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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")
-- bones are supposed to hold up to 4*8+6+4*3*8+4+3*3 item slots:
-- 4*8 for the main inventory
-- 6 for the 3d_armor
-- (at most) 4*3*8 for 4 backpack worth of items (unified inventory)
-- 4 more for the actual backpacks
-- 3*3 more for the crafting grid
-- that adds up to 147, so 150 slots would be sufficient
local cols=15
local rows=10
bones = {
private={
dead_player_callbacks={}
},
public={}
}
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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
local bones_formspec =
"size["..cols..","..(rows+5).."]" ..
"list[current_name;main;0,0.3;"..cols..","..rows..";]" ..
"list[current_player;main;"..((cols-8)/2)..","..rows..".85;8,1;]" ..
"list[current_player;main;"..((cols-8)/2)..","..(rows+2)..".08;8,3;8]" ..
"listring[current_name;main]" ..
"listring[current_player;main]" ..
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default.get_hotbar_bg(0,4.85)
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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
local player_inventory_lists = { "main", "craft" }
bones.player_inventory_lists = player_inventory_lists
local function is_all_empty(player_inv)
for _, list_name in ipairs(player_inventory_lists) do
if not player_inv:is_empty(list_name) then
return false
end
end
return true
end
--functions registered this way won't becalled if bones_mode is keep
function bones.public.register_transfer_inventory_to_bones_on_player_death(func)
bones.private.dead_player_callbacks[#(bones.private.dead_player_callbacks)]=func
end
--drop or put into bones based on config and free slots in the bones
--supposed to be called from functions registered to bones.public.register_transfer_inventory_to_bones_on_player_death
function bones.public.transfer_stack_to_bones(stk)
-- check if it's possible to place bones, if not find space near player
if ( ( bones.private.current_dead_player.bones_mode == "bones" ) and ( bones.private.current_dead_player.bones_pos == nil ) ) then
bones.private.current_dead_player.bones_pos = bones.private.current_dead_player.player_pos
local air
if ( may_replace(bones.private.current_dead_player.bones_pos, bones.private.current_dead_player.player) ) then
air = bones.private.current_dead_player.bones_pos
else
air = minetest.find_node_near(bones.private.current_dead_player.bones_pos, 1, {"air"})
end
if air and not minetest.is_protected(air, bones.private.current_dead_player.player_name) then
bones.private.current_dead_player.bones_pos = air
local param2 = minetest.dir_to_facedir(bones.private.current_dead_player.player:get_look_dir())
minetest.set_node(bones.private.current_dead_player.bones_pos, {name = "bones:bones", param2 = param2})
local meta = minetest.get_meta(bones.private.current_dead_player.bones_pos)
bones.private.current_dead_player.bones_inv = meta:get_inventory()
bones.private.current_dead_player.bones_inv:set_size("main", cols * rows)
else
bones.private.current_dead_player.bones_mode = "drop"
bones.private.current_dead_player.bones_pos = nil
end
end
if ( ( bones.private.current_dead_player.bones_mode == "bones" ) and ( bones.private.current_dead_player.bones_inv:room_for_item("main", stk) ) ) then
bones.private.current_dead_player.bones_inv:add_item("main", stk)
else
drop(bones.private.current_dead_player.player_pos, stk)
bones.private.current_dead_player.dropped=true
end
end
local function player_dies_transfer_inventory(player)
local player_inv = player:get_inventory()
for _, list_name in ipairs(player_inventory_lists) do
for i = 1, player_inv:get_size(list_name) do
local stack = player_inv:get_stack(list_name, i)
bones.public.transfer_stack_to_bones(stack)
end
player_inv:set_list(list_name, {})
end
end
bones.public.register_transfer_inventory_to_bones_on_player_death(player_dies_transfer_inventory)
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minetest.register_on_dieplayer(function(player)
local pos = vector.round(player:get_pos())
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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()
bones.private.current_dead_player={player=player, player_name=player_name, bones_inv=nil, bones_pos=nil, bones_mode=bones_mode, player_pos=pos, dropped=false}
local bones_position_message = minetest.settings:get_bool("bones_position_message") == true
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
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
for i=0,#bones.private.dead_player_callbacks do
local fun=bones.private.dead_player_callbacks[i]
fun(player)
end
local bones_conclusion=""
local public_conclusion=""
if(not(bones.private.current_dead_player.bones_pos))then
drop(bones.private.current_dead_player.player_pos, ItemStack("bones:bones"))
if(not(bones.private.current_dead_player.dropped))then
bones_conclusion="No bones placed"
else
bones_conclusion="Inventory dropped"
public_conclusion="dropped their inventory"
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end
else
if(not(bones.private.current_dead_player.dropped))then
bones_conclusion="Bones placed"
public_conclusion="bones were placed"
else
bones_conclusion="Inventory partially dropped"
public_conclusion="partially dropped their inventory"
end
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end
minetest.log("action", player_name .. " dies at " .. pos_string ..
". " .. bones_conclusion)
if bones_position_message then
if(public_conclusion~="")then
public_conclusion=", and "..public_conclusion
end
minetest.chat_send_player(player_name, S("@1 died at @2@3.", player_name, pos_string, public_conclusion))
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end
local meta = minetest.get_meta(bones.private.current_dead_player.bones_pos)
meta:set_string("formspec", bones_formspec)
meta:set_string("owner", player_name)
if share_bones_time ~= 0 then
meta:set_string("infotext", S("@1's fresh bones", player_name))
if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then
meta:set_int("time", 0)
else
meta:set_int("time", (share_bones_time - share_bones_time_early))
end
minetest.get_node_timer(pos):start(10)
else
meta:set_string("infotext", S("@1's bones", player_name))
end
bones.private.current_dead_player=nil
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end)