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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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@ -1,13 +1,8 @@
unused_args = false
allow_defined_top = true
globals = {
"default"
}
read_globals = {
"DIR_DELIM",
"core",
"minetest",
"dump",
"vector",

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 +1,34 @@
# 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
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

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@ -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.

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@ -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

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@ -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

View file

@ -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

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@ -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,
})

View file

@ -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 = {

View file

@ -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)

View file

@ -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

View file

@ -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

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
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

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
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

View file

@ -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

View file

@ -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

View file

@ -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

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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View 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.

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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=

View file

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

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@ -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)

View file

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

View file

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

View file

@ -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'

View file

@ -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'

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

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

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

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@ -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)
-------------------------------------

View file

@ -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

View file

@ -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

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 +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

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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 +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

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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 +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

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

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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=Режим мандрування на човні увімкнено
Boat cruise mode off=Режим мандрування на човні вимкнено
Boat=Човен

View file

@ -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)
---------------------------

View file

@ -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"

View file

@ -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

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 +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

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=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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

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