Compare commits
No commits in common. "master" and "5.3.0" have entirely different histories.
13
.github/workflows/luacheck.yml
vendored
|
@ -1,13 +0,0 @@
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|||
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
|
@ -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
|
|
@ -1,13 +1,8 @@
|
|||
unused_args = false
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||||
allow_defined_top = true
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||||
|
||||
globals = {
|
||||
"default"
|
||||
}
|
||||
|
||||
read_globals = {
|
||||
"DIR_DELIM",
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||||
"core",
|
||||
"minetest",
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||||
"dump",
|
||||
"vector",
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||||
|
|
11
.travis.yml
Normal file
|
@ -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
|
47
README.md
|
@ -1,45 +1,34 @@
|
|||
# Minetest Game
|
||||
|
||||
[](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
|
||||
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)).
|
||||
For further information, check
|
||||
[this forum topic](https://forum.minetest.net/viewtopic.php?f=15&t=9724).
|
||||
Also see the [Minetest Wiki](https://wiki.minetest.net/Subgames/Minetest_Game)
|
||||
for more information.
|
||||
|
||||
## Installation
|
||||
|
||||
### ContentDB
|
||||
- Unzip the archive, rename the folder to minetest_game and
|
||||
place it in .. minetest/games/
|
||||
|
||||
* Content > Browse Online Content
|
||||
* Search for "[Minetest Game](https://content.luanti.org/packages/Minetest/minetest_game/)"
|
||||
* Click Install
|
||||
- GNU/Linux: If you use a system-wide installation place
|
||||
it in ~/.minetest/games/.
|
||||
|
||||
### Manually
|
||||
The Minetest engine can be found at [GitHub](https://github.com/minetest/minetest).
|
||||
|
||||
- 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).
|
||||
For further information or help, see:
|
||||
https://wiki.minetest.net/Installing_Mods
|
||||
|
||||
## Compatibility
|
||||
|
||||
As of January 2024 Minetest Game follows a **rolling release** model with new changes being automatically
|
||||
published on ContentDB every day.
|
||||
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 (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.
|
||||
|
||||
Minetest Game is always compatible to the latest stable release of the engine.
|
||||
Older releases may be supported too depending on circumstances.
|
||||
When stable releases are made, Minetest Game and the Minetest engine is packaged
|
||||
and made available at [www.minetest.net](https://www.minetest.net/downloads/).
|
||||
|
||||
## Licensing
|
||||
|
||||
|
|
|
@ -1,3 +1,3 @@
|
|||
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
|
||||
name = Minetest Game
|
||||
author = Minetest
|
||||
description = Bundled by default with Minetest, and aims to be lightweight, moddable, and fairly playable without mods.
|
||||
|
|
255
game_api.txt
|
@ -6,12 +6,12 @@ GitHub Repo: https://github.com/minetest/minetest_game
|
|||
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.
|
||||
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:
|
||||
|
||||
* [XYZ] refers to a section the Luanti API
|
||||
* [XYZ] refers to a section the Minetest API
|
||||
* [#ABC] refers to a section in this document
|
||||
* [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.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.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
|
||||
|
||||
|
@ -220,8 +218,6 @@ The doors mod allows modders to register custom doors and trapdoors.
|
|||
description = "Door description",
|
||||
inventory_image = "mod_door_inv.png",
|
||||
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.
|
||||
-- The front and back of the door must be identical in appearence as they swap on
|
||||
-- open/close.
|
||||
|
@ -229,20 +225,14 @@ The doors mod allows modders to register custom doors and trapdoors.
|
|||
sounds = default.node_sound_wood_defaults(), -- optional
|
||||
sound_open = sound play for open 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)
|
||||
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
|
||||
use_texture_alpha = "clip",
|
||||
|
||||
### Trapdoor definition
|
||||
|
||||
description = "Trapdoor description",
|
||||
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},
|
||||
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
|
||||
tile_side = "doors_trapdoor_side.png",
|
||||
|
@ -254,12 +244,11 @@ The doors mod allows modders to register custom doors and trapdoors.
|
|||
sounds = default.node_sound_wood_defaults(), -- optional
|
||||
sound_open = sound play for open 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)
|
||||
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
|
||||
use_texture_alpha = "clip",
|
||||
|
||||
### Fence gate definition
|
||||
|
||||
|
@ -269,7 +258,7 @@ The doors mod allows modders to register custom doors and trapdoors.
|
|||
material = "default:wood",
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
sounds = default.node_sound_wood_defaults(), -- optional
|
||||
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
||||
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
||||
-- function containing the on_rightclick callback
|
||||
|
||||
|
||||
|
@ -324,7 +313,7 @@ Allows creation of new fences with "fencelike" drawtype.
|
|||
name = "default:fence_wood",
|
||||
description = "Wooden Fence",
|
||||
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},
|
||||
sounds = default.node_sound_wood_defaults(),
|
||||
|
||||
|
@ -341,12 +330,6 @@ walls.register(name, desc, texture, mat, sounds)
|
|||
^ mat = "default:stone". Used to auto-generate crafting recipe.
|
||||
^ 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
|
||||
-----------
|
||||
|
@ -388,8 +371,6 @@ 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)
|
||||
minlight = 13, -- Minimum 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 +426,63 @@ Give Initial Stuff API
|
|||
^ 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.
|
||||
|
||||
* `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
|
||||
* 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.registered_player_models[name]`
|
||||
* Get a model's definition
|
||||
* 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`
|
||||
* `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_animation(player, anim_name [, speed])`
|
||||
* Applies an animation to a player
|
||||
* anim_name: name of the animation.
|
||||
* speed: frames per second. If nil, default from the model 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
|
||||
* `textures`: array of textures, If `textures` is nil the default
|
||||
textures from the model def are used
|
||||
|
||||
* `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
|
||||
* 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
|
||||
* 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.
|
||||
Knockback from damage is also prevented for that player.
|
||||
|
||||
### Model Definition
|
||||
|
||||
{
|
||||
animation_speed = 30, -- Default animation speed, in keyframes per second
|
||||
textures = {"character.png"}, -- Default array of textures
|
||||
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>,
|
||||
-- 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
|
||||
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
|
||||
foo = {x = 0, y = 19},
|
||||
bar = {x = 20, y = 39},
|
||||
-- ...
|
||||
},
|
||||
-- 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
|
||||
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
|
||||
stepheight = 0.6, -- In nodes
|
||||
eye_height = 1.47, -- In nodes above feet position
|
||||
}
|
||||
|
||||
|
||||
|
@ -599,18 +560,6 @@ Both nodedefs and entitydefs can provide an `on_blast()` callback
|
|||
* `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
|
||||
---------------
|
||||
|
||||
|
@ -652,34 +601,6 @@ set a players home position and teleport a player to home position.
|
|||
* `name` Player you wish to teleport to their home position
|
||||
* 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
|
||||
---------
|
||||
|
@ -796,12 +717,6 @@ Stairs API
|
|||
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.
|
||||
|
||||
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)`
|
||||
|
||||
* Registers a stair
|
||||
|
@ -848,18 +763,12 @@ The following node attributes are sourced from the recipeitem:
|
|||
* `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)
|
||||
```
|
||||
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)`
|
||||
|
||||
* 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
|
||||
* `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_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed
|
||||
* `desc_slab`: Description for slab node
|
||||
* `desc_stair_inner`: Description for inner stair node
|
||||
* `desc_stair_outer`: Description for outer stair node
|
||||
|
||||
|
||||
Xpanes API
|
||||
|
@ -1076,27 +985,6 @@ Trees
|
|||
* `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
|
||||
-----
|
||||
|
@ -1186,60 +1074,3 @@ 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: 935 B After Width: | Height: | Size: 1.9 KiB |
|
@ -72,10 +72,6 @@ default:torch 99,default:cobble 99
|
|||
# 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.
|
||||
# Enable cloud variation by the 'weather' mod.
|
||||
# Non-functional in V6 or Singlenode mapgens.
|
||||
#enable_weather = true
|
||||
|
||||
# If enabled, non-player actions are logged
|
||||
#log_non_player_actions = false
|
||||
|
|
|
@ -5,7 +5,7 @@ See license.txt for license information.
|
|||
Authors of source code
|
||||
----------------------
|
||||
Originally by BlockMen (MIT)
|
||||
Various Minetest Game developers and contributors (MIT)
|
||||
Various Minetest developers and contributors (MIT)
|
||||
|
||||
Authors of media (textures)
|
||||
---------------------------
|
||||
|
@ -15,7 +15,7 @@ BlockMen (CC BY-SA 3.0)
|
|||
TumeniNodes (CC BY-SA 3.0)
|
||||
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
|
||||
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
|
||||
|
|
|
@ -1,41 +1,27 @@
|
|||
-- 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 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 reverse = true
|
||||
|
||||
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)
|
||||
local node = minetest.get_node(pos)
|
||||
local 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)
|
||||
beds.remove_spawns_at(pos)
|
||||
beds.remove_spawns_at(other)
|
||||
else
|
||||
reverse = not reverse
|
||||
end
|
||||
beds.remove_spawns_at(pos)
|
||||
end
|
||||
|
||||
function beds.register_bed(name, def)
|
||||
|
@ -45,7 +31,6 @@ function beds.register_bed(name, def)
|
|||
wield_image = def.wield_image,
|
||||
drawtype = "nodebox",
|
||||
tiles = def.tiles.bottom,
|
||||
use_texture_alpha = "clip",
|
||||
paramtype = "light",
|
||||
paramtype2 = "facedir",
|
||||
is_ground_content = false,
|
||||
|
@ -110,7 +95,8 @@ function beds.register_bed(name, def)
|
|||
minetest.set_node(pos, {name = name .. "_bottom", 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()
|
||||
end
|
||||
return itemstack
|
||||
|
@ -127,14 +113,10 @@ function beds.register_bed(name, def)
|
|||
|
||||
on_rotate = function(pos, node, user, _, new_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 node2 = minetest.get_node_or_nil(p)
|
||||
if not node2 or minetest.get_item_group(node2.name, "bed") ~= 2 or
|
||||
node.param2 ~= node2.param2 then
|
||||
if not node2 or not minetest.get_item_group(node2.name, "bed") == 2 or
|
||||
not node.param2 == node2.param2 then
|
||||
return false
|
||||
end
|
||||
if minetest.is_protected(p, user:get_player_name()) then
|
||||
|
@ -144,7 +126,6 @@ function beds.register_bed(name, def)
|
|||
if new_param2 % 32 > 3 then
|
||||
return false
|
||||
end
|
||||
-- new position of the top node
|
||||
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
|
||||
local node3 = minetest.get_node_or_nil(newp)
|
||||
local node_def = node3 and minetest.registered_nodes[node3.name]
|
||||
|
@ -156,7 +137,8 @@ function beds.register_bed(name, def)
|
|||
return false
|
||||
end
|
||||
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(newp, {name = name .. "_top", param2 = new_param2})
|
||||
return true
|
||||
|
@ -169,29 +151,25 @@ function beds.register_bed(name, def)
|
|||
minetest.register_node(name .. "_top", {
|
||||
drawtype = "nodebox",
|
||||
tiles = def.tiles.top,
|
||||
use_texture_alpha = "clip",
|
||||
paramtype = "light",
|
||||
paramtype2 = "facedir",
|
||||
is_ground_content = false,
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2,
|
||||
not_in_creative_inventory = 1},
|
||||
pointable = false,
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
|
||||
sounds = def.sounds or default.node_sound_wood_defaults(),
|
||||
drop = "",
|
||||
drop = name .. "_bottom",
|
||||
node_box = {
|
||||
type = "fixed",
|
||||
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)
|
||||
destruct_bed(pos, 2)
|
||||
end,
|
||||
can_dig = function(pos, player)
|
||||
local other = get_other_bed_pos(pos, 2)
|
||||
return (not other) or beds.can_dig(other)
|
||||
local node = minetest.get_node(pos)
|
||||
local dir = minetest.facedir_to_dir(node.param2)
|
||||
local p = vector.add(pos, dir)
|
||||
return beds.can_dig(p)
|
||||
end,
|
||||
})
|
||||
|
||||
|
|
|
@ -65,17 +65,17 @@ beds.register_bed("beds:bed", {
|
|||
"beds_bed_top_bottom.png^[transformR90",
|
||||
"beds_bed_under.png",
|
||||
"beds_bed_side_bottom_r.png",
|
||||
"beds_bed_side_bottom_r.png^[transformFX",
|
||||
"blank.png",
|
||||
"beds_bed_side_bottom_r.png^[transformfx",
|
||||
"beds_transparent.png",
|
||||
"beds_bed_side_bottom.png"
|
||||
},
|
||||
top = {
|
||||
"beds_bed_top_top.png^[transformR90",
|
||||
"beds_bed_under.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",
|
||||
"blank.png",
|
||||
"beds_transparent.png",
|
||||
}
|
||||
},
|
||||
nodebox = {
|
||||
|
|
|
@ -60,62 +60,33 @@ local function lay_down(player, pos, bed_pos, state, skip)
|
|||
|
||||
-- stand up
|
||||
if state ~= nil and not state then
|
||||
if not beds.player[name] then
|
||||
-- player not in bed, do nothing
|
||||
return false
|
||||
end
|
||||
local p = beds.pos[name] or nil
|
||||
beds.player[name] = nil
|
||||
beds.bed_position[name] = nil
|
||||
-- skip here to prevent sending player specific changes (used for leaving players)
|
||||
if skip then
|
||||
return
|
||||
end
|
||||
player:set_pos(beds.pos[name])
|
||||
if p then
|
||||
player:set_pos(p)
|
||||
end
|
||||
|
||||
-- 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_look_horizontal(math.random(1, 180) / 100)
|
||||
player_api.player_attached[name] = false
|
||||
player:set_physics_override(1, 1, 1)
|
||||
hud_flags.wielditem = true
|
||||
player_api.set_animation(player, "stand" , 30)
|
||||
|
||||
-- lay down
|
||||
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.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)
|
||||
player:set_look_horizontal(yaw)
|
||||
local dir = minetest.facedir_to_dir(param2)
|
||||
|
@ -126,7 +97,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
|
|||
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_physics_override(0, 0, 0)
|
||||
player:set_pos(p)
|
||||
player_api.player_attached[name] = true
|
||||
hud_flags.wielditem = false
|
||||
|
@ -181,32 +152,12 @@ function beds.skip_night()
|
|||
minetest.set_timeofday(0.23)
|
||||
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)
|
||||
local name = player:get_player_name()
|
||||
local ppos = player:get_pos()
|
||||
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
|
||||
lay_down(player, nil, nil, false)
|
||||
end
|
||||
|
@ -226,8 +177,17 @@ function beds.on_rightclick(pos, player)
|
|||
update_formspecs(false)
|
||||
end
|
||||
|
||||
-- skip the night and let all players stand up
|
||||
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
|
||||
|
||||
|
@ -244,9 +204,10 @@ end
|
|||
-- Callbacks
|
||||
-- Only register respawn callback if respawn enabled
|
||||
if enable_respawn then
|
||||
-- Respawn player at bed if valid position is found
|
||||
spawn.register_on_spawn(function(player, is_new)
|
||||
local pos = beds.spawn[player:get_player_name()]
|
||||
-- respawn player at bed if enabled and valid position is found
|
||||
minetest.register_on_respawnplayer(function(player)
|
||||
local name = player:get_player_name()
|
||||
local pos = beds.spawn[name]
|
||||
if pos then
|
||||
player:set_pos(pos)
|
||||
return true
|
||||
|
@ -259,20 +220,13 @@ minetest.register_on_leaveplayer(function(player)
|
|||
lay_down(player, nil, nil, false, true)
|
||||
beds.player[name] = nil
|
||||
if check_in_beds() then
|
||||
schedule_update()
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.register_on_dieplayer(function(player)
|
||||
local name = player:get_player_name()
|
||||
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)
|
||||
minetest.after(2, function()
|
||||
update_formspecs(is_night_skip_enabled())
|
||||
if is_night_skip_enabled() then
|
||||
beds.skip_night()
|
||||
beds.kick_players()
|
||||
end
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
|
|
|
@ -16,11 +16,6 @@ beds.formspec = "size[8,11;true]" ..
|
|||
"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")
|
||||
|
||||
-- Load files
|
||||
|
|
|
@ -3,7 +3,7 @@ License of source code
|
|||
|
||||
The MIT License (MIT)
|
||||
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
|
||||
software and associated documentation files (the "Software"), to deal in the Software
|
||||
|
|
|
@ -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
|
|
@ -1,10 +1,8 @@
|
|||
# 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!
|
||||
Leave Bed=Bett verlassen
|
||||
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
|
||||
|
|
|
@ -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
|
|
@ -1,10 +1,8 @@
|
|||
# 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
|
||||
Leave Bed=Abandonar cama
|
||||
Good morning.=Buenos días.
|
||||
@1 of @2 players are in bed=@1 de @2 jugadores están durmiendo
|
||||
Force night skip=Forzar hacer de dia
|
||||
@1 of @2 players are in bed=@1 de @2 jugadores están en cama
|
||||
Force night skip=Forzar evitar noche
|
||||
You can only sleep at night.=Sólo puedes dormir por la noche.
|
||||
Leave Bed=Levantarse
|
||||
|
|
|
@ -1,10 +1,8 @@
|
|||
# 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 !
|
||||
Leave Bed=Se lever du lit
|
||||
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
|
||||
|
|
|
@ -1,10 +1,8 @@
|
|||
# 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!
|
||||
Leave Bed=Tinggalkan Dipan
|
||||
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
|
||||
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
|
||||
Fancy Bed=Dipan Mewah
|
||||
Simple Bed=Dipan Sederhana
|
||||
|
|
|
@ -1,10 +1,4 @@
|
|||
# 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
|
||||
# textdomain: beds
|
||||
Fancy Bed=Letto decorato
|
||||
Simple Bed=Letto semplice
|
||||
Leave Bed=Alzati dal letto
|
|
@ -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
|
|
@ -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
|
|
@ -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
|
|
@ -1,10 +1,8 @@
|
|||
# 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!
|
||||
Leave Bed=Bangun
|
||||
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
|
||||
|
|
|
@ -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
|
|
@ -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
|
|
@ -1,10 +1,8 @@
|
|||
# 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!
|
||||
Fancy Bed=Детализированная Кровать
|
||||
Simple Bed=Обычная Кровать
|
||||
Leave Bed=Встать с кровати
|
||||
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
|
||||
|
|
8
mods/beds/locale/beds.se.tr
Normal file
|
@ -0,0 +1,8 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Fin säng
|
||||
Simple Bed=Enkel Säng
|
||||
Leave Bed=Lämna Säng
|
||||
Good morning.= God morgon.
|
||||
@1 of @2 players are in bed=@1 av @2 spelar försöker sover.
|
||||
Force night skip=Tvinga över natten
|
||||
You can only sleep at night.=Du kan bara sova på natten.
|
|
@ -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
|
|
@ -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
|
|
@ -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
|
|
@ -1,10 +1,8 @@
|
|||
# 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!
|
||||
Leave Bed=离开床
|
||||
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
|
||||
|
|
|
@ -1,10 +1,9 @@
|
|||
# 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!
|
||||
Leave Bed=離開床
|
||||
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
|
||||
|
||||
|
|
|
@ -1,10 +1,8 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=
|
||||
Simple Bed=
|
||||
This bed is already occupied!=
|
||||
You have to stop moving before going to bed!=
|
||||
Leave Bed=
|
||||
Good morning.=
|
||||
@1 of @2 players are in bed=
|
||||
Force night skip=
|
||||
You can only sleep at night.=
|
||||
Leave Bed=
|
||||
Fancy Bed=
|
||||
Simple Bed=
|
||||
|
|
|
@ -1,3 +1,3 @@
|
|||
name = beds
|
||||
description = Minetest Game mod: beds
|
||||
depends = default, wool, spawn
|
||||
depends = default, wool
|
||||
|
|
Before Width: | Height: | Size: 490 B After Width: | Height: | Size: 540 B |
Before Width: | Height: | Size: 486 B After Width: | Height: | Size: 537 B |
Before Width: | Height: | Size: 340 B After Width: | Height: | Size: 390 B |
Before Width: | Height: | Size: 343 B After Width: | Height: | Size: 387 B |
Before Width: | Height: | Size: 248 B After Width: | Height: | Size: 296 B |
Before Width: | Height: | Size: 265 B After Width: | Height: | Size: 316 B |
Before Width: | Height: | Size: 431 B After Width: | Height: | Size: 561 B |
Before Width: | Height: | Size: 427 B After Width: | Height: | Size: 537 B |
Before Width: | Height: | Size: 464 B After Width: | Height: | Size: 611 B |
Before Width: | Height: | Size: 446 B After Width: | Height: | Size: 596 B |
Before Width: | Height: | Size: 474 B After Width: | Height: | Size: 583 B |
Before Width: | Height: | Size: 547 B After Width: | Height: | Size: 616 B |
Before Width: | Height: | Size: 425 B After Width: | Height: | Size: 495 B |
Before Width: | Height: | Size: 490 B After Width: | Height: | Size: 556 B |
Before Width: | Height: | Size: 251 B After Width: | Height: | Size: 304 B |
BIN
mods/beds/textures/beds_transparent.png
Normal file
After Width: | Height: | Size: 143 B |
|
@ -8,16 +8,25 @@ 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
|
||||
-- Global to allow overriding
|
||||
|
||||
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
|
||||
|
||||
if player:get_inventory():contains_item(
|
||||
"main", "binoculars:binoculars") then
|
||||
new_zoom_fov = 10
|
||||
elseif minetest.is_creative_enabled(player:get_player_name()) then
|
||||
elseif creative_enabled then
|
||||
new_zoom_fov = 15
|
||||
end
|
||||
|
||||
|
@ -53,7 +62,6 @@ 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)
|
||||
|
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Бинокъл
|
||||
Use with 'Zoom' key=Използвайте с клавиша „Мащабиране“
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Binoklo
|
||||
Use with 'Zoom' key=Uzi per 'Zomo' klavo
|
|
@ -1,3 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Teropong
|
||||
Use with 'Zoom' key=Gunakan dengan tombol 'Zum'
|
||||
Binoculars=Binokular
|
||||
Use with 'Zoom' key=Pakai dengan tombol 'Zum'
|
||||
|
|
|
@ -1,3 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Binocolo
|
||||
Use with 'Zoom' key=Usalo col tasto 'Ingrandimento'
|
||||
# textdomain: binoculars
|
||||
Binoculars=Binocolo
|
||||
Use with 'Zoom' key=Usalo col tasto 'Ingrandimento'
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=双眼鏡
|
||||
Use with 'Zoom' key=ズームキーで使います
|
|
@ -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
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Binoklis
|
||||
Use with 'Zoom' key=Lietojiet ar 'Pietuvināt' pogu
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Lornetka
|
||||
Use with 'Zoom' key=Aby użyć naciśnij 'Zoom'
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Binóculos
|
||||
Use with 'Zoom' key=Use com a tecla de 'Zoom'
|
|
@ -1,3 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Бинокль
|
||||
Use with 'Zoom' key=Используется клавишей 'Приближение'
|
||||
Use with 'Zoom' key=Используется с привилегией 'Zoom'
|
||||
|
|
3
mods/binoculars/locale/binoculars.se.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Kikare
|
||||
Use with 'Zoom' key=Används med 'Zoom' knappen
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Ďalekohľad
|
||||
Use with 'Zoom' key=Použi s klávesou "Priblíž"
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Kikare
|
||||
Use with 'Zoom' key=Använd med 'Zoom'-knappen
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Бінокль
|
||||
Use with 'Zoom' key=Використовується клавішею 'Наближення'
|
|
@ -1,3 +1,4 @@
|
|||
name = binoculars
|
||||
description = Minetest Game mod: binoculars
|
||||
depends = default
|
||||
optional_depends = creative
|
||||
|
|
|
@ -5,7 +5,7 @@ See license.txt for license information.
|
|||
Authors of source code
|
||||
----------------------
|
||||
Originally by PilzAdam (MIT)
|
||||
Various Minetest Game developers and contributors (MIT)
|
||||
Various Minetest developers and contributors (MIT)
|
||||
|
||||
Authors of media (textures and model)
|
||||
-------------------------------------
|
||||
|
|
|
@ -53,24 +53,31 @@ function boat.on_rightclick(self, clicker)
|
|||
end
|
||||
local name = clicker:get_player_name()
|
||||
if self.driver and name == self.driver then
|
||||
-- Cleanup happens in boat.on_detach_child
|
||||
self.driver = nil
|
||||
self.auto = false
|
||||
clicker:set_detach()
|
||||
|
||||
player_api.set_animation(clicker, "stand", 30)
|
||||
player_api.player_attached[name] = false
|
||||
player_api.set_animation(clicker, "stand" , 30)
|
||||
local pos = clicker:get_pos()
|
||||
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
|
||||
minetest.after(0.1, function()
|
||||
clicker:set_pos(pos)
|
||||
end)
|
||||
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, "",
|
||||
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
|
||||
|
||||
self.driver = name
|
||||
player_api.player_attached[name] = true
|
||||
|
||||
minetest.after(0.2, function()
|
||||
player_api.set_animation(clicker, "sit", 30)
|
||||
player_api.set_animation(clicker, "sit" , 30)
|
||||
end)
|
||||
clicker:set_look_horizontal(self.object:get_yaw())
|
||||
end
|
||||
|
@ -79,12 +86,8 @@ 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
|
||||
self.driver = nil
|
||||
self.auto = false
|
||||
end
|
||||
|
||||
|
||||
|
@ -116,7 +119,8 @@ function boat.on_punch(self, puncher)
|
|||
if not self.driver then
|
||||
self.removed = true
|
||||
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
|
||||
local leftover = inv:add_item("main", "boats:boat")
|
||||
-- if no room in inventory add a replacement boat to the world
|
||||
|
@ -168,8 +172,7 @@ function boat.on_step(self, dtime)
|
|||
end
|
||||
end
|
||||
local velo = self.object:get_velocity()
|
||||
if not self.driver and
|
||||
self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
|
||||
if 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
|
||||
end
|
||||
|
@ -265,7 +268,8 @@ minetest.register_craftitem("boats:boat", {
|
|||
boat:set_yaw(placer:get_look_horizontal())
|
||||
end
|
||||
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()
|
||||
end
|
||||
end
|
||||
|
|
|
@ -3,7 +3,7 @@ License of source code
|
|||
|
||||
The MIT License (MIT)
|
||||
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
|
||||
software and associated documentation files (the "Software"), to deal in the Software
|
||||
|
|
|
@ -1,4 +0,0 @@
|
|||
# textdomain: boats
|
||||
Boat cruise mode on=Круизен режим включен
|
||||
Boat cruise mode off=Круизен режим изключен
|
||||
Boat=Лотка
|
|
@ -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
|
|
@ -1,4 +1,4 @@
|
|||
# textdomain: boats
|
||||
Boat cruise mode on=Modalità movimento automatico barca attivata
|
||||
Boat cruise mode off=Modalità movimento automatico barca disattivata
|
||||
Boat=Barca
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Modalità movimento automatico barca attivata
|
||||
Boat cruise mode off=Modalità movimento automatico barca disattivata
|
||||
Boat=Barca
|
|
@ -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
|
|
@ -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
|
|
@ -1,4 +0,0 @@
|
|||
# textdomain: boats
|
||||
Boat cruise mode on=Autopilots ieslēgts
|
||||
Boat cruise mode off=Autopilots izslēgts
|
||||
Boat=Laiva
|
|
@ -1,4 +1,4 @@
|
|||
# textdomain: boats
|
||||
Boat cruise mode on=Mod jelajah bot dihidupkan
|
||||
Boat cruise mode off=Mod jelajah bot dimatikan
|
||||
Boat cruise mode on=Mod bot layar makan angin dibolehkan
|
||||
Boat cruise mode off=Mod bot layar makan angin dilumpuhkan
|
||||
Boat=Bot
|
||||
|
|
|
@ -1,4 +0,0 @@
|
|||
# textdomain: boats
|
||||
Boat cruise mode on=Tryb rejsu łodką włączony
|
||||
Boat cruise mode off=Tryb rejsu łodką wyłączony
|
||||
Boat=Łódka
|
|
@ -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
|
|
@ -1,4 +1,4 @@
|
|||
# textdomain: boats
|
||||
Boat cruise mode on=Автоход лодки включен
|
||||
Boat cruise mode off=Автоход лодки выключен
|
||||
Boat cruise mode on=Режим путешествия на лодке включен
|
||||
Boat cruise mode off=Режим путешествия на лодке выключен
|
||||
Boat=Лодка
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
# textdomain: boats
|
||||
Boat cruise mode on=Båtkryssningsläge på
|
||||
Boat cruise mode off=Båtkryssningsläge av
|
||||
Boat=Båt
|
||||
Boat=Båt
|
|
@ -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
|
|
@ -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
|
|
@ -5,7 +5,7 @@ See license.txt for license information.
|
|||
Authors of source code
|
||||
----------------------
|
||||
Originally by PilzAdam (MIT)
|
||||
Various Minetest Game developers and contributors (MIT)
|
||||
Various Minetest developers and contributors (MIT)
|
||||
|
||||
Authors of media (textures)
|
||||
---------------------------
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
-- bones/init.lua
|
||||
|
||||
-- Minetest Game mod: bones
|
||||
-- Minetest 0.4 mod: bones
|
||||
-- See README.txt for licensing and other information.
|
||||
|
||||
-- Load support for MT game translation.
|
||||
|
@ -16,27 +16,6 @@ local function is_owner(pos, name)
|
|||
return false
|
||||
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 =
|
||||
"size[8,9]" ..
|
||||
"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_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"),
|
||||
tiles = {
|
||||
"bones_top.png^[transform2",
|
||||
|
@ -108,11 +87,6 @@ local bones_def = {
|
|||
return
|
||||
end
|
||||
|
||||
if not player:is_player() then
|
||||
drop_contents(pos)
|
||||
return
|
||||
end
|
||||
|
||||
if minetest.get_meta(pos):get_string("infotext") == "" then
|
||||
return
|
||||
end
|
||||
|
@ -156,11 +130,7 @@ local bones_def = {
|
|||
end,
|
||||
on_blast = function(pos)
|
||||
end,
|
||||
}
|
||||
|
||||
default.set_inventory_action_loggers(bones_def, "bones")
|
||||
|
||||
minetest.register_node("bones:bones", bones_def)
|
||||
})
|
||||
|
||||
local function may_replace(pos, player)
|
||||
local node_name = minetest.get_node(pos).name
|
||||
|
@ -171,18 +141,8 @@ local function may_replace(pos, player)
|
|||
return false
|
||||
end
|
||||
|
||||
-- allow replacing air
|
||||
if node_name == "air" 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
|
||||
-- allow replacing air and liquids
|
||||
if node_name == "air" or node_definition.liquidtype ~= "none" then
|
||||
return true
|
||||
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?
|
||||
-- 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
|
||||
|
||||
local player_inventory_lists = { "main", "craft" }
|
||||
|
@ -210,6 +182,7 @@ local function is_all_empty(player_inv)
|
|||
end
|
||||
|
||||
minetest.register_on_dieplayer(function(player)
|
||||
|
||||
local bones_mode = minetest.settings:get("bones_mode") or "bones"
|
||||
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
|
||||
bones_mode = "bones"
|
||||
|
@ -221,7 +194,8 @@ minetest.register_on_dieplayer(function(player)
|
|||
local pos_string = minetest.pos_to_string(pos)
|
||||
|
||||
-- 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 ..
|
||||
". No bones placed")
|
||||
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
|
||||
if bones_mode == "bones" and not may_replace(pos, player) then
|
||||
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
|
||||
else
|
||||
bones_mode = "drop"
|
||||
|
|
|
@ -3,7 +3,7 @@ License of source code
|
|||
|
||||
The MIT License (MIT)
|
||||
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
|
||||
software and associated documentation files (the "Software"), to deal in the Software
|
||||
|
|
|
@ -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
|
|
@ -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
|
|
@ -1,8 +1,8 @@
|
|||
# textdomain: bones
|
||||
Bones=Ossa
|
||||
@1's old bones=Ossa vecchie di @1
|
||||
@1 died at @2.=@1 è morto alla posizione @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 è morto alla posizione @2, e ha lasciato a terra il contenuto del suo inventario.
|
||||
@1 died at @2, and bones were placed.=@1 è morto alla posizione @2, e vi sono state posizionate delle ossa.
|
||||
@1's fresh bones=Ossa fresche di @1
|
||||
@1's bones=Ossa di @1
|
||||
# textdomain: bones
|
||||
Bones=Ossa
|
||||
@1's old bones=Ossa vecchie di @1
|
||||
@1 died at @2.=@1 è morto alla posizione @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 è morto alla posizione @2, e ha lasciato a terra il contenuto del suo inventario.
|
||||
@1 died at @2, and bones were placed.=@1 è morto alla posizione @2, e vi sono state posizionate delle ossa.
|
||||
@1's fresh bones=Ossa fresche di @1
|
||||
@1's bones=Ossa di @1
|
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@ -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
|
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@ -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
|
|
@ -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
|
|
@ -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
|
|
@ -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
|
|
@ -1,8 +1,8 @@
|
|||
# textdomain: bones
|
||||
Bones=Кости
|
||||
@1's old bones=Старые кости @1
|
||||
@1 died at @2.=Игрок @1 умер в @2.
|
||||
@1 died at @2, and dropped their inventory.=Игрок @1 умер в @2 и потерял содержимое своего инвентаря.
|
||||
@1 died at @2, and bones were placed.=Игрок @1 умер в @2, кости размещены.
|
||||
@1's fresh bones=Новые кости @1
|
||||
@1's bones=Кости @1
|
||||
@1 died at @2.=@1 умер в @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 умер в @2 и потерял содержимое своего инвентаря.
|
||||
@1 died at @2, and bones were placed.=@1 умер в @2, помещены кости.
|
||||
@1's fresh bones=новые кости @1
|
||||
@1's bones=кости @1
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
# textdomain: bones
|
||||
Bones=Ben
|
||||
@1's old bones=@1s Gamla ben
|
||||
@1 died at @2.=@1 dog på @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 dog på @2, och tappade deras saker.
|
||||
@1 died at @2.=@1 dog på @a.
|
||||
@1 died at @2, and dropped their inventory.=@1 dog på @a, och tappade deras saker.
|
||||
@1 died at @2, and bones were placed.=@1 dog på @2, och deras ben var placerade.
|
||||
@1's fresh bones=@1s färska ben
|
||||
@1's bones=@1s ben
|
|
@ -1,8 +0,0 @@
|
|||
# textdomain: bones
|
||||
Bones=Kosti
|
||||
@1's old bones=Staré kosti hráča @1
|
||||
@1 died at @2.=@1 zomrel na pozícií @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 zomrel na pozícií @2 a vysypal svoj inventár.
|
||||
@1 died at @2, and bones were placed.=@1 zomrel na pozícií @2 a ostali po ňom kosti.
|
||||
@1's fresh bones=Čerstvé kosti hráča @1
|
||||
@1's bones=Kosti hráča @1
|
|
@ -1,8 +0,0 @@
|
|||
# textdomain: bones
|
||||
Bones=Кістки
|
||||
@1's old bones=Старі кістки @1
|
||||
@1 died at @2.=@1 загинув на координатах @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 загинув на координатах @2 та втратив вміст свого інвентарю.
|
||||
@1 died at @2, and bones were placed.=@1 загинув на координатах @2, було розміщено кістки.
|
||||
@1's fresh bones=Свіжі кістки @1
|
||||
@1's bones=Кістки @1
|