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minetest_game/mods/bones/init.lua

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-- bones/init.lua
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-- Minetest 0.4 mod: bones
-- See README.txt for licensing and other information.
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-- Load support for MT game translation.
local S = minetest.get_translator("bones")
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local bones_max_slots = minetest.settings:get("bones_max_slots") or 15 * 10
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local min_inv_size = 4 * 8 -- display and provide at least this many slots
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bones = {}
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local function is_owner(pos, name)
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local owner = minetest.get_meta(pos):get_string("owner")
if owner == "" or owner == name or minetest.check_player_privs(name, "protection_bypass") then
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return true
end
return false
end
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local function get_bones_formspec_for_size(numitems)
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local cols, rows
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if numitems <= min_inv_size then
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cols, rows = 8, 4
elseif numitems <= 4 * 15 then
cols, rows = math.ceil(numitems / 4), 4
else
cols, rows = 15, math.ceil(numitems / 15)
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end
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return table.concat{
"size[", cols, ",", rows + 5, "]",
"list[current_name;main;0,0.3;", cols, ",", rows, ";]",
"list[current_player;main;", (cols - 8) / 2, ",", rows + 0.85, ";8,1;]",
"list[current_player;main;", (cols - 8) / 2, ",", rows + 2.08, ";8,3;8]",
"listring[current_name;main]",
"listring[current_player;main]",
default.get_hotbar_bg(0, 4.85)
}
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end
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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 = {
description = S("Bones"),
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tiles = {
"bones_top.png^[transform2",
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"bones_bottom.png",
"bones_side.png",
"bones_side.png",
"bones_rear.png",
"bones_front.png"
},
paramtype2 = "facedir",
groups = {dig_immediate = 2},
sounds = default.node_sound_gravel_defaults(),
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can_dig = function(pos, player)
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local inv = minetest.get_meta(pos):get_inventory()
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local name = ""
if player then
name = player:get_player_name()
end
return is_owner(pos, name) and inv:is_empty("main")
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end,
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allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
if is_owner(pos, player:get_player_name()) then
return count
end
return 0
end,
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allow_metadata_inventory_put = function(pos, listname, index, stack, player)
return 0
end,
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allow_metadata_inventory_take = function(pos, listname, index, stack, player)
if is_owner(pos, player:get_player_name()) then
return stack:get_count()
end
return 0
end,
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on_metadata_inventory_take = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
if meta:get_inventory():is_empty("main") then
local inv = player:get_inventory()
if inv:room_for_item("main", {name = "bones:bones"}) then
inv:add_item("main", {name = "bones:bones"})
else
minetest.add_item(pos, "bones:bones")
end
minetest.remove_node(pos)
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end
end,
on_punch = function(pos, node, player)
if not is_owner(pos, player:get_player_name()) then
return
end
if minetest.get_meta(pos):get_string("infotext") == "" then
return
end
local inv = minetest.get_meta(pos):get_inventory()
local player_inv = player:get_inventory()
local has_space = true
for i = 1, inv:get_size("main") do
local stk = inv:get_stack("main", i)
if player_inv:room_for_item("main", stk) then
inv:set_stack("main", i, nil)
player_inv:add_item("main", stk)
else
has_space = false
break
end
end
-- remove bones if player emptied them
if has_space then
if player_inv:room_for_item("main", {name = "bones:bones"}) then
player_inv:add_item("main", {name = "bones:bones"})
else
minetest.add_item(pos,"bones:bones")
end
minetest.remove_node(pos)
end
end,
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on_timer = function(pos, elapsed)
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local meta = minetest.get_meta(pos)
local time = meta:get_int("time") + elapsed
if time >= share_bones_time then
meta:set_string("infotext", S("@1's old bones", meta:get_string("owner")))
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meta:set_string("owner", "")
else
meta:set_int("time", time)
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return true
end
end,
on_blast = function(pos)
end,
}
default.set_inventory_action_loggers(bones_def, "bones")
minetest.register_node("bones:bones", bones_def)
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local function may_replace(pos, player)
local node_name = minetest.get_node(pos).name
local node_definition = minetest.registered_nodes[node_name]
-- if the node is unknown, we return false
if not node_definition then
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
return true
end
-- don't replace filled chests and other nodes that don't allow it
local can_dig_func = node_definition.can_dig
if can_dig_func and not can_dig_func(pos, player) then
return false
end
-- 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
end
local drop = function(pos, itemstack)
local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
if obj then
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obj:set_velocity({
x = math.random(-10, 10) / 9,
y = 5,
z = math.random(-10, 10) / 9,
})
end
end
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bones.player_inventory_lists = { "main", "craft" }
local collect_items_callbacks = {}
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function bones.register_collect_items(func)
table.insert(collect_items_callbacks, func)
end
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bones.register_collect_items(function(player)
local items = {}
local player_inv = player:get_inventory()
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for _, list_name in ipairs(bones.player_inventory_lists) do
table.insert_all(items, player_inv:get_list(list_name) or {})
player_inv:set_list(list_name, {})
end
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return items
end)
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local function collect_items(player)
local items = {}
for _, cb in ipairs(collect_items_callbacks) do
table.insert_all(items, cb(player))
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end
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return items
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end
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-- Try to find the closest space near the player to place bones
local function find_bones_pos(player)
local rounded_player_pos = vector.round(player:get_pos())
local bones_pos
if may_replace(rounded_player_pos, player) then
bones_pos = rounded_player_pos
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else
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bones_pos = minetest.find_node_near(rounded_player_pos, 1, {"air"})
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end
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if minetest.is_protected(bones_pos, player:get_player_name()) then
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bones_pos = nil
end
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return bones_pos
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end
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local function place_bones(player, bones_pos, items)
local param2 = minetest.dir_to_facedir(player:get_look_dir())
minetest.set_node(bones_pos, {name = "bones:bones", param2 = param2})
local bones_meta = minetest.get_meta(bones_pos)
local bones_inv = bones_meta:get_inventory()
-- Make it big enough that anything reasonable will fit
bones_inv:set_size("main", bones_max_slots)
local leftover_items = {}
for _, item in ipairs(items) do
if bones_inv:room_for_item("main", item) then
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bones_inv:add_item("main", item)
else
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table.insert(leftover_items, item)
end
end
local inv_size = bones_max_slots
for i = 1, bones_max_slots do
if bones_inv:get_stack("main", i):get_count() == 0 then
inv_size = i - 1
break
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end
end
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bones_inv:set_size("main", math.max(inv_size, min_inv_size))
bones_meta:set_string("formspec", get_bones_formspec_for_size(inv_size))
-- "Ownership"
local player_name = player:get_player_name()
bones_meta:set_string("owner", player_name)
if share_bones_time ~= 0 then
bones_meta:set_string("infotext", S("@1's fresh bones", player_name))
if share_bones_time_early == 0 or not minetest.is_protected(bones_pos, player_name) then
bones_meta:set_int("time", 0)
else
bones_meta:set_int("time", share_bones_time - share_bones_time_early)
end
minetest.get_node_timer(bones_pos):start(10)
else
bones_meta:set_string("infotext", S("@1's bones", player_name))
end
return leftover_items
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end
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minetest.register_on_dieplayer(function(player)
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local bones_mode = minetest.settings:get("bones_mode") or "bones"
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
bones_mode = "bones"
end
local player_name = player:get_player_name()
local bones_position_message = minetest.settings:get_bool("bones_position_message") == true
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local pos_string = minetest.pos_to_string(player:get_pos())
local items = collect_items(player)
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if bones_mode == "keep" or minetest.is_creative_enabled(player_name) or #items == 0 then
minetest.log("action", player_name .. " dies at " .. pos_string ..
". No bones placed")
if bones_position_message then
minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
end
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return
end
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local bones_placed, drop_bones = false, false
if bones_mode == "bones" then
local bones_pos = find_bones_pos(player)
if bones_pos then
items = place_bones(player, bones_pos, items)
bones_placed, drop_bones = true, #items ~= 0
else
drop_bones = true
end
elseif bones_mode == "drop" then
drop_bones = true
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end
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if drop_bones then
if not bones_placed then
table.insert(items, ItemStack("bones:bones"))
end
for _, item in ipairs(items) do
drop(player:get_pos(), item)
end
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end
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local log_message
local chat_message
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if bones_placed then
if drop_bones then
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log_message = "Inventory partially dropped"
chat_message = "@1 died at @2, and partially dropped their inventory."
else
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log_message = "Bones placed"
chat_message = "@1 died at @2, and bones were placed."
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end
else
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if drop_bones then
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log_message = "Inventory dropped"
chat_message = "@1 died at @2, and dropped their inventory."
else
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log_message = "No bones placed"
chat_message = "@1 died at @2."
end
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end
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if bones_position_message then
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chat_message = S(chat_message, player_name, pos_string)
minetest.chat_send_player(player_name, chat_message)
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end
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minetest.log("action", player_name .. " dies at " .. pos_string .. ". " .. log_message)
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end)