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@ -1,13 +0,0 @@
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

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@ -1,11 +0,0 @@
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

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@ -1,14 +1,9 @@
unused_args = false unused_args = false
allow_defined_top = true allow_defined_top = true
globals = {
"default"
}
read_globals = { read_globals = {
"DIR_DELIM", "DIR_DELIM",
"core", "minetest", "core",
"minetest",
"dump", "dump",
"vector", "vector",
"VoxelManip", "VoxelArea", "VoxelManip", "VoxelArea",
@ -17,16 +12,11 @@ read_globals = {
"Settings", "Settings",
"unpack", "unpack",
-- Silence errors about custom table methods. -- Silence errors about custom table methods.
table = { fields = { "copy", "indexof" } }, 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

11
.travis.yml Normal file
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@ -0,0 +1,11 @@
language: generic
addons:
apt:
packages:
- luarocks
before_install:
- luarocks install --local luacheck
script:
- $HOME/.luarocks/bin/luacheck ./mods
notifications:
email: false

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@ -1,45 +1,33 @@
# Minetest Game # Minetest Game
[![ContentDB](https://content.luanti.org/packages/Minetest/minetest_game/shields/title/)](https://content.luanti.org/packages/Minetest/minetest_game/) The default game bundled in the Minetest engine.
Minetest Game (abbreviated MTG) is a simple and peaceful sandbox game, with no For further information, check [this forum topic](https://forum.minetest.net/viewtopic.php?f=15&t=9724).
real goals or built-in enemy mobs. Also see the [Minetest Wiki](https://wiki.minetest.net/Subgames/Minetest_Game) for more information.
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 ## Installation
### ContentDB - Unzip the archive, rename the folder to minetest_game and
place it in .. minetest/games/
* Content > Browse Online Content - GNU/Linux: If you use a system-wide installation place
* Search for "[Minetest Game](https://content.luanti.org/packages/Minetest/minetest_game/)" it in ~/.minetest/games/.
* Click Install
### Manually The Minetest engine can be found at
[GitHub](https://github.com/minetest/minetest).
- Unzip the archive, rename the folder to `minetest_game` and For further information or help, see:
place it in `.../minetest/games/` https://wiki.minetest.net/Installing_Mods
- 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 ## Compatibility
As of January 2024 Minetest Game follows a **rolling release** model with new changes being automatically The Minetest Game GitHub master HEAD is generally compatible with the GitHub
published on ContentDB every day. master HEAD of the Minetest engine.
Additionally, when the Minetest engine is tagged to be a certain version (e.g.
0.4.10), Minetest Game is tagged with the version too.
There are no stable releases or tags, all existing ones are considered legacy. When stable releases are made, Minetest Game and the Minetest engine is packaged and made available at
https://minetest.net/downloads/
Minetest Game is always compatible to the latest stable release of the engine.
Older releases may be supported too depending on circumstances.
## Licensing ## Licensing

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@ -1,3 +1,3 @@
title = Minetest Game name = 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. author = Minetest
min_minetest_version = 5.8 description = Bundled by default with Minetest, and aims to be lightweight, moddable, and fairly playable without mods.

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@ -6,12 +6,12 @@ GitHub Repo: https://github.com/minetest/minetest_game
Introduction Introduction
------------ ------------
The Minetest Game game offers multiple new possibilities in addition to the Luanti engine's built-in API, The Minetest Game game offers multiple new possibilities in addition to the Minetest 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 Luanti API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
Please note: Please note:
* [XYZ] refers to a section the Luanti API * [XYZ] refers to a section the Minetest 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}`
@ -49,8 +49,6 @@ Beds API
* `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
@ -95,21 +93,16 @@ 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.
Creative provides `creative.is_enabled_for(name)`, which is identical in `is_enabled_for` is used to check whether a player is in creative mode:
functionality to the engine's `minetest.creative_is_enabled(name)`.
Its use is deprecated and it should also not be overriden. creative.is_enabled_for(name)
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 Chests API
---------- ----------
@ -136,12 +129,12 @@ The chests API allows the creation of chests, which have their own inventories f
* A table indexed by player name to keep track of who opened what chest. * A table indexed by player name to keep track of who opened what chest.
* Key: The name of the player. * Key: The name of the player.
* Value: A table containing information about the chest the player is looking at. * Value: A table containing information about the chest the player is looking at.
e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }` e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
`default.chest.register_chest(name, def)` `default.chest.register_chest(name, def)`
* Registers new chest * Registers new chest
* `name` Name for chest e.g. "default:chest" * `name` Name for chest
* `def` See [#Chest Definition] * `def` See [#Chest Definition]
### Chest Definition ### Chest Definition
@ -220,8 +213,6 @@ The doors mod allows modders to register custom doors and trapdoors.
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 -- The front and back of the door must be identical in appearence as they swap on
-- open/close. -- open/close.
@ -229,20 +220,14 @@ The doors mod allows modders to register custom doors and trapdoors.
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), on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper -- 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", tile_side = "doors_trapdoor_side.png",
@ -254,12 +239,11 @@ The doors mod allows modders to register custom doors and trapdoors.
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) , on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback -- function containing the on_rightclick callback
use_texture_alpha = "clip",
### Fence gate definition ### Fence gate definition
@ -324,7 +308,7 @@ 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", -- `nil` if you don't want the recipe 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(), sounds = default.node_sound_wood_defaults(),
@ -341,12 +325,6 @@ 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
----------- -----------
@ -388,8 +366,6 @@ The farming API allows you to easily register plants and hoes.
-- ^ 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)
} }
@ -445,83 +421,57 @@ Give Initial Stuff API
^ Adds items to the list of items to be given ^ Adds items to the list of items to be given
Player API Players API
---------- -----------
The player API can register player models and update the player's appearance. The player API can register player models and update the player's appearence
* `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)` * `player_api.register_model(name, def)`
* Register a new model to be used by players * Register a new model to be used by players
* `name`: model filename such as "character.x", "foo.b3d", etc. * name: model filename such as "character.x", "foo.b3d", etc.
* `def`: see [#Model definition] * def: See [#Model definition]
* Saved to player_api.registered_models * saved to player_api.registered_models
* `player_api.registered_models[name]` * `player_api.registered_player_models[name]`
* Get a model's definition * Get a model's definition
* `name`: model filename * see [#Model definition]
* See [#Model definition]
* `player_api.set_model(player, model_name)` * `player_api.set_model(player, model_name)`
* Change a player's model * Change a player's model
* `player`: PlayerRef * `player`: PlayerRef
* `model_name`: model registered with `player_api.register_model` * `model_name`: model registered with player_api.register_model()
* `player_api.set_animation(player, anim_name, speed)` * `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 * Applies an animation to a player
* `player`: PlayerRef * anim_name: name of the animation.
* `anim_name`: name of the animation * speed: frames per second. If nil, default from the model is used
* `speed`: keyframes per second. If nil, the default from the model def is used
* `player_api.set_textures(player, textures)` * `player_api.set_textures(player, textures)`
* Sets player textures * Sets player textures
* `player`: PlayerRef * `player`: PlayerRef
* `textures`: array of textures. If nil, the default from the model def is used * `textures`: array of textures, If `textures` is nil the default
textures from the model def are 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)` * `player_api.get_animation(player)`
* Returns a table containing fields `model`, `textures` and `animation` * Returns a table containing fields `model`, `textures` and `animation`.
* Any of the fields of the returned table may be nil * Any of the fields of the returned table may be nil.
* `player`: PlayerRef * 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 ### Model Definition
{ {
animation_speed = 30, -- Default animation speed, in keyframes per second animation_speed = 30, -- Default animation speed, in FPS.
textures = {"character.png"}, -- Default array of textures textures = {"character.png", }, -- Default array of textures.
visual_size = {x = 1, y = 1}, -- Used to scale the model.
animations = { animations = {
-- [anim_name] = { -- <anim_name> = {x = <start_frame>, y = <end_frame>},
-- x = <start_frame>, foo = {x = 0, y = 19},
-- y = <end_frame>, bar = {x = 20, y = 39},
-- 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 collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
visual_size = {x = 1, y = 1}, stepheight = 0.6, -- In nodes
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, eye_height = 1.47, -- In nodes above feet position
stepheight = 0.6,
eye_height = 1.47
} }
@ -599,18 +549,6 @@ 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
--------------- ---------------
@ -652,34 +590,6 @@ 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
--------- ---------
@ -796,12 +706,6 @@ 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.
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.
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)` `stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
* Registers a stair * Registers a stair
@ -848,18 +752,12 @@ The following node attributes are sourced from the recipeitem:
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition] * `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) * `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)`
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 * 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 nodes. For corner stairs 'Inner' or 'Outer' will be prefixed unless * `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed
`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
@ -1076,27 +974,6 @@ Trees
* `default.grow_blueberry_bush(pos)` * `default.grow_blueberry_bush(pos)`
* Grows a blueberry bush at 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
----- -----
@ -1178,68 +1055,3 @@ 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

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@ -71,11 +71,3 @@ default:torch 99,default:cobble 99
# Whether river water source nodes create flowing sounds. # Whether river water source nodes create flowing sounds.
# Helps rivers create more sound, especially on level sections. # Helps rivers create more sound, especially on level sections.
#river_source_sounds = false #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

View file

@ -5,7 +5,7 @@ See license.txt for license information.
Authors of source code Authors of source code
---------------------- ----------------------
Originally by BlockMen (MIT) Originally by BlockMen (MIT)
Various Minetest Game developers and contributors (MIT) Various Minetest developers and contributors (MIT)
Authors of media (textures) Authors of media (textures)
--------------------------- ---------------------------
@ -15,7 +15,7 @@ BlockMen (CC BY-SA 3.0)
TumeniNodes (CC BY-SA 3.0) TumeniNodes (CC BY-SA 3.0)
beds_bed_under.png beds_bed_under.png
This mod adds a bed which allows players to skip the night. This mod adds a bed to Minetest which allows players to skip the night.
To sleep, right click on the bed. If playing in singleplayer mode the night gets skipped 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

View file

@ -1,41 +1,25 @@
-- 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
--- returns the position of the other bed half (or nil on failure) local reverse = true
local function get_other_bed_pos(pos, n)
local node = core.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
if n == 2 then
other = vector.subtract(pos, dir)
elseif n == 1 then
other = vector.add(pos, dir)
else
return nil
end
local onode = core.get_node(other)
if onode.param2 == node.param2 and core.get_item_group(onode.name, "bed") ~= 0 then
return other
end
return nil
end
local function destruct_bed(pos, n) local function destruct_bed(pos, n)
local other = get_other_bed_pos(pos, n) local node = minetest.get_node(pos)
if other then local other
remove_no_destruct(other)
beds.remove_spawns_at(other) if n == 2 then
local dir = minetest.facedir_to_dir(node.param2)
other = vector.subtract(pos, dir)
elseif n == 1 then
local dir = minetest.facedir_to_dir(node.param2)
other = vector.add(pos, dir)
end
if reverse then
reverse = not reverse
minetest.remove_node(other)
minetest.check_for_falling(other)
else
reverse = not reverse
end end
beds.remove_spawns_at(pos)
end end
function beds.register_bed(name, def) function beds.register_bed(name, def)
@ -45,7 +29,6 @@ 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,
@ -110,7 +93,8 @@ 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 minetest.is_creative_enabled(player_name) then if not (creative and creative.is_enabled_for
and creative.is_enabled_for(player_name)) then
itemstack:take_item() itemstack:take_item()
end end
return itemstack return itemstack
@ -127,14 +111,10 @@ function beds.register_bed(name, def)
on_rotate = function(pos, node, user, _, 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 minetest.get_item_group(node2.name, "bed") ~= 2 or if not node2 or not minetest.get_item_group(node2.name, "bed") == 2 or
node.param2 ~= node2.param2 then not 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
@ -144,7 +124,6 @@ function beds.register_bed(name, def)
if new_param2 % 32 > 3 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]
@ -156,7 +135,8 @@ function beds.register_bed(name, def)
return false return false
end end
node.param2 = new_param2 node.param2 = new_param2
remove_no_destruct(p) -- do not remove_node here - it will trigger destroy_bed()
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
@ -169,29 +149,25 @@ function beds.register_bed(name, def)
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,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2, pointable = false,
not_in_creative_inventory = 1}, groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
sounds = def.sounds or default.node_sound_wood_defaults(), sounds = def.sounds or default.node_sound_wood_defaults(),
drop = "", drop = name .. "_bottom",
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) can_dig = function(pos, player)
local other = get_other_bed_pos(pos, 2) local node = minetest.get_node(pos)
return (not other) or beds.can_dig(other) local dir = minetest.facedir_to_dir(node.param2)
local p = vector.add(pos, dir)
return beds.can_dig(p)
end, end,
}) })

View file

@ -65,24 +65,24 @@ beds.register_bed("beds:bed", {
"beds_bed_top_bottom.png^[transformR90", "beds_bed_top_bottom.png^[transformR90",
"beds_bed_under.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",
"blank.png", "beds_transparent.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",
"beds_bed_under.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",
"blank.png", "beds_transparent.png",
} }
}, },
nodebox = { nodebox = {
bottom = {-0.5, -0.5, -0.5, 0.5, 0.0625, 0.5}, bottom = {-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}, top = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
}, },
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.0625, 1.5}, selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = { recipe = {
{"wool:white", "wool:white", "wool:white"}, {"wool:white", "wool:white", "wool:white"},
{"group:wood", "group:wood", "group:wood"} {"group:wood", "group:wood", "group:wood"}

View file

@ -60,77 +60,42 @@ 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
if not beds.player[name] then local p = beds.pos[name] or nil
-- player not in bed, do nothing beds.player[name] = nil
return false
end
beds.bed_position[name] = nil 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
player:set_pos(beds.pos[name]) if p then
player:set_pos(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)
player_api.player_attached[name] = false default.player_attached[name] = false
player:set_physics_override(1, 1, 1)
hud_flags.wielditem = true hud_flags.wielditem = true
player_api.set_animation(player, "stand" , 30) default.player_set_animation(player, "stand" , 30)
-- lay down -- lay down
else else
-- Check if bed is occupied
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.pos[name] = pos
beds.bed_position[name] = bed_pos beds.bed_position[name] = bed_pos
beds.player[name] = {physics_override = player:get_physics_override()} beds.player[name] = 1
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
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)
-- p.y is just above the nodebox height of the 'Simple Bed' (the highest bed), local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
-- to avoid sinking down through the bed. player:set_physics_override(0, 0, 0)
local p = {
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:set_pos(p)
player_api.player_attached[name] = true default.player_attached[name] = true
hud_flags.wielditem = false hud_flags.wielditem = false
player_api.set_animation(player, "lay" , 0) default.player_set_animation(player, "lay" , 0)
end end
player:hud_set_flags(hud_flags) player:hud_set_flags(hud_flags)
@ -181,32 +146,12 @@ 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:get_pos() local ppos = player:get_pos()
local tod = minetest.get_timeofday() local tod = minetest.get_timeofday()
if tod > beds.day_interval.start and tod < beds.day_interval.finish then if tod > 0.2 and tod < 0.805 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
@ -226,8 +171,17 @@ 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
schedule_update() minetest.after(2, function()
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
@ -244,9 +198,10 @@ 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 valid position is found -- respawn player at bed if enabled and valid position is found
spawn.register_on_spawn(function(player, is_new) minetest.register_on_respawnplayer(function(player)
local pos = beds.spawn[player:get_player_name()] local name = player:get_player_name()
local pos = beds.spawn[name]
if pos then if pos then
player:set_pos(pos) player:set_pos(pos)
return true return true
@ -259,20 +214,13 @@ 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
schedule_update() minetest.after(2, function()
end update_formspecs(is_night_skip_enabled())
end) if is_night_skip_enabled() then
beds.skip_night()
minetest.register_on_dieplayer(function(player) beds.kick_players()
local name = player:get_player_name() end
local in_bed = beds.player end)
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)

View file

@ -2,7 +2,7 @@
-- Load support for MT game translation. -- Load support for MT game translation.
local S = minetest.get_translator("beds") local S = minetest.get_translator("beds")
local esc = minetest.formspec_escape
beds = {} beds = {}
beds.player = {} beds.player = {}
@ -14,12 +14,7 @@ beds.get_translator = S
beds.formspec = "size[8,11;true]" .. beds.formspec = "size[8,11;true]" ..
"no_prepend[]" .. "no_prepend[]" ..
"bgcolor[#080808BB;true]" .. "bgcolor[#080808BB;true]" ..
"button_exit[2,10;4,0.75;leave;" .. esc(S("Leave Bed")) .. "]" "button_exit[2,10;4,0.75;leave;" .. S("Leave Bed") .. "]"
beds.day_interval = {
start = 0.2,
finish = 0.805,
}
local modpath = minetest.get_modpath("beds") local modpath = minetest.get_modpath("beds")

View file

@ -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 Game developers and contributors Copyright (C) 2014-2016 Various Minetest 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

View file

@ -1,10 +0,0 @@
# 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

View file

@ -1,10 +1,8 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Schickes Bett Fancy Bed=Schickes Bett
Simple Bed=Schlichtes Bett Simple Bed=Schlichtes Bett
This bed is already occupied!=Dieses Bett ist bereits belegt! Leave Bed=Bett verlassen
You have to stop moving before going to bed!=Sie müssen stehen bleiben, bevor Sie zu Bett gehen können!
Good morning.=Guten Morgen. Good morning.=Guten Morgen.
@1 of @2 players are in bed=@1 von @2 Spielern sind im Bett @1 of @2 players are in bed=@1 von @2 Spielern sind im Bett
Force night skip=Überspringen der Nacht erzwingen Force night skip=Überspringen der Nacht erzwingen
You can only sleep at night.=Sie können nur nachts schlafen. You can only sleep at night.=Sie können nur nachts schlafen.
Leave Bed=Bett verlassen

View file

@ -1,10 +0,0 @@
# 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

View file

@ -1,10 +1,8 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Cama de lujo Fancy Bed=Cama de lujo
Simple Bed=Cama sencilla Simple Bed=Cama sencilla
This bed is already occupied!=Esta cama esta ocupada Leave Bed=Abandonar cama
You have to stop moving before going to bed!=Deja de moverte o no podras acostarte
Good morning.=Buenos días. Good morning.=Buenos días.
@1 of @2 players are in bed=@1 de @2 jugadores están durmiendo @1 of @2 players are in bed=@1 de @2 jugadores están en cama
Force night skip=Forzar hacer de dia Force night skip=Forzar evitar noche
You can only sleep at night.=Sólo puedes dormir por la noche. You can only sleep at night.=Sólo puedes dormir por la noche.
Leave Bed=Levantarse

View file

@ -1,10 +1,8 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Lit chic Fancy Bed=Lit chic
Simple Bed=Lit simple Simple Bed=Lit simple
This bed is already occupied!=Ce lit est déjà occupé ! Leave Bed=Se lever du lit
You have to stop moving before going to bed!=Vous devez arrêter de bouger avant de vous coucher !
Good morning.=Bonjour. Good morning.=Bonjour.
@1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit @1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit
Force night skip=Forcer le passage de la nuit Force night skip=Forcer le passage de la nuit
You can only sleep at night.=Vous ne pouvez dormir que la nuit. You can only sleep at night.=Vous ne pouvez dormir que la nuit.
Leave Bed=Se lever du lit

View file

@ -1,10 +0,0 @@
# 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

View file

@ -1,10 +1,4 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Letto decorato Fancy Bed=Letto decorato
Simple Bed=Letto semplice 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 Leave Bed=Alzati dal letto

View file

@ -1,10 +0,0 @@
# 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

View file

@ -1,10 +0,0 @@
# 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

View file

@ -1,10 +0,0 @@
# 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

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@ -1,10 +0,0 @@
# 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

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@ -1,10 +0,0 @@
# 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

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@ -1,10 +0,0 @@
# 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

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@ -1,10 +0,0 @@
# 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

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@ -1,10 +0,0 @@
# 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

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@ -1,10 +0,0 @@
# 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

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@ -1,10 +0,0 @@
# 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

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@ -1,10 +0,0 @@
# 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

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@ -1,10 +0,0 @@
# 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

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@ -1,10 +1,8 @@
# textdomain: beds # textdomain: beds
Fancy Bed= Fancy Bed=
Simple Bed= Simple Bed=
This bed is already occupied!= Leave Bed=
You have to stop moving before going to bed!=
Good morning.= Good morning.=
@1 of @2 players are in bed= @1 of @2 players are in bed=
Force night skip= Force night skip=
You can only sleep at night.= You can only sleep at night.=
Leave Bed=

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@ -1,3 +1,3 @@
name = beds name = beds
description = Minetest Game mod: beds description = Minetest Game mod: beds
depends = default, wool, spawn depends = default, wool

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@ -61,12 +61,3 @@ 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

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@ -8,16 +8,25 @@ binoculars = {}
local S = minetest.get_translator("binoculars") local S = minetest.get_translator("binoculars")
-- Detect creative mod
local creative_mod = minetest.get_modpath("creative")
-- Cache creative mode setting as fallback if creative mod not present
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
-- Update player property -- Update player property
-- Global to allow overriding -- Global to allow overriding
function binoculars.update_player_property(player) function binoculars.update_player_property(player)
local creative_enabled =
(creative_mod and creative.is_enabled_for(player:get_player_name())) or
creative_mode_cache
local new_zoom_fov = 0 local new_zoom_fov = 0
if player:get_inventory():contains_item( if player:get_inventory():contains_item(
"main", "binoculars:binoculars") then "main", "binoculars:binoculars") then
new_zoom_fov = 10 new_zoom_fov = 10
elseif minetest.is_creative_enabled(player:get_player_name()) then elseif creative_enabled then
new_zoom_fov = 15 new_zoom_fov = 15
end end
@ -53,7 +62,6 @@ minetest.register_craftitem("binoculars:binoculars", {
description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"), description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"),
inventory_image = "binoculars_binoculars.png", inventory_image = "binoculars_binoculars.png",
stack_max = 1, stack_max = 1,
groups = {tool = 1},
on_use = function(itemstack, user, pointed_thing) on_use = function(itemstack, user, pointed_thing)
binoculars.update_player_property(user) binoculars.update_player_property(user)

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Бинокъл
Use with 'Zoom' key=Използвайте с клавиша „Мащабиране“

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Binoklo
Use with 'Zoom' key=Uzi per 'Zomo' klavo

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Teropong
Use with 'Zoom' key=Gunakan dengan tombol 'Zum'

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=双眼鏡
Use with 'Zoom' key=ズームキーで使います

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=lo reldarvistci
Use with 'Zoom' key=.i tu'a le jvinu banro batke cu tadji lo nu pilno

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Binoklis
Use with 'Zoom' key=Lietojiet ar 'Pietuvināt' pogu

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Binokular
Use with 'Zoom' key=Guna dengan kekunci 'Zum'

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Lornetka
Use with 'Zoom' key=Aby użyć naciśnij 'Zoom'

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Binóculos
Use with 'Zoom' key=Use com a tecla de 'Zoom'

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Бинокль
Use with 'Zoom' key=Используется клавишей 'Приближение'

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Ďalekohľad
Use with 'Zoom' key=Použi s klávesou "Priblíž"

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Kikare
Use with 'Zoom' key=Använd med 'Zoom'-knappen

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Бінокль
Use with 'Zoom' key=Використовується клавішею 'Наближення'

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=望远镜
Use with 'Zoom' key=与“缩放”键一起使用

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=望遠鏡
Use with 'Zoom' key=與“縮放”鍵一起使用

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@ -1,3 +1,4 @@
name = binoculars name = binoculars
description = Minetest Game mod: binoculars description = Minetest Game mod: binoculars
depends = default depends = default
optional_depends = creative

View file

@ -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 Game developers and contributors (MIT) Various Minetest developers and contributors (MIT)
Authors of media (textures and model) Authors of media (textures and model)
------------------------------------- -------------------------------------

View file

@ -13,6 +13,15 @@ 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
@ -53,24 +62,31 @@ function boat.on_rightclick(self, clicker)
end end
local name = clicker:get_player_name() local name = clicker:get_player_name()
if self.driver and name == self.driver then if self.driver and name == self.driver then
-- Cleanup happens in boat.on_detach_child self.driver = nil
self.auto = false
clicker:set_detach() clicker:set_detach()
player_api.player_attached[name] = false
player_api.set_animation(clicker, "stand", 30) player_api.set_animation(clicker, "stand" , 30)
local pos = clicker:get_pos() 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:set_pos(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 = name
clicker:set_attach(self.object, "", clicker:set_attach(self.object, "",
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0}) {x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
self.driver = name
player_api.player_attached[name] = true player_api.player_attached[name] = true
minetest.after(0.2, function() minetest.after(0.2, function()
player_api.set_animation(clicker, "sit", 30) player_api.set_animation(clicker, "sit" , 30)
end) end)
clicker:set_look_horizontal(self.object:get_yaw()) clicker:set_look_horizontal(self.object:get_yaw())
end end
@ -79,12 +95,8 @@ end
-- If driver leaves server while driving boat -- If driver leaves server while driving boat
function boat.on_detach_child(self, child) function boat.on_detach_child(self, child)
if child and child:get_player_name() == self.driver then self.driver = nil
player_api.player_attached[child:get_player_name()] = false self.auto = false
self.driver = nil
self.auto = false
end
end end
@ -116,7 +128,8 @@ function boat.on_punch(self, puncher)
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 minetest.is_creative_enabled(name) if not (creative and creative.is_enabled_for
and creative.is_enabled_for(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
@ -133,7 +146,7 @@ end
function boat.on_step(self, dtime) function boat.on_step(self, dtime)
self.v = get_v(self.object:get_velocity()) * math.sign(self.v) self.v = get_v(self.object:get_velocity()) * get_sign(self.v)
if self.driver then if self.driver then
local driver_objref = minetest.get_player_by_name(self.driver) local driver_objref = minetest.get_player_by_name(self.driver)
if driver_objref then if driver_objref then
@ -144,13 +157,13 @@ function boat.on_step(self, dtime)
minetest.chat_send_player(self.driver, S("Boat cruise mode on")) minetest.chat_send_player(self.driver, S("Boat cruise mode on"))
end end
elseif ctrl.down then elseif ctrl.down then
self.v = self.v - dtime * 2.0 self.v = self.v - dtime * 1.8
if self.auto then if self.auto then
self.auto = false self.auto = false
minetest.chat_send_player(self.driver, S("Boat cruise mode off")) minetest.chat_send_player(self.driver, S("Boat cruise mode off"))
end end
elseif ctrl.up or self.auto then elseif ctrl.up or self.auto then
self.v = self.v + dtime * 2.0 self.v = self.v + dtime * 1.8
end end
if ctrl.left then if ctrl.left then
if self.v < -0.001 then if self.v < -0.001 then
@ -168,19 +181,19 @@ function boat.on_step(self, dtime)
end end
end end
local velo = self.object:get_velocity() local velo = self.object:get_velocity()
if not self.driver and if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:set_pos(self.object:get_pos()) self.object:set_pos(self.object:get_pos())
return return
end end
-- We need to preserve velocity sign to properly apply drag force local s = get_sign(self.v)
-- while moving backward self.v = self.v - dtime * 0.6 * s
local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v) if s ~= get_sign(self.v) then
-- If drag is larger than velocity, then stop horizontal movement self.object:set_velocity({x = 0, y = 0, z = 0})
if math.abs(self.v) <= math.abs(drag) then
self.v = 0 self.v = 0
else return
self.v = self.v - drag end
if math.abs(self.v) > 5 then
self.v = 5 * get_sign(self.v)
end end
local p = self.object:get_pos() local p = self.object:get_pos()
@ -265,7 +278,8 @@ minetest.register_craftitem("boats:boat", {
boat:set_yaw(placer:get_look_horizontal()) boat:set_yaw(placer:get_look_horizontal())
end end
local player_name = placer and placer:get_player_name() or "" local player_name = placer and placer:get_player_name() or ""
if not minetest.is_creative_enabled(player_name) then if not (creative and creative.is_enabled_for and
creative.is_enabled_for(player_name)) then
itemstack:take_item() itemstack:take_item()
end end
end end

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@ -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 Game developers and contributors Copyright (C) 2012-2016 Various Minetest 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

View file

@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Круизен режим включен
Boat cruise mode off=Круизен режим изключен
Boat=Лотка

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@ -1,4 +0,0 @@
# 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

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Mode perahu jelajah nyala
Boat cruise mode off=Mode perahu jelajah mati
Boat=Perahu

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@ -1,4 +0,0 @@
# 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

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@ -1,4 +0,0 @@
# 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

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Autopilots ieslēgts
Boat cruise mode off=Autopilots izslēgts
Boat=Laiva

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Mod jelajah bot dihidupkan
Boat cruise mode off=Mod jelajah bot dimatikan
Boat=Bot

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Tryb rejsu łodką włączony
Boat cruise mode off=Tryb rejsu łodką wyłączony
Boat=Łódka

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Modo de cruseiro do barco ligado
Boat cruise mode off=Modo de cruseiro do barco desligado
Boat=Barco

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Автоход лодки включен
Boat cruise mode off=Автоход лодки выключен
Boat=Лодка

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Cestovný režim loďky je zapnutý
Boat cruise mode off=Cestovný režim loďky je vypnutý
Boat=Loďka

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Båtkryssningsläge på
Boat cruise mode off=Båtkryssningsläge av
Boat=Båt

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Режим мандрування на човні увімкнено
Boat cruise mode off=Режим мандрування на човні вимкнено
Boat=Човен

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=巡航模式开启
Boat cruise mode off=巡航模式关闭
Boat=船

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=巡航模式開啟
Boat cruise mode off=巡航模式關閉
Boat=船

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@ -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 Game developers and contributors (MIT) Various Minetest developers and contributors (MIT)
Authors of media (textures) Authors of media (textures)
--------------------------- ---------------------------

View file

@ -1,6 +1,6 @@
-- bones/init.lua -- bones/init.lua
-- Minetest Game mod: bones -- Minetest 0.4 mod: bones
-- See README.txt for licensing and other information. -- See README.txt for licensing and other information.
-- Load support for MT game translation. -- Load support for MT game translation.
@ -16,27 +16,6 @@ local function is_owner(pos, name)
return false return false
end end
local function drop(pos, itemstack)
local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
if obj then
obj:set_velocity({
x = math.random(-10, 10) / 9,
y = 5,
z = math.random(-10, 10) / 9,
})
end
end
local function drop_contents(pos)
local inv = minetest.get_meta(pos):get_inventory()
for i = 1, inv:get_size("main") do
local stk = inv:get_stack("main", i)
drop(pos, stk)
end
minetest.remove_node(pos)
end
local bones_formspec = local bones_formspec =
"size[8,9]" .. "size[8,9]" ..
"list[current_name;main;0,0.3;8,4;]" .. "list[current_name;main;0,0.3;8,4;]" ..
@ -49,7 +28,7 @@ local bones_formspec =
local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or 1200 local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or 1200
local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4 local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4
local bones_def = { minetest.register_node("bones:bones", {
description = S("Bones"), description = S("Bones"),
tiles = { tiles = {
"bones_top.png^[transform2", "bones_top.png^[transform2",
@ -108,11 +87,6 @@ local bones_def = {
return return
end end
if not player:is_player() then
drop_contents(pos)
return
end
if minetest.get_meta(pos):get_string("infotext") == "" then if minetest.get_meta(pos):get_string("infotext") == "" then
return return
end end
@ -156,11 +130,7 @@ local bones_def = {
end, end,
on_blast = function(pos) on_blast = function(pos)
end, end,
} })
default.set_inventory_action_loggers(bones_def, "bones")
minetest.register_node("bones:bones", bones_def)
local function may_replace(pos, player) local function may_replace(pos, player)
local node_name = minetest.get_node(pos).name local node_name = minetest.get_node(pos).name
@ -171,18 +141,8 @@ local function may_replace(pos, player)
return false return false
end end
-- allow replacing air -- allow replacing air and liquids
if node_name == "air" then if node_name == "air" or node_definition.liquidtype ~= "none" then
return true
end
-- don't replace nodes inside protections
if minetest.is_protected(pos, player:get_player_name()) then
return false
end
-- allow replacing liquids
if node_definition.liquidtype ~= "none" then
return true return true
end end
@ -194,7 +154,19 @@ local function may_replace(pos, player)
-- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones? -- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones?
-- flowers being squished by bones are more realistical than a squished stone, too -- flowers being squished by bones are more realistical than a squished stone, too
return node_definition.buildable_to -- exception are of course any protected buildable_to
return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
end
local drop = function(pos, itemstack)
local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
if obj then
obj:set_velocity({
x = math.random(-10, 10) / 9,
y = 5,
z = math.random(-10, 10) / 9,
})
end
end end
local player_inventory_lists = { "main", "craft" } local player_inventory_lists = { "main", "craft" }
@ -210,6 +182,7 @@ local function is_all_empty(player_inv)
end end
minetest.register_on_dieplayer(function(player) minetest.register_on_dieplayer(function(player)
local bones_mode = minetest.settings:get("bones_mode") or "bones" local bones_mode = minetest.settings:get("bones_mode") or "bones"
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
bones_mode = "bones" bones_mode = "bones"
@ -221,7 +194,8 @@ minetest.register_on_dieplayer(function(player)
local pos_string = minetest.pos_to_string(pos) local pos_string = minetest.pos_to_string(pos)
-- return if keep inventory set or in creative mode -- return if keep inventory set or in creative mode
if bones_mode == "keep" or minetest.is_creative_enabled(player_name) then if bones_mode == "keep" or (creative and creative.is_enabled_for
and creative.is_enabled_for(player:get_player_name())) then
minetest.log("action", player_name .. " dies at " .. pos_string .. minetest.log("action", player_name .. " dies at " .. pos_string ..
". No bones placed") ". No bones placed")
if bones_position_message then if bones_position_message then
@ -243,7 +217,7 @@ minetest.register_on_dieplayer(function(player)
-- check if it's possible to place bones, if not find space near player -- check if it's possible to place bones, if not find space near player
if bones_mode == "bones" and not may_replace(pos, player) then if bones_mode == "bones" and not may_replace(pos, player) then
local air = minetest.find_node_near(pos, 1, {"air"}) local air = minetest.find_node_near(pos, 1, {"air"})
if air then if air and not minetest.is_protected(air, player_name) then
pos = air pos = air
else else
bones_mode = "drop" bones_mode = "drop"

View file

@ -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 Game developers and contributors Copyright (C) 2012-2016 Various Minetest 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

View file

@ -1,8 +0,0 @@
# textdomain: bones
Bones=Кости
@1's old bones=Старите кости на @1
@1 died at @2.=@1 са загинали в @2.
@1 died at @2, and dropped their inventory.=@1 са загинали в @2 и са хвърлили техния инвентар.
@1 died at @2, and bones were placed.=@1 са загинали в @2 и костите са погребани.
@1's fresh bones=Пресните кости на @1
@1's bones=Костите на @1

View file

@ -1,8 +0,0 @@
# textdomain: bones
Bones=Ostoj
@1's old bones=La malfreŝaj ostoj de @1
@1 died at @2.=@1 mortis ĉe @2
@1 died at @2, and dropped their inventory.=@1 mortis ĉe @2, kaj delasis sian stokon.
@1 died at @2, and bones were placed.=@1 mortis ĉe @2, kaj ostoj estas demetitaj.
@1's fresh bones=La freŝaj ostoj de @1
@1's bones=La ostoj de @1

View file

@ -1,8 +0,0 @@
# textdomain: bones
Bones=Tulang
@1's old bones=Tulang lama @1
@1 died at @2.=@1 mati di @2.
@1 died at @2, and dropped their inventory.=@1 mati di @2 dan meninggalkan barangnya.
@1 died at @2, and bones were placed.=@1 mati di @2 dan tulangnya diletakkan.
@1's fresh bones=Tulang segar @1
@1's bones=Tulang @1

View file

@ -1,8 +0,0 @@
# textdomain: bones
Bones=骨
@1's old bones=@1の古い骨
@1 died at @2.=@1は@2で死亡しました。
@1 died at @2, and dropped their inventory.=@1は@2で死亡して持ち物を落としました。
@1 died at @2, and bones were placed.=@1は@2で死亡して骨が残されました。
@1's fresh bones=@1の新鮮な骨
@1's bones=@1の骨

View file

@ -1,8 +0,0 @@
# textdomain: bones
Bones=lo bongu gunma
@1's old bones=.i ti tolci'o ke bongu gunma po'a la'o zo'i.@1.zo'i
@1 died at @2.=.i la'o zo'i.@1.zo'i pu morsi di'o lo me zoi pos.@2.pos.
@1 died at @2, and dropped their inventory.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije ly. te farlu lo me le dacti liste po ly.
@1 died at @2, and bones were placed.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije lo bongu gunma pu se punji
@1's fresh bones=.i ti cnino ke bongu gunma po'a la'o zo'i.@1.zo'i
@1's bones=.i ti bongu gunma po'a la'o zo'i.@1.zo'i

View file

@ -1,8 +0,0 @@
# textdomain: bones
Bones=Kauli
@1's old bones=@1 vecie kauli
@1 died at @2.=@1 nomira @2.
@1 died at @2, and dropped their inventory.=@1 nomira @2 pazaudēja inventāru.
@1 died at @2, and bones were placed.=@1 nomira @2, un kauli nolikti.
@1's fresh bones=@1 jaunie kauli
@1's bones=@1 kauli

View file

@ -1,8 +0,0 @@
# textdomain: bones
Bones=Tulang
@1's old bones=Tulang lama @1
@1 died at @2.=@1 mati di @2.
@1 died at @2, and dropped their inventory.=@1 mati di @2, dan menjatuhkan inventorinya.
@1 died at @2, and bones were placed.=@1 mati di @2, dan tulang diletakkan.
@1's fresh bones=Tulang segar @1
@1's bones=Tulang @1

View file

@ -1,8 +0,0 @@
# textdomain: bones
Bones=Kości
@1's old bones=Stare kości @1
@1 died at @2.=@1 umarł w @2.
@1 died at @2, and dropped their inventory.=@1 umarł w @2, i upuścił swój ekwipunek.
@1 died at @2, and bones were placed.=@1 umarł w @2, kości zostały położone.
@1's fresh bones=Świeże kości @1
@1's bones=Kości @1

View file

@ -1,8 +0,0 @@
# textdomain: bones
Bones=Ossos
@1's old bones=Ossos antigos de @1
@1 died at @2.=@1 morreu em @2.
@1 died at @2, and dropped their inventory.=@1 morreu em @2, e seu inventário foi derrubado.
@1 died at @2, and bones were placed.=@1 morreu em @2, e os ossos foram colocados.
@1's fresh bones=Ossos recentes de @1
@1's bones=Ossos de @1

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