result`.
|
||||||
|
|
||||||
|
|
||||||
|
Log API
|
||||||
|
-------
|
||||||
|
|
||||||
|
Logs action of the player with a node at a certain position.
|
||||||
|
By default only actions of real players are logged.
|
||||||
|
Actions of non-players (usually machines) are logged only when
|
||||||
|
setting `log_non_player_actions` is enabled.
|
||||||
|
A player is considered non-player if `player:is_player()` returns
|
||||||
|
`false` or `player.is_fake_player` is truthy. The use of
|
||||||
|
`is_fake_player` is an unofficial standard between mods.
|
||||||
|
These non-players are marked by the content of `is_fake_player`
|
||||||
|
(if it is a string) or a "*" in brackets after the player name in
|
||||||
|
the log.
|
||||||
|
|
||||||
|
`default.log_player_action(player, ...)`
|
||||||
|
|
||||||
|
* `player` The player who performed the action
|
||||||
|
* `message_parts` Any mumber of message parts describing the action
|
||||||
|
in 3rd person singular present tense. It can also
|
||||||
|
contain a `pos` which is logged as "(X,Y,Z)"
|
||||||
|
|
||||||
|
`default.set_inventory_action_loggers(def, name)`
|
||||||
|
|
||||||
|
* hooks the callbacks `on_metadata_inventory_move`,
|
||||||
|
`on_metadata_inventory_put` and `on_metadata_inventory_take`
|
||||||
|
that log corresponding actions
|
||||||
|
* after logging the action, the original callback (if any) is called
|
||||||
|
* `def` See [Node definition]
|
||||||
|
* `name` Description of the node in the log message
|
||||||
|
|
||||||
|
|
||||||
|
Weather API
|
||||||
|
-----------
|
||||||
|
|
||||||
|
The weather mod will constantly adjust weather effects seen by the player
|
||||||
|
(that is: cloud parameters, shadow intensity, bloom and volumetric lighting).
|
||||||
|
These can be influenced using this API.
|
||||||
|
|
||||||
|
#### `weather.get = function(player)`
|
||||||
|
|
||||||
|
* Returns the current weather effects seen by the player.
|
||||||
|
It returns a table with two keys:
|
||||||
|
* `clouds`: A table (or `nil`) with cloud data following the same format as used for `player:set_clouds()`.
|
||||||
|
* `lighting`: A table (or `nil`) with lighting data following the same format as used for `player:set_lighting()`.
|
||||||
|
* `player`: ObjectRef of the relevant player
|
||||||
|
* You can override this function to change the weather effects by simply returning different values.
|
||||||
|
Setting `clouds` or `lighting` in the result table to `nil` will *prevent* those from changing.
|
||||||
|
|
||||||
|
Utilities
|
||||||
|
---------
|
||||||
|
|
||||||
|
`default.dig_up(pos, node, digger, max_height)`
|
||||||
|
|
||||||
|
* Find all nodes above `pos` that is the same, then dig them all
|
||||||
|
* `max_height` Maximum number of nodes to iterate. Default: 100
|
||||||
|
|
BIN
menu/header.png
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 935 B |
|
@ -1,18 +1,21 @@
|
||||||
# This file contains settings of Minetest Game that can be changed in minetest.conf
|
# This file contains settings of Minetest Game that can be changed in
|
||||||
|
# minetest.conf.
|
||||||
# By default, all the settings are commented and not functional.
|
# By default, all the settings are commented and not functional.
|
||||||
# Uncomment settings by removing the preceding #.
|
# Uncomment settings by removing the preceding #.
|
||||||
|
|
||||||
# Whether creative mode (fast digging of all blocks, unlimited resources) should be enabled
|
# Whether creative mode (fast digging of all blocks, unlimited resources) should
|
||||||
|
# be enabled.
|
||||||
#creative_mode = false
|
#creative_mode = false
|
||||||
|
|
||||||
# Sets the behaviour of the inventory items when a player dies.
|
# Sets the behaviour of the inventory items when a player dies.
|
||||||
# "bones": Store all items inside a bone node but drop items if inside protected area
|
# bones: Store items in a bone node but drop items if inside protected area.
|
||||||
# "drop": Drop all items on the ground
|
# drop: Drop items on the ground.
|
||||||
# "keep": Player keeps all items
|
# keep: Player keeps items.
|
||||||
#bones_mode = "bones"
|
#bones_mode = bones
|
||||||
|
|
||||||
# The time in seconds after which the bones of a dead player can be looted by everyone
|
# The time in seconds after which the bones of a dead player can be looted by
|
||||||
# 0 to disable
|
# everyone.
|
||||||
|
# 0 to disable.
|
||||||
#share_bones_time = 1200
|
#share_bones_time = 1200
|
||||||
|
|
||||||
# How much earlier the bones of a dead player can be looted by
|
# How much earlier the bones of a dead player can be looted by
|
||||||
|
@ -20,8 +23,12 @@
|
||||||
# 0 to disable. By default it is "share_bones_time" divide by four.
|
# 0 to disable. By default it is "share_bones_time" divide by four.
|
||||||
#share_bones_time_early = 300
|
#share_bones_time_early = 300
|
||||||
|
|
||||||
# Whether fire should be enabled. If disabled, 'basic flame' nodes will disappear.
|
# Inform player of condition and location of new bones.
|
||||||
# 'permanent flame' nodes will remain with either setting.
|
#bones_position_message = false
|
||||||
|
|
||||||
|
# Whether fire should be enabled. If disabled, 'basic_flame' nodes will
|
||||||
|
# disappear.
|
||||||
|
# 'permanent_flame' nodes will remain with either setting.
|
||||||
#enable_fire = true
|
#enable_fire = true
|
||||||
|
|
||||||
# Enable flame sound.
|
# Enable flame sound.
|
||||||
|
@ -30,24 +37,45 @@
|
||||||
# Whether lavacooling should be enabled.
|
# Whether lavacooling should be enabled.
|
||||||
#enable_lavacooling = true
|
#enable_lavacooling = true
|
||||||
|
|
||||||
# Whether the stuff in initial_stuff should be given to new players
|
# Whether the stuff in initial_stuff should be given to new players.
|
||||||
#give_initial_stuff = false
|
#give_initial_stuff = false
|
||||||
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,default:torch 99,default:cobble 99
|
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,
|
||||||
|
default:torch 99,default:cobble 99
|
||||||
|
|
||||||
# Whether the TNT mod should be enabled
|
# Whether the TNT mod should be enabled.
|
||||||
#enable_tnt = <true in singleplayer, false in multiplayer>
|
#enable_tnt = <true in singleplayer, false in multiplayer>
|
||||||
|
|
||||||
# The radius of a TNT explosion
|
# The radius of a TNT explosion.
|
||||||
#tnt_radius = 3
|
#tnt_radius = 3
|
||||||
|
|
||||||
# Enable the stairs mod ABM that replaces the old 'upside down'
|
# Enable the stairs mod ABM that replaces the old 'upside down'
|
||||||
# stair and slab nodes in old maps with the new param2 versions.
|
# stair and slab nodes in old maps with the new param2 versions.
|
||||||
#enable_stairs_replace_abm = false
|
#enable_stairs_replace_abm = false
|
||||||
|
|
||||||
# Whether you allow respawning in beds
|
# Whether to allow respawning in beds.
|
||||||
# Default value is true
|
# Default value is true.
|
||||||
#enable_bed_respawn = true
|
#enable_bed_respawn = true
|
||||||
|
|
||||||
# Whether players can skip night by sleeping
|
# Whether players can skip night by sleeping.
|
||||||
# Default value is true
|
# Default value is true.
|
||||||
#enable_bed_night_skip = true
|
#enable_bed_night_skip = true
|
||||||
|
|
||||||
|
# If enabled, fences and walls cannot be jumped over.
|
||||||
|
#enable_fence_tall = false
|
||||||
|
|
||||||
|
# Whether the engine's spawn search, which does not check for a suitable
|
||||||
|
# starting biome, is used.
|
||||||
|
# Default value is false.
|
||||||
|
#engine_spawn = false
|
||||||
|
|
||||||
|
# Whether river water source nodes create flowing sounds.
|
||||||
|
# Helps rivers create more sound, especially on level sections.
|
||||||
|
#river_source_sounds = false
|
||||||
|
|
||||||
|
# If enabled, the 'weather' mod will control cloud parameters, shadow intensity,
|
||||||
|
# bloom and volumetric lighting.
|
||||||
|
# Non-functional in V6 or Singlenode mapgens.
|
||||||
|
#enable_weather = true
|
||||||
|
|
||||||
|
# If enabled, non-player actions are logged
|
||||||
|
#log_non_player_actions = false
|
||||||
|
|
|
@ -5,17 +5,21 @@ See license.txt for license information.
|
||||||
Authors of source code
|
Authors of source code
|
||||||
----------------------
|
----------------------
|
||||||
Originally by BlockMen (MIT)
|
Originally by BlockMen (MIT)
|
||||||
Various Minetest developers and contributors (MIT)
|
Various Minetest Game developers and contributors (MIT)
|
||||||
|
|
||||||
Authors of media (textures)
|
Authors of media (textures)
|
||||||
---------------------------
|
---------------------------
|
||||||
BlockMen (CC BY-SA 3.0)
|
BlockMen (CC BY-SA 3.0)
|
||||||
|
All textures unless otherwise noted
|
||||||
|
|
||||||
This mod adds a bed to Minetest which allows to skip the night.
|
TumeniNodes (CC BY-SA 3.0)
|
||||||
To sleep, rightclick the bed. If playing in singleplayer mode the night gets skipped
|
beds_bed_under.png
|
||||||
|
|
||||||
|
This mod adds a bed which allows players to skip the night.
|
||||||
|
To sleep, right click on the bed. If playing in singleplayer mode the night gets skipped
|
||||||
immediately. If playing multiplayer you get shown how many other players are in bed too,
|
immediately. If playing multiplayer you get shown how many other players are in bed too,
|
||||||
if all players are sleeping the night gets skipped. The night skip can be forced if more
|
if all players are sleeping the night gets skipped. The night skip can be forced if more
|
||||||
than 50% of the players are lying in bed and use this option.
|
than half of the players are lying in bed and use this option.
|
||||||
|
|
||||||
Another feature is a controlled respawning. If you have slept in bed (not just lying in
|
Another feature is a controlled respawning. If you have slept in bed (not just lying in
|
||||||
it) your respawn point is set to the beds location and you will respawn there after
|
it) your respawn point is set to the beds location and you will respawn there after
|
||||||
|
|
|
@ -1,25 +1,41 @@
|
||||||
|
-- Removes a node without calling on on_destruct()
|
||||||
|
-- We use this to mess with bed nodes without causing unwanted recursion.
|
||||||
|
local function remove_no_destruct(pos)
|
||||||
|
minetest.swap_node(pos, {name = "air"})
|
||||||
|
minetest.remove_node(pos) -- Now clear the meta
|
||||||
|
minetest.check_for_falling(pos)
|
||||||
|
end
|
||||||
|
|
||||||
local reverse = true
|
--- returns the position of the other bed half (or nil on failure)
|
||||||
|
local function get_other_bed_pos(pos, n)
|
||||||
local function destruct_bed(pos, n)
|
local node = core.get_node(pos)
|
||||||
local node = minetest.get_node(pos)
|
local dir = core.facedir_to_dir(node.param2)
|
||||||
|
if not dir then
|
||||||
|
return -- There are 255 possible param2 values. Ignore bad ones.
|
||||||
|
end
|
||||||
local other
|
local other
|
||||||
|
|
||||||
if n == 2 then
|
if n == 2 then
|
||||||
local dir = minetest.facedir_to_dir(node.param2)
|
|
||||||
other = vector.subtract(pos, dir)
|
other = vector.subtract(pos, dir)
|
||||||
elseif n == 1 then
|
elseif n == 1 then
|
||||||
local dir = minetest.facedir_to_dir(node.param2)
|
|
||||||
other = vector.add(pos, dir)
|
other = vector.add(pos, dir)
|
||||||
|
else
|
||||||
|
return nil
|
||||||
end
|
end
|
||||||
|
|
||||||
if reverse then
|
local onode = core.get_node(other)
|
||||||
reverse = not reverse
|
if onode.param2 == node.param2 and core.get_item_group(onode.name, "bed") ~= 0 then
|
||||||
minetest.remove_node(other)
|
return other
|
||||||
minetest.check_for_falling(other)
|
|
||||||
else
|
|
||||||
reverse = not reverse
|
|
||||||
end
|
end
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
|
||||||
|
local function destruct_bed(pos, n)
|
||||||
|
local other = get_other_bed_pos(pos, n)
|
||||||
|
if other then
|
||||||
|
remove_no_destruct(other)
|
||||||
|
beds.remove_spawns_at(other)
|
||||||
|
end
|
||||||
|
beds.remove_spawns_at(pos)
|
||||||
end
|
end
|
||||||
|
|
||||||
function beds.register_bed(name, def)
|
function beds.register_bed(name, def)
|
||||||
|
@ -29,6 +45,7 @@ function beds.register_bed(name, def)
|
||||||
wield_image = def.wield_image,
|
wield_image = def.wield_image,
|
||||||
drawtype = "nodebox",
|
drawtype = "nodebox",
|
||||||
tiles = def.tiles.bottom,
|
tiles = def.tiles.bottom,
|
||||||
|
use_texture_alpha = "clip",
|
||||||
paramtype = "light",
|
paramtype = "light",
|
||||||
paramtype2 = "facedir",
|
paramtype2 = "facedir",
|
||||||
is_ground_content = false,
|
is_ground_content = false,
|
||||||
|
@ -49,21 +66,24 @@ function beds.register_bed(name, def)
|
||||||
local node = minetest.get_node(under)
|
local node = minetest.get_node(under)
|
||||||
local udef = minetest.registered_nodes[node.name]
|
local udef = minetest.registered_nodes[node.name]
|
||||||
if udef and udef.on_rightclick and
|
if udef and udef.on_rightclick and
|
||||||
not (placer and placer:get_player_control().sneak) then
|
not (placer and placer:is_player() and
|
||||||
|
placer:get_player_control().sneak) then
|
||||||
return udef.on_rightclick(under, node, placer, itemstack,
|
return udef.on_rightclick(under, node, placer, itemstack,
|
||||||
pointed_thing) or itemstack
|
pointed_thing) or itemstack
|
||||||
end
|
end
|
||||||
|
|
||||||
local pos
|
local pos
|
||||||
if minetest.registered_items[minetest.get_node(under).name].buildable_to then
|
if udef and udef.buildable_to then
|
||||||
pos = under
|
pos = under
|
||||||
else
|
else
|
||||||
pos = pointed_thing.above
|
pos = pointed_thing.above
|
||||||
end
|
end
|
||||||
|
|
||||||
if minetest.is_protected(pos, placer:get_player_name()) and
|
local player_name = placer and placer:get_player_name() or ""
|
||||||
not minetest.check_player_privs(placer, "protection_bypass") then
|
|
||||||
minetest.record_protection_violation(pos, placer:get_player_name())
|
if minetest.is_protected(pos, player_name) and
|
||||||
|
not minetest.check_player_privs(player_name, "protection_bypass") then
|
||||||
|
minetest.record_protection_violation(pos, player_name)
|
||||||
return itemstack
|
return itemstack
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -72,12 +92,13 @@ function beds.register_bed(name, def)
|
||||||
return itemstack
|
return itemstack
|
||||||
end
|
end
|
||||||
|
|
||||||
local dir = minetest.dir_to_facedir(placer:get_look_dir())
|
local dir = placer and placer:get_look_dir() and
|
||||||
|
minetest.dir_to_facedir(placer:get_look_dir()) or 0
|
||||||
local botpos = vector.add(pos, minetest.facedir_to_dir(dir))
|
local botpos = vector.add(pos, minetest.facedir_to_dir(dir))
|
||||||
|
|
||||||
if minetest.is_protected(botpos, placer:get_player_name()) and
|
if minetest.is_protected(botpos, player_name) and
|
||||||
not minetest.check_player_privs(placer, "protection_bypass") then
|
not minetest.check_player_privs(player_name, "protection_bypass") then
|
||||||
minetest.record_protection_violation(botpos, placer:get_player_name())
|
minetest.record_protection_violation(botpos, player_name)
|
||||||
return itemstack
|
return itemstack
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -89,8 +110,7 @@ function beds.register_bed(name, def)
|
||||||
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
|
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
|
||||||
minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
|
minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
|
||||||
|
|
||||||
if not (creative and creative.is_enabled_for
|
if not minetest.is_creative_enabled(player_name) then
|
||||||
and creative.is_enabled_for(placer:get_player_name())) then
|
|
||||||
itemstack:take_item()
|
itemstack:take_item()
|
||||||
end
|
end
|
||||||
return itemstack
|
return itemstack
|
||||||
|
@ -105,21 +125,26 @@ function beds.register_bed(name, def)
|
||||||
return itemstack
|
return itemstack
|
||||||
end,
|
end,
|
||||||
|
|
||||||
on_rotate = function(pos, node, user, mode, new_param2)
|
on_rotate = function(pos, node, user, _, new_param2)
|
||||||
local dir = minetest.facedir_to_dir(node.param2)
|
local dir = minetest.facedir_to_dir(node.param2)
|
||||||
|
if not dir then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
-- old position of the top node
|
||||||
local p = vector.add(pos, dir)
|
local p = vector.add(pos, dir)
|
||||||
local node2 = minetest.get_node_or_nil(p)
|
local node2 = minetest.get_node_or_nil(p)
|
||||||
if not node2 or not minetest.get_item_group(node2.name, "bed") == 2 or
|
if not node2 or minetest.get_item_group(node2.name, "bed") ~= 2 or
|
||||||
not node.param2 == node2.param2 then
|
node.param2 ~= node2.param2 then
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
if minetest.is_protected(p, user:get_player_name()) then
|
if minetest.is_protected(p, user:get_player_name()) then
|
||||||
minetest.record_protection_violation(p, user:get_player_name())
|
minetest.record_protection_violation(p, user:get_player_name())
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
if mode ~= screwdriver.ROTATE_FACE then
|
if new_param2 % 32 > 3 then
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
|
-- new position of the top node
|
||||||
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
|
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
|
||||||
local node3 = minetest.get_node_or_nil(newp)
|
local node3 = minetest.get_node_or_nil(newp)
|
||||||
local node_def = node3 and minetest.registered_nodes[node3.name]
|
local node_def = node3 and minetest.registered_nodes[node3.name]
|
||||||
|
@ -131,31 +156,43 @@ function beds.register_bed(name, def)
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
node.param2 = new_param2
|
node.param2 = new_param2
|
||||||
-- do not remove_node here - it will trigger destroy_bed()
|
remove_no_destruct(p)
|
||||||
minetest.set_node(p, {name = "air"})
|
|
||||||
minetest.set_node(pos, node)
|
minetest.set_node(pos, node)
|
||||||
minetest.set_node(newp, {name = name .. "_top", param2 = new_param2})
|
minetest.set_node(newp, {name = name .. "_top", param2 = new_param2})
|
||||||
return true
|
return true
|
||||||
end,
|
end,
|
||||||
|
can_dig = function(pos, player)
|
||||||
|
return beds.can_dig(pos)
|
||||||
|
end,
|
||||||
})
|
})
|
||||||
|
|
||||||
minetest.register_node(name .. "_top", {
|
minetest.register_node(name .. "_top", {
|
||||||
drawtype = "nodebox",
|
drawtype = "nodebox",
|
||||||
tiles = def.tiles.top,
|
tiles = def.tiles.top,
|
||||||
|
use_texture_alpha = "clip",
|
||||||
paramtype = "light",
|
paramtype = "light",
|
||||||
paramtype2 = "facedir",
|
paramtype2 = "facedir",
|
||||||
is_ground_content = false,
|
is_ground_content = false,
|
||||||
pointable = false,
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2,
|
||||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
|
not_in_creative_inventory = 1},
|
||||||
sounds = def.sounds or default.node_sound_wood_defaults(),
|
sounds = def.sounds or default.node_sound_wood_defaults(),
|
||||||
drop = name .. "_bottom",
|
drop = "",
|
||||||
node_box = {
|
node_box = {
|
||||||
type = "fixed",
|
type = "fixed",
|
||||||
fixed = def.nodebox.top,
|
fixed = def.nodebox.top,
|
||||||
},
|
},
|
||||||
|
selection_box = {
|
||||||
|
type = "fixed",
|
||||||
|
-- Small selection box to allow digging stray top nodes
|
||||||
|
fixed = {-0.3, -0.3, -0.3, 0.3, -0.1, 0.3},
|
||||||
|
},
|
||||||
on_destruct = function(pos)
|
on_destruct = function(pos)
|
||||||
destruct_bed(pos, 2)
|
destruct_bed(pos, 2)
|
||||||
end,
|
end,
|
||||||
|
can_dig = function(pos, player)
|
||||||
|
local other = get_other_bed_pos(pos, 2)
|
||||||
|
return (not other) or beds.can_dig(other)
|
||||||
|
end,
|
||||||
})
|
})
|
||||||
|
|
||||||
minetest.register_alias(name, name .. "_bottom")
|
minetest.register_alias(name, name .. "_bottom")
|
||||||
|
|
|
@ -1,25 +1,30 @@
|
||||||
|
-- beds/beds.lua
|
||||||
|
|
||||||
|
-- support for MT game translation.
|
||||||
|
local S = beds.get_translator
|
||||||
|
|
||||||
-- Fancy shaped bed
|
-- Fancy shaped bed
|
||||||
|
|
||||||
beds.register_bed("beds:fancy_bed", {
|
beds.register_bed("beds:fancy_bed", {
|
||||||
description = "Fancy Bed",
|
description = S("Fancy Bed"),
|
||||||
inventory_image = "beds_bed_fancy.png",
|
inventory_image = "beds_bed_fancy.png",
|
||||||
wield_image = "beds_bed_fancy.png",
|
wield_image = "beds_bed_fancy.png",
|
||||||
tiles = {
|
tiles = {
|
||||||
bottom = {
|
bottom = {
|
||||||
"beds_bed_top1.png",
|
"beds_bed_top1.png",
|
||||||
"default_wood.png",
|
"beds_bed_under.png",
|
||||||
"beds_bed_side1.png",
|
"beds_bed_side1.png",
|
||||||
"beds_bed_side1.png^[transformFX",
|
"beds_bed_side1.png^[transformFX",
|
||||||
"default_wood.png",
|
"beds_bed_foot.png",
|
||||||
"beds_bed_foot.png",
|
"beds_bed_foot.png",
|
||||||
},
|
},
|
||||||
top = {
|
top = {
|
||||||
"beds_bed_top2.png",
|
"beds_bed_top2.png",
|
||||||
"default_wood.png",
|
"beds_bed_under.png",
|
||||||
"beds_bed_side2.png",
|
"beds_bed_side2.png",
|
||||||
"beds_bed_side2.png^[transformFX",
|
"beds_bed_side2.png^[transformFX",
|
||||||
"beds_bed_head.png",
|
"beds_bed_head.png",
|
||||||
"default_wood.png",
|
"beds_bed_head.png",
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
nodebox = {
|
nodebox = {
|
||||||
|
@ -44,7 +49,7 @@ beds.register_bed("beds:fancy_bed", {
|
||||||
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
|
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
|
||||||
recipe = {
|
recipe = {
|
||||||
{"", "", "group:stick"},
|
{"", "", "group:stick"},
|
||||||
{"wool:red", "wool:red", "wool:white"},
|
{"wool:white", "wool:white", "wool:white"},
|
||||||
{"group:wood", "group:wood", "group:wood"},
|
{"group:wood", "group:wood", "group:wood"},
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
@ -52,34 +57,34 @@ beds.register_bed("beds:fancy_bed", {
|
||||||
-- Simple shaped bed
|
-- Simple shaped bed
|
||||||
|
|
||||||
beds.register_bed("beds:bed", {
|
beds.register_bed("beds:bed", {
|
||||||
description = "Simple Bed",
|
description = S("Simple Bed"),
|
||||||
inventory_image = "beds_bed.png",
|
inventory_image = "beds_bed.png",
|
||||||
wield_image = "beds_bed.png",
|
wield_image = "beds_bed.png",
|
||||||
tiles = {
|
tiles = {
|
||||||
bottom = {
|
bottom = {
|
||||||
"beds_bed_top_bottom.png^[transformR90",
|
"beds_bed_top_bottom.png^[transformR90",
|
||||||
"default_wood.png",
|
"beds_bed_under.png",
|
||||||
"beds_bed_side_bottom_r.png",
|
"beds_bed_side_bottom_r.png",
|
||||||
"beds_bed_side_bottom_r.png^[transformfx",
|
"beds_bed_side_bottom_r.png^[transformFX",
|
||||||
"beds_transparent.png",
|
"blank.png",
|
||||||
"beds_bed_side_bottom.png"
|
"beds_bed_side_bottom.png"
|
||||||
},
|
},
|
||||||
top = {
|
top = {
|
||||||
"beds_bed_top_top.png^[transformR90",
|
"beds_bed_top_top.png^[transformR90",
|
||||||
"default_wood.png",
|
"beds_bed_under.png",
|
||||||
"beds_bed_side_top_r.png",
|
"beds_bed_side_top_r.png",
|
||||||
"beds_bed_side_top_r.png^[transformfx",
|
"beds_bed_side_top_r.png^[transformFX",
|
||||||
"beds_bed_side_top.png",
|
"beds_bed_side_top.png",
|
||||||
"beds_transparent.png",
|
"blank.png",
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
nodebox = {
|
nodebox = {
|
||||||
bottom = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
|
bottom = {-0.5, -0.5, -0.5, 0.5, 0.0625, 0.5},
|
||||||
top = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
|
top = {-0.5, -0.5, -0.5, 0.5, 0.0625, 0.5},
|
||||||
},
|
},
|
||||||
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
|
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.0625, 1.5},
|
||||||
recipe = {
|
recipe = {
|
||||||
{"wool:red", "wool:red", "wool:white"},
|
{"wool:white", "wool:white", "wool:white"},
|
||||||
{"group:wood", "group:wood", "group:wood"}
|
{"group:wood", "group:wood", "group:wood"}
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
|
@ -1,2 +0,0 @@
|
||||||
default
|
|
||||||
wool
|
|
|
@ -1,23 +1,28 @@
|
||||||
local pi = math.pi
|
local pi = math.pi
|
||||||
local player_in_bed = 0
|
|
||||||
local is_sp = minetest.is_singleplayer()
|
local is_sp = minetest.is_singleplayer()
|
||||||
local enable_respawn = minetest.settings:get_bool("enable_bed_respawn")
|
local enable_respawn = minetest.settings:get_bool("enable_bed_respawn")
|
||||||
if enable_respawn == nil then
|
if enable_respawn == nil then
|
||||||
enable_respawn = true
|
enable_respawn = true
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- support for MT game translation.
|
||||||
|
local S = beds.get_translator
|
||||||
|
|
||||||
-- Helper functions
|
-- Helper functions
|
||||||
|
|
||||||
local function get_look_yaw(pos)
|
local function get_look_yaw(pos)
|
||||||
local n = minetest.get_node(pos)
|
local rotation = minetest.get_node(pos).param2
|
||||||
if n.param2 == 1 then
|
if rotation > 3 then
|
||||||
return pi / 2, n.param2
|
rotation = rotation % 4 -- Mask colorfacedir values
|
||||||
elseif n.param2 == 3 then
|
end
|
||||||
return -pi / 2, n.param2
|
if rotation == 1 then
|
||||||
elseif n.param2 == 0 then
|
return pi / 2, rotation
|
||||||
return pi, n.param2
|
elseif rotation == 3 then
|
||||||
|
return -pi / 2, rotation
|
||||||
|
elseif rotation == 0 then
|
||||||
|
return pi, rotation
|
||||||
else
|
else
|
||||||
return 0, n.param2
|
return 0, rotation
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -55,61 +60,105 @@ local function lay_down(player, pos, bed_pos, state, skip)
|
||||||
|
|
||||||
-- stand up
|
-- stand up
|
||||||
if state ~= nil and not state then
|
if state ~= nil and not state then
|
||||||
local p = beds.pos[name] or nil
|
if not beds.player[name] then
|
||||||
if beds.player[name] ~= nil then
|
-- player not in bed, do nothing
|
||||||
beds.player[name] = nil
|
return false
|
||||||
player_in_bed = player_in_bed - 1
|
|
||||||
end
|
end
|
||||||
|
beds.bed_position[name] = nil
|
||||||
-- skip here to prevent sending player specific changes (used for leaving players)
|
-- skip here to prevent sending player specific changes (used for leaving players)
|
||||||
if skip then
|
if skip then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
if p then
|
player:set_pos(beds.pos[name])
|
||||||
player:setpos(p)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- physics, eye_offset, etc
|
-- physics, eye_offset, etc
|
||||||
|
local physics_override = beds.player[name].physics_override
|
||||||
|
beds.player[name] = nil
|
||||||
|
player:set_physics_override({
|
||||||
|
speed = physics_override.speed,
|
||||||
|
jump = physics_override.jump,
|
||||||
|
gravity = physics_override.gravity
|
||||||
|
})
|
||||||
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
|
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
|
||||||
player:set_look_horizontal(math.random(1, 180) / 100)
|
player:set_look_horizontal(math.random(1, 180) / 100)
|
||||||
default.player_attached[name] = false
|
player_api.player_attached[name] = false
|
||||||
player:set_physics_override(1, 1, 1)
|
|
||||||
hud_flags.wielditem = true
|
hud_flags.wielditem = true
|
||||||
default.player_set_animation(player, "stand" , 30)
|
player_api.set_animation(player, "stand" , 30)
|
||||||
|
|
||||||
-- lay down
|
-- lay down
|
||||||
else
|
else
|
||||||
beds.player[name] = 1
|
|
||||||
beds.pos[name] = pos
|
|
||||||
player_in_bed = player_in_bed + 1
|
|
||||||
|
|
||||||
-- physics, eye_offset, etc
|
-- Check if bed is occupied
|
||||||
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
|
for _, other_pos in pairs(beds.bed_position) do
|
||||||
|
if vector.distance(bed_pos, other_pos) < 0.1 then
|
||||||
|
minetest.chat_send_player(name, S("This bed is already occupied!"))
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Check if player is moving
|
||||||
|
if vector.length(player:get_velocity()) > 0.05 then
|
||||||
|
minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Check if player is attached to an object
|
||||||
|
if player:get_attach() then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
if beds.player[name] then
|
||||||
|
-- player already in bed, do nothing
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
beds.pos[name] = pos
|
||||||
|
beds.bed_position[name] = bed_pos
|
||||||
|
beds.player[name] = {physics_override = player:get_physics_override()}
|
||||||
|
|
||||||
local yaw, param2 = get_look_yaw(bed_pos)
|
local yaw, param2 = get_look_yaw(bed_pos)
|
||||||
player:set_look_horizontal(yaw)
|
player:set_look_horizontal(yaw)
|
||||||
local dir = minetest.facedir_to_dir(param2)
|
local dir = minetest.facedir_to_dir(param2)
|
||||||
local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
|
-- p.y is just above the nodebox height of the 'Simple Bed' (the highest bed),
|
||||||
player:set_physics_override(0, 0, 0)
|
-- to avoid sinking down through the bed.
|
||||||
player:setpos(p)
|
local p = {
|
||||||
default.player_attached[name] = true
|
x = bed_pos.x + dir.x / 2,
|
||||||
|
y = bed_pos.y + 0.07,
|
||||||
|
z = bed_pos.z + dir.z / 2
|
||||||
|
}
|
||||||
|
player:set_physics_override({speed = 0, jump = 0, gravity = 0})
|
||||||
|
player:set_pos(p)
|
||||||
|
player_api.player_attached[name] = true
|
||||||
hud_flags.wielditem = false
|
hud_flags.wielditem = false
|
||||||
default.player_set_animation(player, "lay" , 0)
|
player_api.set_animation(player, "lay" , 0)
|
||||||
end
|
end
|
||||||
|
|
||||||
player:hud_set_flags(hud_flags)
|
player:hud_set_flags(hud_flags)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
local function get_player_in_bed_count()
|
||||||
|
local c = 0
|
||||||
|
for _, _ in pairs(beds.player) do
|
||||||
|
c = c + 1
|
||||||
|
end
|
||||||
|
return c
|
||||||
|
end
|
||||||
|
|
||||||
local function update_formspecs(finished)
|
local function update_formspecs(finished)
|
||||||
local ges = #minetest.get_connected_players()
|
local ges = #minetest.get_connected_players()
|
||||||
local form_n
|
local player_in_bed = get_player_in_bed_count()
|
||||||
local is_majority = (ges / 2) < player_in_bed
|
local is_majority = (ges / 2) < player_in_bed
|
||||||
|
|
||||||
|
local form_n
|
||||||
|
local esc = minetest.formspec_escape
|
||||||
if finished then
|
if finished then
|
||||||
form_n = beds.formspec .. "label[2.7,11; Good morning.]"
|
form_n = beds.formspec .. "label[2.7,9;" .. esc(S("Good morning.")) .. "]"
|
||||||
else
|
else
|
||||||
form_n = beds.formspec .. "label[2.2,11;" .. tostring(player_in_bed) ..
|
form_n = beds.formspec .. "label[2.2,9;" ..
|
||||||
" of " .. tostring(ges) .. " players are in bed]"
|
esc(S("@1 of @2 players are in bed", player_in_bed, ges)) .. "]"
|
||||||
if is_majority and is_night_skip_enabled() then
|
if is_majority and is_night_skip_enabled() then
|
||||||
form_n = form_n .. "button_exit[2,8;4,0.75;force;Force night skip]"
|
form_n = form_n .. "button_exit[2,6;4,0.75;force;" ..
|
||||||
|
esc(S("Force night skip")) .. "]"
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -132,16 +181,36 @@ function beds.skip_night()
|
||||||
minetest.set_timeofday(0.23)
|
minetest.set_timeofday(0.23)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
local update_scheduled = false
|
||||||
|
local function schedule_update()
|
||||||
|
if update_scheduled then
|
||||||
|
-- there already is an update scheduled; don't schedule more to prevent races
|
||||||
|
return
|
||||||
|
end
|
||||||
|
update_scheduled = true
|
||||||
|
minetest.after(2, function()
|
||||||
|
update_scheduled = false
|
||||||
|
if not is_sp then
|
||||||
|
update_formspecs(is_night_skip_enabled())
|
||||||
|
end
|
||||||
|
if is_night_skip_enabled() then
|
||||||
|
-- skip the night and let all players stand up
|
||||||
|
beds.skip_night()
|
||||||
|
beds.kick_players()
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
function beds.on_rightclick(pos, player)
|
function beds.on_rightclick(pos, player)
|
||||||
local name = player:get_player_name()
|
local name = player:get_player_name()
|
||||||
local ppos = player:getpos()
|
local ppos = player:get_pos()
|
||||||
local tod = minetest.get_timeofday()
|
local tod = minetest.get_timeofday()
|
||||||
|
|
||||||
if tod > 0.2 and tod < 0.805 then
|
if tod > beds.day_interval.start and tod < beds.day_interval.finish then
|
||||||
if beds.player[name] then
|
if beds.player[name] then
|
||||||
lay_down(player, nil, nil, false)
|
lay_down(player, nil, nil, false)
|
||||||
end
|
end
|
||||||
minetest.chat_send_player(name, "You can only sleep at night.")
|
minetest.chat_send_player(name, S("You can only sleep at night."))
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -157,30 +226,29 @@ function beds.on_rightclick(pos, player)
|
||||||
update_formspecs(false)
|
update_formspecs(false)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- skip the night and let all players stand up
|
|
||||||
if check_in_beds() then
|
if check_in_beds() then
|
||||||
minetest.after(2, function()
|
schedule_update()
|
||||||
if not is_sp then
|
|
||||||
update_formspecs(is_night_skip_enabled())
|
|
||||||
end
|
|
||||||
if is_night_skip_enabled() then
|
|
||||||
beds.skip_night()
|
|
||||||
beds.kick_players()
|
|
||||||
end
|
|
||||||
end)
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function beds.can_dig(bed_pos)
|
||||||
|
-- Check all players in bed which one is at the expected position
|
||||||
|
for _, player_bed_pos in pairs(beds.bed_position) do
|
||||||
|
if vector.equals(bed_pos, player_bed_pos) then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
|
||||||
-- Callbacks
|
-- Callbacks
|
||||||
-- Only register respawn callback if respawn enabled
|
-- Only register respawn callback if respawn enabled
|
||||||
if enable_respawn then
|
if enable_respawn then
|
||||||
-- respawn player at bed if enabled and valid position is found
|
-- Respawn player at bed if valid position is found
|
||||||
minetest.register_on_respawnplayer(function(player)
|
spawn.register_on_spawn(function(player, is_new)
|
||||||
local name = player:get_player_name()
|
local pos = beds.spawn[player:get_player_name()]
|
||||||
local pos = beds.spawn[name]
|
|
||||||
if pos then
|
if pos then
|
||||||
player:setpos(pos)
|
player:set_pos(pos)
|
||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
|
@ -191,13 +259,20 @@ minetest.register_on_leaveplayer(function(player)
|
||||||
lay_down(player, nil, nil, false, true)
|
lay_down(player, nil, nil, false, true)
|
||||||
beds.player[name] = nil
|
beds.player[name] = nil
|
||||||
if check_in_beds() then
|
if check_in_beds() then
|
||||||
minetest.after(2, function()
|
schedule_update()
|
||||||
update_formspecs(is_night_skip_enabled())
|
end
|
||||||
if is_night_skip_enabled() then
|
end)
|
||||||
beds.skip_night()
|
|
||||||
beds.kick_players()
|
minetest.register_on_dieplayer(function(player)
|
||||||
end
|
local name = player:get_player_name()
|
||||||
end)
|
local in_bed = beds.player
|
||||||
|
local pos = player:get_pos()
|
||||||
|
local yaw = get_look_yaw(pos)
|
||||||
|
|
||||||
|
if in_bed[name] then
|
||||||
|
lay_down(player, nil, pos, false)
|
||||||
|
player:set_look_horizontal(yaw)
|
||||||
|
player:set_pos(pos)
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
|
|
||||||
|
@ -205,16 +280,25 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
|
||||||
if formname ~= "beds_form" then
|
if formname ~= "beds_form" then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- Because "Force night skip" button is a button_exit, it will set fields.quit
|
||||||
|
-- and lay_down call will change value of player_in_bed, so it must be taken
|
||||||
|
-- earlier.
|
||||||
|
local last_player_in_bed = get_player_in_bed_count()
|
||||||
|
|
||||||
if fields.quit or fields.leave then
|
if fields.quit or fields.leave then
|
||||||
lay_down(player, nil, nil, false)
|
lay_down(player, nil, nil, false)
|
||||||
update_formspecs(false)
|
update_formspecs(false)
|
||||||
end
|
end
|
||||||
|
|
||||||
if fields.force then
|
if fields.force then
|
||||||
update_formspecs(is_night_skip_enabled())
|
local is_majority = (#minetest.get_connected_players() / 2) < last_player_in_bed
|
||||||
if is_night_skip_enabled() then
|
if is_majority and is_night_skip_enabled() then
|
||||||
|
update_formspecs(true)
|
||||||
beds.skip_night()
|
beds.skip_night()
|
||||||
beds.kick_players()
|
beds.kick_players()
|
||||||
|
else
|
||||||
|
update_formspecs(false)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
|
|
|
@ -1,11 +1,25 @@
|
||||||
|
-- beds/init.lua
|
||||||
|
|
||||||
|
-- Load support for MT game translation.
|
||||||
|
local S = minetest.get_translator("beds")
|
||||||
|
local esc = minetest.formspec_escape
|
||||||
|
|
||||||
beds = {}
|
beds = {}
|
||||||
beds.player = {}
|
beds.player = {}
|
||||||
|
beds.bed_position = {}
|
||||||
beds.pos = {}
|
beds.pos = {}
|
||||||
beds.spawn = {}
|
beds.spawn = {}
|
||||||
|
beds.get_translator = S
|
||||||
|
|
||||||
beds.formspec = "size[8,15;true]" ..
|
beds.formspec = "size[8,11;true]" ..
|
||||||
"bgcolor[#080808BB; true]" ..
|
"no_prepend[]" ..
|
||||||
"button_exit[2,12;4,0.75;leave;Leave Bed]"
|
"bgcolor[#080808BB;true]" ..
|
||||||
|
"button_exit[2,10;4,0.75;leave;" .. esc(S("Leave Bed")) .. "]"
|
||||||
|
|
||||||
|
beds.day_interval = {
|
||||||
|
start = 0.2,
|
||||||
|
finish = 0.805,
|
||||||
|
}
|
||||||
|
|
||||||
local modpath = minetest.get_modpath("beds")
|
local modpath = minetest.get_modpath("beds")
|
||||||
|
|
||||||
|
|
|
@ -3,7 +3,7 @@ License of source code
|
||||||
|
|
||||||
The MIT License (MIT)
|
The MIT License (MIT)
|
||||||
Copyright (C) 2014-2016 BlockMen
|
Copyright (C) 2014-2016 BlockMen
|
||||||
Copyright (C) 2014-2016 Various Minetest developers and contributors
|
Copyright (C) 2014-2016 Various Minetest Game developers and contributors
|
||||||
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this
|
Permission is hereby granted, free of charge, to any person obtaining a copy of this
|
||||||
software and associated documentation files (the "Software"), to deal in the Software
|
software and associated documentation files (the "Software"), to deal in the Software
|
||||||
|
@ -30,6 +30,7 @@ Licenses of media (textures)
|
||||||
|
|
||||||
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||||
Copyright (C) 2014-2016 BlockMen
|
Copyright (C) 2014-2016 BlockMen
|
||||||
|
Copyright (C) 2018 TumeniNodes
|
||||||
|
|
||||||
You are free to:
|
You are free to:
|
||||||
Share — copy and redistribute the material in any medium or format.
|
Share — copy and redistribute the material in any medium or format.
|
||||||
|
|
10
mods/beds/locale/beds.bg.tr
Executable file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Модерно легло
|
||||||
|
Simple Bed=Обикновено легло
|
||||||
|
This bed is already occupied!=Това легло вече е заето!
|
||||||
|
You have to stop moving before going to bed!=За да легнете трябва да спрете да се движите!
|
||||||
|
Good morning.=Добро утро!
|
||||||
|
@1 of @2 players are in bed=@1 от @2 играчи са легнали
|
||||||
|
Force night skip=Прескачане на нощта
|
||||||
|
You can only sleep at night.=Може да спите само през нощта.
|
||||||
|
Leave Bed=Ставане от леглото
|
10
mods/beds/locale/beds.de.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Schickes Bett
|
||||||
|
Simple Bed=Schlichtes Bett
|
||||||
|
This bed is already occupied!=Dieses Bett ist bereits belegt!
|
||||||
|
You have to stop moving before going to bed!=Sie müssen stehen bleiben, bevor Sie zu Bett gehen können!
|
||||||
|
Good morning.=Guten Morgen.
|
||||||
|
@1 of @2 players are in bed=@1 von @2 Spielern sind im Bett
|
||||||
|
Force night skip=Überspringen der Nacht erzwingen
|
||||||
|
You can only sleep at night.=Sie können nur nachts schlafen.
|
||||||
|
Leave Bed=Bett verlassen
|
10
mods/beds/locale/beds.eo.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Luksa lito
|
||||||
|
Simple Bed=Simpla lito
|
||||||
|
This bed is already occupied!=Tiu lito jam estas okupata!
|
||||||
|
You have to stop moving before going to bed!=Vi ĉesu moviĝi por enlitiĝi!
|
||||||
|
Good morning.=Bonan matenon.
|
||||||
|
@1 of @2 players are in bed=@1 el @2 ludantoj estas en lito
|
||||||
|
Force night skip=Devigi noktan salton
|
||||||
|
You can only sleep at night.=Vi povas dormi nur nokte.
|
||||||
|
Leave Bed=Ellitiĝi
|
10
mods/beds/locale/beds.es.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Cama de lujo
|
||||||
|
Simple Bed=Cama sencilla
|
||||||
|
This bed is already occupied!=Esta cama esta ocupada
|
||||||
|
You have to stop moving before going to bed!=Deja de moverte o no podras acostarte
|
||||||
|
Good morning.=Buenos días.
|
||||||
|
@1 of @2 players are in bed=@1 de @2 jugadores están durmiendo
|
||||||
|
Force night skip=Forzar hacer de dia
|
||||||
|
You can only sleep at night.=Sólo puedes dormir por la noche.
|
||||||
|
Leave Bed=Levantarse
|
10
mods/beds/locale/beds.fr.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Lit chic
|
||||||
|
Simple Bed=Lit simple
|
||||||
|
This bed is already occupied!=Ce lit est déjà occupé !
|
||||||
|
You have to stop moving before going to bed!=Vous devez arrêter de bouger avant de vous coucher !
|
||||||
|
Good morning.=Bonjour.
|
||||||
|
@1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit
|
||||||
|
Force night skip=Forcer le passage de la nuit
|
||||||
|
You can only sleep at night.=Vous ne pouvez dormir que la nuit.
|
||||||
|
Leave Bed=Se lever du lit
|
10
mods/beds/locale/beds.id.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Ranjang Mewah
|
||||||
|
Simple Bed=Ranjang Sederhana
|
||||||
|
This bed is already occupied!=Ranjang telah terisi!
|
||||||
|
You have to stop moving before going to bed!=Anda harus diam untuk tidur!
|
||||||
|
Good morning.=Selamat pagi.
|
||||||
|
@1 of @2 players are in bed=@1 dari @2 pemain sedang tidur
|
||||||
|
Force night skip=Paksa lewati malam
|
||||||
|
You can only sleep at night.=Anda hanya bisa tidur pada waktu malam.
|
||||||
|
Leave Bed=Tinggalkan Ranjang
|
10
mods/beds/locale/beds.it.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Letto decorato
|
||||||
|
Simple Bed=Letto semplice
|
||||||
|
This bed is already occupied!=
|
||||||
|
You have to stop moving before going to bed!=
|
||||||
|
Good morning.=
|
||||||
|
@1 of @2 players are in bed=
|
||||||
|
Force night skip=
|
||||||
|
You can only sleep at night.=
|
||||||
|
Leave Bed=Alzati dal letto
|
10
mods/beds/locale/beds.ja.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=ファンシーなベッド
|
||||||
|
Simple Bed=シンプルなベッド
|
||||||
|
This bed is already occupied!=ベッドはすでに使われています!
|
||||||
|
You have to stop moving before going to bed!=寝るときは動かないでください!
|
||||||
|
Good morning.=おはようございます。
|
||||||
|
@1 of @2 players are in bed=ベッドに@1 / @2人います
|
||||||
|
Force night skip=強制的に夜をスキップします
|
||||||
|
You can only sleep at night.=夜しか寝れません。
|
||||||
|
Leave Bed=ベッドから出ます
|
10
mods/beds/locale/beds.jbo.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=lo selja'i ckana
|
||||||
|
Simple Bed=lo sampu ckana
|
||||||
|
This bed is already occupied!=.i lo ti ckana cu canlu
|
||||||
|
You have to stop moving before going to bed!=lo nu do cando cu sarcu lo nu do sipna
|
||||||
|
Good morning.=.i .uise'inai cerni
|
||||||
|
@1 of @2 players are in bed=.i @1 cmima be lu'i @2 le pilno cu vreta lo ckana
|
||||||
|
Force night skip=bapli le nu co'u nicte
|
||||||
|
You can only sleep at night.=.i steci le ka nicte kei fa le ka do kakne le ka sipna ca pa ckaji be ce'u
|
||||||
|
Leave Bed=cliva lo ckana
|
10
mods/beds/locale/beds.lv.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Skaista gulta
|
||||||
|
Simple Bed=Gulta
|
||||||
|
This bed is already occupied!=Šī gulta jau ir aizņemta!
|
||||||
|
You have to stop moving before going to bed!=Jums jāapstājas lai gulētu!
|
||||||
|
Good morning.=Labrīt.
|
||||||
|
@1 of @2 players are in bed=@1 no @2 spēlētājiem guļ gultās
|
||||||
|
Force night skip=Izlaist nakti
|
||||||
|
You can only sleep at night.=Jūs variet gulēt tikai naktī.
|
||||||
|
Leave Bed=Celties no gultas
|
10
mods/beds/locale/beds.ms.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Katil Beragam
|
||||||
|
Simple Bed=Katil Biasa
|
||||||
|
This bed is already occupied!=Katil ini sudah diduduki!
|
||||||
|
You have to stop moving before going to bed!=Anda perlu berhenti bergerak sebelum tidur!
|
||||||
|
Good morning.=Selamat pagi.
|
||||||
|
@1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur
|
||||||
|
Force night skip=Paksa langkau malam
|
||||||
|
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
|
||||||
|
Leave Bed=Tinggalkan Katil
|
10
mods/beds/locale/beds.pl.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Fantazyjne łóżko
|
||||||
|
Simple Bed=Proste łóżko
|
||||||
|
This bed is already occupied!=To łóżko jest już zajęte!
|
||||||
|
You have to stop moving before going to bed!=Musisz się zatrzymać aby wejść do łóżka
|
||||||
|
Good morning.=Dzień dobry.
|
||||||
|
@1 of @2 players are in bed=@1 z @2 graczy śpią
|
||||||
|
Force night skip=Wymuś pominięcie nocy
|
||||||
|
You can only sleep at night.=Możesz spać tylko w nocy.
|
||||||
|
Leave Bed=Opuść łóżko
|
10
mods/beds/locale/beds.pt_BR.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Cama Bonita
|
||||||
|
Simple Bed=Cama Simples
|
||||||
|
This bed is already occupied!=Esta cama já está ocupada!
|
||||||
|
You have to stop moving before going to bed!=Você precisa parar de se mover antes de ir para cama!
|
||||||
|
Good morning.=Bom dia.
|
||||||
|
@1 of @2 players are in bed=@1 de @2 jogadores estão na cama
|
||||||
|
Force night skip=Forçar o amanhecer
|
||||||
|
You can only sleep at night.=Você só pode dormir à noite
|
||||||
|
Leave Bed=Sair da Cama
|
10
mods/beds/locale/beds.ru.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Красивая кровать
|
||||||
|
Simple Bed=Простая кровать
|
||||||
|
This bed is already occupied!=Эта кровать уже занята!
|
||||||
|
You have to stop moving before going to bed!=Вам нужно перестать двигаться чтобы лечь!
|
||||||
|
Good morning.=Доброе утро.
|
||||||
|
@1 of @2 players are in bed=@1 из @2 игроков в кровати
|
||||||
|
Force night skip=Пропустить ночь
|
||||||
|
You can only sleep at night.=Вы можете спать только ночью.
|
||||||
|
Leave Bed=Встать с кровати
|
10
mods/beds/locale/beds.sk.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Pekná posteľ
|
||||||
|
Simple Bed=Jednoduchá posteľ
|
||||||
|
This bed is already occupied!=Táto posteľ je už obsadená
|
||||||
|
You have to stop moving before going to bed!=Predtým ako si ľahneš do postele, sa musíš prestať pohybovať!
|
||||||
|
Good morning.=Dobré ráno.
|
||||||
|
@1 of @2 players are in bed=@1 z @2 hráčov sú v posteli
|
||||||
|
Force night skip=Nútene preskočiť noc
|
||||||
|
You can only sleep at night.=Môžeš spať len v noci.
|
||||||
|
Leave Bed=Opusti posteľ
|
10
mods/beds/locale/beds.sv.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Fin säng
|
||||||
|
Simple Bed=Enkel säng
|
||||||
|
This bed is already occupied!=Den här sängen används redan!
|
||||||
|
You have to stop moving before going to bed!=Du måste stanna innan du kan lägga dig!
|
||||||
|
Good morning.=God morgon.
|
||||||
|
@1 of @2 players are in bed=@1 av @2 spelare försöker sova.
|
||||||
|
Force night skip=Tvinga att hoppa över natt
|
||||||
|
You can only sleep at night.=Du kan bara sova på natten.
|
||||||
|
Leave Bed=Lämna säng
|
10
mods/beds/locale/beds.uk.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Гарне ліжко
|
||||||
|
Simple Bed=Просте ліжко
|
||||||
|
This bed is already occupied!=Це ліжко вже зайняте!
|
||||||
|
You have to stop moving before going to bed!=Зупиніться перед тим як лягти!
|
||||||
|
Good morning.=Доброго ранку.
|
||||||
|
@1 of @2 players are in bed=@1 з @2 гравців(-я) у ліжку
|
||||||
|
Force night skip=Пропустити ніч
|
||||||
|
You can only sleep at night.=Ви можете спати лише вночі.
|
||||||
|
Leave Bed=Встати з ліжка
|
10
mods/beds/locale/beds.zh_CN.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=花式床
|
||||||
|
Simple Bed=简易床
|
||||||
|
This bed is already occupied!=床上已有人!
|
||||||
|
You have to stop moving before going to bed!=上床前要停止移动!
|
||||||
|
Good morning.=早安!
|
||||||
|
@1 of @2 players are in bed=@2位玩家中的@1位在床上
|
||||||
|
Force night skip=强制跳过夜晚
|
||||||
|
You can only sleep at night.=你只能在晚上睡觉。
|
||||||
|
Leave Bed=离开床
|
10
mods/beds/locale/beds.zh_TW.tr
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=花式床
|
||||||
|
Simple Bed=簡易床
|
||||||
|
This bed is already occupied!=這個床已經被占據了!
|
||||||
|
You have to stop moving before going to bed!=你必須在上床前停止移動!
|
||||||
|
Good morning.=早安!
|
||||||
|
@1 of @2 players are in bed=@2位玩家中的@1位在床上
|
||||||
|
Force night skip=強制跳過夜晚
|
||||||
|
You can only sleep at night.=你只能在晚上睡覺。
|
||||||
|
Leave Bed=離開床
|
10
mods/beds/locale/template.txt
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=
|
||||||
|
Simple Bed=
|
||||||
|
This bed is already occupied!=
|
||||||
|
You have to stop moving before going to bed!=
|
||||||
|
Good morning.=
|
||||||
|
@1 of @2 players are in bed=
|
||||||
|
Force night skip=
|
||||||
|
You can only sleep at night.=
|
||||||
|
Leave Bed=
|
3
mods/beds/mod.conf
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
name = beds
|
||||||
|
description = Minetest Game mod: beds
|
||||||
|
depends = default, wool, spawn
|
|
@ -53,7 +53,7 @@ end
|
||||||
function beds.set_spawns()
|
function beds.set_spawns()
|
||||||
for name,_ in pairs(beds.player) do
|
for name,_ in pairs(beds.player) do
|
||||||
local player = minetest.get_player_by_name(name)
|
local player = minetest.get_player_by_name(name)
|
||||||
local p = player:getpos()
|
local p = player:get_pos()
|
||||||
-- but don't change spawn location if borrowing a bed
|
-- but don't change spawn location if borrowing a bed
|
||||||
if not minetest.is_protected(p, name) then
|
if not minetest.is_protected(p, name) then
|
||||||
beds.spawn[name] = p
|
beds.spawn[name] = p
|
||||||
|
@ -61,3 +61,12 @@ function beds.set_spawns()
|
||||||
end
|
end
|
||||||
beds.save_spawns()
|
beds.save_spawns()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function beds.remove_spawns_at(pos)
|
||||||
|
for name, p in pairs(beds.spawn) do
|
||||||
|
if vector.equals(vector.round(p), pos) then
|
||||||
|
beds.spawn[name] = nil
|
||||||
|
end
|
||||||
|
end
|
||||||
|
beds.save_spawns()
|
||||||
|
end
|
||||||
|
|
Before Width: | Height: | Size: 540 B After Width: | Height: | Size: 490 B |
Before Width: | Height: | Size: 537 B After Width: | Height: | Size: 486 B |
Before Width: | Height: | Size: 390 B After Width: | Height: | Size: 340 B |
Before Width: | Height: | Size: 387 B After Width: | Height: | Size: 343 B |
Before Width: | Height: | Size: 296 B After Width: | Height: | Size: 248 B |
Before Width: | Height: | Size: 316 B After Width: | Height: | Size: 265 B |
Before Width: | Height: | Size: 561 B After Width: | Height: | Size: 431 B |
Before Width: | Height: | Size: 537 B After Width: | Height: | Size: 427 B |
Before Width: | Height: | Size: 611 B After Width: | Height: | Size: 464 B |
Before Width: | Height: | Size: 596 B After Width: | Height: | Size: 446 B |
Before Width: | Height: | Size: 583 B After Width: | Height: | Size: 474 B |
Before Width: | Height: | Size: 616 B After Width: | Height: | Size: 547 B |
Before Width: | Height: | Size: 495 B After Width: | Height: | Size: 425 B |
Before Width: | Height: | Size: 556 B After Width: | Height: | Size: 490 B |
BIN
mods/beds/textures/beds_bed_under.png
Normal file
After Width: | Height: | Size: 251 B |
Before Width: | Height: | Size: 143 B |
37
mods/binoculars/README.txt
Normal file
|
@ -0,0 +1,37 @@
|
||||||
|
Minetest Game mod: binoculars
|
||||||
|
=============================
|
||||||
|
See license.txt for license information.
|
||||||
|
|
||||||
|
Authors of source code
|
||||||
|
----------------------
|
||||||
|
paramat (MIT)
|
||||||
|
|
||||||
|
Authors of media (textures)
|
||||||
|
---------------------------
|
||||||
|
paramat (CC BY-SA 3.0):
|
||||||
|
binoculars_binoculars.png
|
||||||
|
|
||||||
|
Crafting
|
||||||
|
--------
|
||||||
|
binoculars:binoculars
|
||||||
|
|
||||||
|
default:obsidian_glass O
|
||||||
|
default:bronze_ingot B
|
||||||
|
|
||||||
|
O_O
|
||||||
|
BBB
|
||||||
|
O_O
|
||||||
|
|
||||||
|
Usage
|
||||||
|
-----
|
||||||
|
In survival mode, use of zoom requires the binoculars item in your inventory,
|
||||||
|
they will allow a 10 degree field of view.
|
||||||
|
It can take up to 5 seconds for adding to or removal from inventory to have an
|
||||||
|
effect, however to instantly allow the use of this zoom 'use' (leftclick) the
|
||||||
|
item.
|
||||||
|
|
||||||
|
Zoom with a field of view of 15 degrees is automatically allowed in creative
|
||||||
|
mode and for any player with the 'creative' privilege.
|
||||||
|
|
||||||
|
The 'binoculars.update_player_property()' function is global so can be
|
||||||
|
redefined by a mod for alternative behaviour.
|
73
mods/binoculars/init.lua
Normal file
|
@ -0,0 +1,73 @@
|
||||||
|
-- binoculars/init.lua
|
||||||
|
|
||||||
|
-- Mod global namespace
|
||||||
|
|
||||||
|
binoculars = {}
|
||||||
|
|
||||||
|
-- Load support for MT game translation.
|
||||||
|
local S = minetest.get_translator("binoculars")
|
||||||
|
|
||||||
|
|
||||||
|
-- Update player property
|
||||||
|
-- Global to allow overriding
|
||||||
|
|
||||||
|
function binoculars.update_player_property(player)
|
||||||
|
local new_zoom_fov = 0
|
||||||
|
|
||||||
|
if player:get_inventory():contains_item(
|
||||||
|
"main", "binoculars:binoculars") then
|
||||||
|
new_zoom_fov = 10
|
||||||
|
elseif minetest.is_creative_enabled(player:get_player_name()) then
|
||||||
|
new_zoom_fov = 15
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Only set property if necessary to avoid player mesh reload
|
||||||
|
if player:get_properties().zoom_fov ~= new_zoom_fov then
|
||||||
|
player:set_properties({zoom_fov = new_zoom_fov})
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
-- Set player property 'on joinplayer'
|
||||||
|
|
||||||
|
minetest.register_on_joinplayer(function(player)
|
||||||
|
binoculars.update_player_property(player)
|
||||||
|
end)
|
||||||
|
|
||||||
|
|
||||||
|
-- Cyclic update of player property
|
||||||
|
|
||||||
|
local function cyclic_update()
|
||||||
|
for _, player in ipairs(minetest.get_connected_players()) do
|
||||||
|
binoculars.update_player_property(player)
|
||||||
|
end
|
||||||
|
minetest.after(4.7, cyclic_update)
|
||||||
|
end
|
||||||
|
|
||||||
|
minetest.after(4.7, cyclic_update)
|
||||||
|
|
||||||
|
|
||||||
|
-- Binoculars item
|
||||||
|
|
||||||
|
minetest.register_craftitem("binoculars:binoculars", {
|
||||||
|
description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"),
|
||||||
|
inventory_image = "binoculars_binoculars.png",
|
||||||
|
stack_max = 1,
|
||||||
|
groups = {tool = 1},
|
||||||
|
|
||||||
|
on_use = function(itemstack, user, pointed_thing)
|
||||||
|
binoculars.update_player_property(user)
|
||||||
|
end,
|
||||||
|
})
|
||||||
|
|
||||||
|
|
||||||
|
-- Crafting
|
||||||
|
|
||||||
|
minetest.register_craft({
|
||||||
|
output = "binoculars:binoculars",
|
||||||
|
recipe = {
|
||||||
|
{"default:obsidian_glass", "", "default:obsidian_glass"},
|
||||||
|
{"default:bronze_ingot", "default:bronze_ingot", "default:bronze_ingot"},
|
||||||
|
{"default:obsidian_glass", "", "default:obsidian_glass"},
|
||||||
|
}
|
||||||
|
})
|
59
mods/binoculars/license.txt
Normal file
|
@ -0,0 +1,59 @@
|
||||||
|
License of source code
|
||||||
|
----------------------
|
||||||
|
|
||||||
|
The MIT License (MIT)
|
||||||
|
Copyright (C) 2017 paramat
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy of this
|
||||||
|
software and associated documentation files (the "Software"), to deal in the Software
|
||||||
|
without restriction, including without limitation the rights to use, copy, modify, merge,
|
||||||
|
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
|
||||||
|
persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in all copies or
|
||||||
|
substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||||
|
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
|
||||||
|
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
|
||||||
|
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
|
||||||
|
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||||
|
DEALINGS IN THE SOFTWARE.
|
||||||
|
|
||||||
|
For more details:
|
||||||
|
https://opensource.org/licenses/MIT
|
||||||
|
|
||||||
|
|
||||||
|
Licenses of media (textures)
|
||||||
|
----------------------------
|
||||||
|
|
||||||
|
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||||
|
Copyright (C) 2017 paramat
|
||||||
|
|
||||||
|
You are free to:
|
||||||
|
Share — copy and redistribute the material in any medium or format.
|
||||||
|
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
|
||||||
|
The licensor cannot revoke these freedoms as long as you follow the license terms.
|
||||||
|
|
||||||
|
Under the following terms:
|
||||||
|
|
||||||
|
Attribution — You must give appropriate credit, provide a link to the license, and
|
||||||
|
indicate if changes were made. You may do so in any reasonable manner, but not in any way
|
||||||
|
that suggests the licensor endorses you or your use.
|
||||||
|
|
||||||
|
ShareAlike — If you remix, transform, or build upon the material, you must distribute
|
||||||
|
your contributions under the same license as the original.
|
||||||
|
|
||||||
|
No additional restrictions — You may not apply legal terms or technological measures that
|
||||||
|
legally restrict others from doing anything the license permits.
|
||||||
|
|
||||||
|
Notices:
|
||||||
|
|
||||||
|
You do not have to comply with the license for elements of the material in the public
|
||||||
|
domain or where your use is permitted by an applicable exception or limitation.
|
||||||
|
No warranties are given. The license may not give you all of the permissions necessary
|
||||||
|
for your intended use. For example, other rights such as publicity, privacy, or moral
|
||||||
|
rights may limit how you use the material.
|
||||||
|
|
||||||
|
For more details:
|
||||||
|
http://creativecommons.org/licenses/by-sa/3.0/
|
3
mods/binoculars/locale/binoculars.bg.tr
Executable file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=Бинокъл
|
||||||
|
Use with 'Zoom' key=Използвайте с клавиша „Мащабиране“
|
3
mods/binoculars/locale/binoculars.de.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=Fernglas
|
||||||
|
Use with 'Zoom' key=Mit „Zoom“-Taste benutzen
|
3
mods/binoculars/locale/binoculars.eo.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=Binoklo
|
||||||
|
Use with 'Zoom' key=Uzi per 'Zomo' klavo
|
3
mods/binoculars/locale/binoculars.es.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=Prismáticos
|
||||||
|
Use with 'Zoom' key=Usar con la tecla 'Zoom'
|
3
mods/binoculars/locale/binoculars.fr.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=Jumelles
|
||||||
|
Use with 'Zoom' key=Utiliser avec le bouton « Zoom »
|
3
mods/binoculars/locale/binoculars.id.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=Teropong
|
||||||
|
Use with 'Zoom' key=Gunakan dengan tombol 'Zum'
|
3
mods/binoculars/locale/binoculars.it.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=Binocolo
|
||||||
|
Use with 'Zoom' key=Usalo col tasto 'Ingrandimento'
|
3
mods/binoculars/locale/binoculars.ja.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=双眼鏡
|
||||||
|
Use with 'Zoom' key=ズームキーで使います
|
3
mods/binoculars/locale/binoculars.jbo.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=lo reldarvistci
|
||||||
|
Use with 'Zoom' key=.i tu'a le jvinu banro batke cu tadji lo nu pilno
|
3
mods/binoculars/locale/binoculars.lv.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=Binoklis
|
||||||
|
Use with 'Zoom' key=Lietojiet ar 'Pietuvināt' pogu
|
3
mods/binoculars/locale/binoculars.ms.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=Binokular
|
||||||
|
Use with 'Zoom' key=Guna dengan kekunci 'Zum'
|
3
mods/binoculars/locale/binoculars.pl.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=Lornetka
|
||||||
|
Use with 'Zoom' key=Aby użyć naciśnij 'Zoom'
|
3
mods/binoculars/locale/binoculars.pt_BR.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=Binóculos
|
||||||
|
Use with 'Zoom' key=Use com a tecla de 'Zoom'
|
3
mods/binoculars/locale/binoculars.ru.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=Бинокль
|
||||||
|
Use with 'Zoom' key=Используется клавишей 'Приближение'
|
3
mods/binoculars/locale/binoculars.sk.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=Ďalekohľad
|
||||||
|
Use with 'Zoom' key=Použi s klávesou "Priblíž"
|
3
mods/binoculars/locale/binoculars.sv.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=Kikare
|
||||||
|
Use with 'Zoom' key=Använd med 'Zoom'-knappen
|
3
mods/binoculars/locale/binoculars.uk.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=Бінокль
|
||||||
|
Use with 'Zoom' key=Використовується клавішею 'Наближення'
|
3
mods/binoculars/locale/binoculars.zh_CN.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=望远镜
|
||||||
|
Use with 'Zoom' key=与“缩放”键一起使用
|
3
mods/binoculars/locale/binoculars.zh_TW.tr
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=望遠鏡
|
||||||
|
Use with 'Zoom' key=與“縮放”鍵一起使用
|
3
mods/binoculars/locale/template.txt
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=
|
||||||
|
Use with 'Zoom' key=
|
3
mods/binoculars/mod.conf
Normal file
|
@ -0,0 +1,3 @@
|
||||||
|
name = binoculars
|
||||||
|
description = Minetest Game mod: binoculars
|
||||||
|
depends = default
|
BIN
mods/binoculars/textures/binoculars_binoculars.png
Normal file
After Width: | Height: | Size: 219 B |
|
@ -5,7 +5,7 @@ See license.txt for license information.
|
||||||
Authors of source code
|
Authors of source code
|
||||||
----------------------
|
----------------------
|
||||||
Originally by PilzAdam (MIT)
|
Originally by PilzAdam (MIT)
|
||||||
Various Minetest developers and contributors (MIT)
|
Various Minetest Game developers and contributors (MIT)
|
||||||
|
|
||||||
Authors of media (textures and model)
|
Authors of media (textures and model)
|
||||||
-------------------------------------
|
-------------------------------------
|
||||||
|
@ -13,3 +13,19 @@ Textures: Zeg9 (CC BY-SA 3.0)
|
||||||
Model: thetoon and Zeg9 (CC BY-SA 3.0),
|
Model: thetoon and Zeg9 (CC BY-SA 3.0),
|
||||||
modified by PavelS(SokolovPavel) (CC BY-SA 3.0),
|
modified by PavelS(SokolovPavel) (CC BY-SA 3.0),
|
||||||
modified by sofar (CC BY-SA 3.0)
|
modified by sofar (CC BY-SA 3.0)
|
||||||
|
|
||||||
|
Controls
|
||||||
|
--------
|
||||||
|
Right mouse button = Enter or exit boat when pointing at boat.
|
||||||
|
Forward = Speed up.
|
||||||
|
Slow down when moving backwards.
|
||||||
|
Forward + backward = Enable cruise mode: Boat will accelerate to maximum forward
|
||||||
|
speed and remain at that speed without needing to hold the
|
||||||
|
forward key.
|
||||||
|
Backward = Slow down.
|
||||||
|
Speed up when moving backwards.
|
||||||
|
Disable cruise mode.
|
||||||
|
Left = Turn to the left.
|
||||||
|
Turn to the right when moving backwards.
|
||||||
|
Right = Turn to the right.
|
||||||
|
Turn to the left when moving backwards.
|
||||||
|
|
|
@ -1 +0,0 @@
|
||||||
default
|
|
|
@ -1,3 +1,8 @@
|
||||||
|
-- boats/init.lua
|
||||||
|
|
||||||
|
-- Load support for MT game translation.
|
||||||
|
local S = minetest.get_translator("boats")
|
||||||
|
|
||||||
--
|
--
|
||||||
-- Helper functions
|
-- Helper functions
|
||||||
--
|
--
|
||||||
|
@ -8,15 +13,6 @@ local function is_water(pos)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
local function get_sign(i)
|
|
||||||
if i == 0 then
|
|
||||||
return 0
|
|
||||||
else
|
|
||||||
return i / math.abs(i)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
local function get_velocity(v, yaw, y)
|
local function get_velocity(v, yaw, y)
|
||||||
local x = -math.sin(yaw) * v
|
local x = -math.sin(yaw) * v
|
||||||
local z = math.cos(yaw) * v
|
local z = math.cos(yaw) * v
|
||||||
|
@ -33,18 +29,21 @@ end
|
||||||
--
|
--
|
||||||
|
|
||||||
local boat = {
|
local boat = {
|
||||||
physical = true,
|
initial_properties = {
|
||||||
-- Warning: Do not change the position of the collisionbox top surface,
|
physical = true,
|
||||||
-- lowering it causes the boat to fall through the world if underwater
|
-- Warning: Do not change the position of the collisionbox top surface,
|
||||||
collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
|
-- lowering it causes the boat to fall through the world if underwater
|
||||||
visual = "mesh",
|
collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
|
||||||
mesh = "boats_boat.obj",
|
visual = "mesh",
|
||||||
textures = {"default_wood.png"},
|
mesh = "boats_boat.obj",
|
||||||
|
textures = {"default_wood.png"},
|
||||||
|
},
|
||||||
|
|
||||||
driver = nil,
|
driver = nil,
|
||||||
v = 0,
|
v = 0,
|
||||||
last_v = 0,
|
last_v = 0,
|
||||||
removed = false
|
removed = false,
|
||||||
|
auto = false
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -53,33 +52,38 @@ function boat.on_rightclick(self, clicker)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
local name = clicker:get_player_name()
|
local name = clicker:get_player_name()
|
||||||
if self.driver and clicker == self.driver then
|
if self.driver and name == self.driver then
|
||||||
self.driver = nil
|
-- Cleanup happens in boat.on_detach_child
|
||||||
clicker:set_detach()
|
clicker:set_detach()
|
||||||
default.player_attached[name] = false
|
|
||||||
default.player_set_animation(clicker, "stand" , 30)
|
player_api.set_animation(clicker, "stand", 30)
|
||||||
local pos = clicker:getpos()
|
local pos = clicker:get_pos()
|
||||||
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
|
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
|
||||||
minetest.after(0.1, function()
|
minetest.after(0.1, function()
|
||||||
clicker:setpos(pos)
|
clicker:set_pos(pos)
|
||||||
end)
|
end)
|
||||||
elseif not self.driver then
|
elseif not self.driver then
|
||||||
local attach = clicker:get_attach()
|
|
||||||
if attach and attach:get_luaentity() then
|
|
||||||
local luaentity = attach:get_luaentity()
|
|
||||||
if luaentity.driver then
|
|
||||||
luaentity.driver = nil
|
|
||||||
end
|
|
||||||
clicker:set_detach()
|
|
||||||
end
|
|
||||||
self.driver = clicker
|
|
||||||
clicker:set_attach(self.object, "",
|
clicker:set_attach(self.object, "",
|
||||||
{x = 0, y = 11, z = -3}, {x = 0, y = 0, z = 0})
|
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
|
||||||
default.player_attached[name] = true
|
|
||||||
|
self.driver = name
|
||||||
|
player_api.player_attached[name] = true
|
||||||
|
|
||||||
minetest.after(0.2, function()
|
minetest.after(0.2, function()
|
||||||
default.player_set_animation(clicker, "sit" , 30)
|
player_api.set_animation(clicker, "sit", 30)
|
||||||
end)
|
end)
|
||||||
clicker:set_look_horizontal(self.object:getyaw())
|
clicker:set_look_horizontal(self.object:get_yaw())
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
-- If driver leaves server while driving boat
|
||||||
|
function boat.on_detach_child(self, child)
|
||||||
|
if child and child:get_player_name() == self.driver then
|
||||||
|
player_api.player_attached[child:get_player_name()] = false
|
||||||
|
|
||||||
|
self.driver = nil
|
||||||
|
self.auto = false
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -102,21 +106,22 @@ function boat.on_punch(self, puncher)
|
||||||
if not puncher or not puncher:is_player() or self.removed then
|
if not puncher or not puncher:is_player() or self.removed then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
if self.driver and puncher == self.driver then
|
|
||||||
|
local name = puncher:get_player_name()
|
||||||
|
if self.driver and name == self.driver then
|
||||||
self.driver = nil
|
self.driver = nil
|
||||||
puncher:set_detach()
|
puncher:set_detach()
|
||||||
default.player_attached[puncher:get_player_name()] = false
|
player_api.player_attached[name] = false
|
||||||
end
|
end
|
||||||
if not self.driver then
|
if not self.driver then
|
||||||
self.removed = true
|
self.removed = true
|
||||||
local inv = puncher:get_inventory()
|
local inv = puncher:get_inventory()
|
||||||
if not (creative and creative.is_enabled_for
|
if not minetest.is_creative_enabled(name)
|
||||||
and creative.is_enabled_for(puncher:get_player_name()))
|
|
||||||
or not inv:contains_item("main", "boats:boat") then
|
or not inv:contains_item("main", "boats:boat") then
|
||||||
local leftover = inv:add_item("main", "boats:boat")
|
local leftover = inv:add_item("main", "boats:boat")
|
||||||
-- if no room in inventory add a replacement boat to the world
|
-- if no room in inventory add a replacement boat to the world
|
||||||
if not leftover:is_empty() then
|
if not leftover:is_empty() then
|
||||||
minetest.add_item(self.object:getpos(), leftover)
|
minetest.add_item(self.object:get_pos(), leftover)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- delay remove to ensure player is detached
|
-- delay remove to ensure player is detached
|
||||||
|
@ -128,46 +133,57 @@ end
|
||||||
|
|
||||||
|
|
||||||
function boat.on_step(self, dtime)
|
function boat.on_step(self, dtime)
|
||||||
self.v = get_v(self.object:getvelocity()) * get_sign(self.v)
|
self.v = get_v(self.object:get_velocity()) * math.sign(self.v)
|
||||||
if self.driver then
|
if self.driver then
|
||||||
local ctrl = self.driver:get_player_control()
|
local driver_objref = minetest.get_player_by_name(self.driver)
|
||||||
local yaw = self.object:getyaw()
|
if driver_objref then
|
||||||
if ctrl.up then
|
local ctrl = driver_objref:get_player_control()
|
||||||
self.v = self.v + 0.1
|
if ctrl.up and ctrl.down then
|
||||||
elseif ctrl.down then
|
if not self.auto then
|
||||||
self.v = self.v - 0.1
|
self.auto = true
|
||||||
end
|
minetest.chat_send_player(self.driver, S("Boat cruise mode on"))
|
||||||
if ctrl.left then
|
end
|
||||||
if self.v < 0 then
|
elseif ctrl.down then
|
||||||
self.object:setyaw(yaw - (1 + dtime) * 0.03)
|
self.v = self.v - dtime * 2.0
|
||||||
else
|
if self.auto then
|
||||||
self.object:setyaw(yaw + (1 + dtime) * 0.03)
|
self.auto = false
|
||||||
|
minetest.chat_send_player(self.driver, S("Boat cruise mode off"))
|
||||||
|
end
|
||||||
|
elseif ctrl.up or self.auto then
|
||||||
|
self.v = self.v + dtime * 2.0
|
||||||
end
|
end
|
||||||
elseif ctrl.right then
|
if ctrl.left then
|
||||||
if self.v < 0 then
|
if self.v < -0.001 then
|
||||||
self.object:setyaw(yaw + (1 + dtime) * 0.03)
|
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
|
||||||
else
|
else
|
||||||
self.object:setyaw(yaw - (1 + dtime) * 0.03)
|
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
|
||||||
|
end
|
||||||
|
elseif ctrl.right then
|
||||||
|
if self.v < -0.001 then
|
||||||
|
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
|
||||||
|
else
|
||||||
|
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
local velo = self.object:getvelocity()
|
local velo = self.object:get_velocity()
|
||||||
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
|
if not self.driver and
|
||||||
self.object:setpos(self.object:getpos())
|
self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
|
||||||
|
self.object:set_pos(self.object:get_pos())
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
local s = get_sign(self.v)
|
-- We need to preserve velocity sign to properly apply drag force
|
||||||
self.v = self.v - 0.02 * s
|
-- while moving backward
|
||||||
if s ~= get_sign(self.v) then
|
local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v)
|
||||||
self.object:setvelocity({x = 0, y = 0, z = 0})
|
-- If drag is larger than velocity, then stop horizontal movement
|
||||||
|
if math.abs(self.v) <= math.abs(drag) then
|
||||||
self.v = 0
|
self.v = 0
|
||||||
return
|
else
|
||||||
end
|
self.v = self.v - drag
|
||||||
if math.abs(self.v) > 5 then
|
|
||||||
self.v = 5 * get_sign(self.v)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
local p = self.object:getpos()
|
local p = self.object:get_pos()
|
||||||
p.y = p.y - 0.5
|
p.y = p.y - 0.5
|
||||||
local new_velo
|
local new_velo
|
||||||
local new_acce = {x = 0, y = 0, z = 0}
|
local new_acce = {x = 0, y = 0, z = 0}
|
||||||
|
@ -179,13 +195,13 @@ function boat.on_step(self, dtime)
|
||||||
else
|
else
|
||||||
new_acce = {x = 0, y = -9.8, z = 0}
|
new_acce = {x = 0, y = -9.8, z = 0}
|
||||||
end
|
end
|
||||||
new_velo = get_velocity(self.v, self.object:getyaw(),
|
new_velo = get_velocity(self.v, self.object:get_yaw(),
|
||||||
self.object:getvelocity().y)
|
self.object:get_velocity().y)
|
||||||
self.object:setpos(self.object:getpos())
|
self.object:set_pos(self.object:get_pos())
|
||||||
else
|
else
|
||||||
p.y = p.y + 1
|
p.y = p.y + 1
|
||||||
if is_water(p) then
|
if is_water(p) then
|
||||||
local y = self.object:getvelocity().y
|
local y = self.object:get_velocity().y
|
||||||
if y >= 5 then
|
if y >= 5 then
|
||||||
y = 5
|
y = 5
|
||||||
elseif y < 0 then
|
elseif y < 0 then
|
||||||
|
@ -193,24 +209,24 @@ function boat.on_step(self, dtime)
|
||||||
else
|
else
|
||||||
new_acce = {x = 0, y = 5, z = 0}
|
new_acce = {x = 0, y = 5, z = 0}
|
||||||
end
|
end
|
||||||
new_velo = get_velocity(self.v, self.object:getyaw(), y)
|
new_velo = get_velocity(self.v, self.object:get_yaw(), y)
|
||||||
self.object:setpos(self.object:getpos())
|
self.object:set_pos(self.object:get_pos())
|
||||||
else
|
else
|
||||||
new_acce = {x = 0, y = 0, z = 0}
|
new_acce = {x = 0, y = 0, z = 0}
|
||||||
if math.abs(self.object:getvelocity().y) < 1 then
|
if math.abs(self.object:get_velocity().y) < 1 then
|
||||||
local pos = self.object:getpos()
|
local pos = self.object:get_pos()
|
||||||
pos.y = math.floor(pos.y) + 0.5
|
pos.y = math.floor(pos.y) + 0.5
|
||||||
self.object:setpos(pos)
|
self.object:set_pos(pos)
|
||||||
new_velo = get_velocity(self.v, self.object:getyaw(), 0)
|
new_velo = get_velocity(self.v, self.object:get_yaw(), 0)
|
||||||
else
|
else
|
||||||
new_velo = get_velocity(self.v, self.object:getyaw(),
|
new_velo = get_velocity(self.v, self.object:get_yaw(),
|
||||||
self.object:getvelocity().y)
|
self.object:get_velocity().y)
|
||||||
self.object:setpos(self.object:getpos())
|
self.object:set_pos(self.object:get_pos())
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
self.object:setvelocity(new_velo)
|
self.object:set_velocity(new_velo)
|
||||||
self.object:setacceleration(new_acce)
|
self.object:set_acceleration(new_acce)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
@ -218,7 +234,7 @@ minetest.register_entity("boats:boat", boat)
|
||||||
|
|
||||||
|
|
||||||
minetest.register_craftitem("boats:boat", {
|
minetest.register_craftitem("boats:boat", {
|
||||||
description = "Boat",
|
description = S("Boat"),
|
||||||
inventory_image = "boats_inventory.png",
|
inventory_image = "boats_inventory.png",
|
||||||
wield_image = "boats_wield.png",
|
wield_image = "boats_wield.png",
|
||||||
wield_scale = {x = 2, y = 2, z = 1},
|
wield_scale = {x = 2, y = 2, z = 1},
|
||||||
|
@ -230,7 +246,8 @@ minetest.register_craftitem("boats:boat", {
|
||||||
local node = minetest.get_node(under)
|
local node = minetest.get_node(under)
|
||||||
local udef = minetest.registered_nodes[node.name]
|
local udef = minetest.registered_nodes[node.name]
|
||||||
if udef and udef.on_rightclick and
|
if udef and udef.on_rightclick and
|
||||||
not (placer and placer:get_player_control().sneak) then
|
not (placer and placer:is_player() and
|
||||||
|
placer:get_player_control().sneak) then
|
||||||
return udef.on_rightclick(under, node, placer, itemstack,
|
return udef.on_rightclick(under, node, placer, itemstack,
|
||||||
pointed_thing) or itemstack
|
pointed_thing) or itemstack
|
||||||
end
|
end
|
||||||
|
@ -244,9 +261,11 @@ minetest.register_craftitem("boats:boat", {
|
||||||
pointed_thing.under.y = pointed_thing.under.y + 0.5
|
pointed_thing.under.y = pointed_thing.under.y + 0.5
|
||||||
boat = minetest.add_entity(pointed_thing.under, "boats:boat")
|
boat = minetest.add_entity(pointed_thing.under, "boats:boat")
|
||||||
if boat then
|
if boat then
|
||||||
boat:setyaw(placer:get_look_horizontal())
|
if placer then
|
||||||
if not (creative and creative.is_enabled_for
|
boat:set_yaw(placer:get_look_horizontal())
|
||||||
and creative.is_enabled_for(placer:get_player_name())) then
|
end
|
||||||
|
local player_name = placer and placer:get_player_name() or ""
|
||||||
|
if not minetest.is_creative_enabled(player_name) then
|
||||||
itemstack:take_item()
|
itemstack:take_item()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
@ -3,7 +3,7 @@ License of source code
|
||||||
|
|
||||||
The MIT License (MIT)
|
The MIT License (MIT)
|
||||||
Copyright (C) 2012-2016 PilzAdam
|
Copyright (C) 2012-2016 PilzAdam
|
||||||
Copyright (C) 2012-2016 Various Minetest developers and contributors
|
Copyright (C) 2012-2016 Various Minetest Game developers and contributors
|
||||||
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this
|
Permission is hereby granted, free of charge, to any person obtaining a copy of this
|
||||||
software and associated documentation files (the "Software"), to deal in the Software
|
software and associated documentation files (the "Software"), to deal in the Software
|
||||||
|
|
4
mods/boats/locale/boats.bg.tr
Executable file
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: boats
|
||||||
|
Boat cruise mode on=Круизен режим включен
|
||||||
|
Boat cruise mode off=Круизен режим изключен
|
||||||
|
Boat=Лотка
|
4
mods/boats/locale/boats.de.tr
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: boats
|
||||||
|
Boat cruise mode on=Schneller Bootsmodus an
|
||||||
|
Boat cruise mode off=Schneller Bootsmodus aus
|
||||||
|
Boat=Boot
|
4
mods/boats/locale/boats.eo.tr
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: boats
|
||||||
|
Boat cruise mode on=La kroza maniero de la boato estas ŝaltita.
|
||||||
|
Boat cruise mode off=La kroza maniero de la boato estas malŝaltita.
|
||||||
|
Boat=Boato
|
4
mods/boats/locale/boats.es.tr
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: boats
|
||||||
|
Boat cruise mode on=Modo crucero en bote activado
|
||||||
|
Boat cruise mode off=Modo crucero en bote desactivado
|
||||||
|
Boat=Bote
|
4
mods/boats/locale/boats.fr.tr
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: boats
|
||||||
|
Boat cruise mode on=Bateau mode rapide activé
|
||||||
|
Boat cruise mode off=Bateau mode rapide désactivé
|
||||||
|
Boat=Bateau
|
4
mods/boats/locale/boats.id.tr
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: boats
|
||||||
|
Boat cruise mode on=Mode perahu jelajah nyala
|
||||||
|
Boat cruise mode off=Mode perahu jelajah mati
|
||||||
|
Boat=Perahu
|
4
mods/boats/locale/boats.it.tr
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: boats
|
||||||
|
Boat cruise mode on=Modalità movimento automatico barca attivata
|
||||||
|
Boat cruise mode off=Modalità movimento automatico barca disattivata
|
||||||
|
Boat=Barca
|
4
mods/boats/locale/boats.ja.tr
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: boats
|
||||||
|
Boat cruise mode on=クルージングモード・オン
|
||||||
|
Boat cruise mode off=クルージングモード・オフ
|
||||||
|
Boat=ボート
|
4
mods/boats/locale/boats.jbo.tr
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: boats
|
||||||
|
Boat cruise mode on=.i lo bloti cu zmiku le ka klama
|
||||||
|
Boat cruise mode off=.i lo bloti cu macnu le ka klama
|
||||||
|
Boat=lo bloti
|
4
mods/boats/locale/boats.lv.tr
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: boats
|
||||||
|
Boat cruise mode on=Autopilots ieslēgts
|
||||||
|
Boat cruise mode off=Autopilots izslēgts
|
||||||
|
Boat=Laiva
|
4
mods/boats/locale/boats.ms.tr
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: boats
|
||||||
|
Boat cruise mode on=Mod jelajah bot dihidupkan
|
||||||
|
Boat cruise mode off=Mod jelajah bot dimatikan
|
||||||
|
Boat=Bot
|
4
mods/boats/locale/boats.pl.tr
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: boats
|
||||||
|
Boat cruise mode on=Tryb rejsu łodką włączony
|
||||||
|
Boat cruise mode off=Tryb rejsu łodką wyłączony
|
||||||
|
Boat=Łódka
|
4
mods/boats/locale/boats.pt_BR.tr
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: boats
|
||||||
|
Boat cruise mode on=Modo de cruseiro do barco ligado
|
||||||
|
Boat cruise mode off=Modo de cruseiro do barco desligado
|
||||||
|
Boat=Barco
|
4
mods/boats/locale/boats.ru.tr
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: boats
|
||||||
|
Boat cruise mode on=Автоход лодки включен
|
||||||
|
Boat cruise mode off=Автоход лодки выключен
|
||||||
|
Boat=Лодка
|
4
mods/boats/locale/boats.sk.tr
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: boats
|
||||||
|
Boat cruise mode on=Cestovný režim loďky je zapnutý
|
||||||
|
Boat cruise mode off=Cestovný režim loďky je vypnutý
|
||||||
|
Boat=Loďka
|
4
mods/boats/locale/boats.sv.tr
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: boats
|
||||||
|
Boat cruise mode on=Båtkryssningsläge på
|
||||||
|
Boat cruise mode off=Båtkryssningsläge av
|
||||||
|
Boat=Båt
|