Merge branch 'master' into customdoormodel
16
.github/workflows/build.yml
vendored
Normal file
@ -0,0 +1,16 @@
|
||||
name: build
|
||||
on: [push, pull_request]
|
||||
|
||||
jobs:
|
||||
luacheck:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- name: Install Luarocks
|
||||
run: |
|
||||
sudo apt-get update -qyy
|
||||
sudo apt-get install luarocks -qyy
|
||||
- name: Install Luacheck
|
||||
run: luarocks install --local luacheck
|
||||
- name: Run Luacheck
|
||||
run: $HOME/.luarocks/bin/luacheck mods
|
@ -3,7 +3,7 @@ allow_defined_top = true
|
||||
|
||||
read_globals = {
|
||||
"DIR_DELIM",
|
||||
"minetest", "core",
|
||||
"minetest",
|
||||
"dump",
|
||||
"vector",
|
||||
"VoxelManip", "VoxelArea",
|
||||
@ -12,11 +12,16 @@ read_globals = {
|
||||
"Settings",
|
||||
"unpack",
|
||||
-- Silence errors about custom table methods.
|
||||
table = { fields = { "copy", "indexof" } }
|
||||
table = { fields = { "copy", "indexof" } },
|
||||
-- Silence warnings about accessing undefined fields of global 'math'
|
||||
math = { fields = { "sign" } }
|
||||
}
|
||||
|
||||
-- Overwrites minetest.handle_node_drops
|
||||
files["mods/creative/init.lua"].globals = { "minetest" }
|
||||
|
||||
-- Overwrites minetest.calculate_knockback
|
||||
files["mods/player_api/api.lua"].globals = { "minetest" }
|
||||
|
||||
-- Don't report on legacy definitions of globals.
|
||||
files["mods/default/legacy.lua"].global = false
|
||||
|
11
.travis.yml
@ -1,11 +0,0 @@
|
||||
language: generic
|
||||
addons:
|
||||
apt:
|
||||
packages:
|
||||
- luarocks
|
||||
before_install:
|
||||
- luarocks install --local luacheck
|
||||
script:
|
||||
- $HOME/.luarocks/bin/luacheck ./mods
|
||||
notifications:
|
||||
email: false
|
31
README.md
@ -1,33 +1,32 @@
|
||||
# Minetest Game
|
||||
|
||||
The default game bundled in the Minetest engine.
|
||||
The default game bundled in the Minetest engine.
|
||||
|
||||
For further information, check [this forum topic](https://forum.minetest.net/viewtopic.php?f=15&t=9724).
|
||||
|
||||
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
|
||||
|
||||
- Unzip the archive, rename the folder to minetest_game and
|
||||
place it in .. minetest/games/
|
||||
- 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/.
|
||||
- GNU/Linux: If you use a system-wide installation place it in `~/.minetest/games/`.
|
||||
|
||||
The Minetest engine can be found at
|
||||
[GitHub](https://github.com/minetest/minetest).
|
||||
The Minetest engine can be found at [GitHub](https://github.com/minetest/minetest).
|
||||
|
||||
For further information or help, see:
|
||||
https://wiki.minetest.net/Installing_Mods
|
||||
For further information or help, see: [Installing Mods](https://wiki.minetest.net/Installing_Mods).
|
||||
|
||||
## Compatibility
|
||||
|
||||
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.
|
||||
The Minetest Game GitHub `master` `HEAD` is generally compatible with the GitHub
|
||||
`master` `HEAD` of the Minetest engine.
|
||||
|
||||
When stable releases are made, Minetest Game and the Minetest engine is packaged and made available at
|
||||
https://minetest.net/downloads/
|
||||
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.
|
||||
|
||||
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 @@
|
||||
name = Minetest Game
|
||||
author = Minetest
|
||||
description = Bundled by default with Minetest, and aims to be lightweight, moddable, and fairly playable without mods.
|
||||
name = Minetest Game
|
||||
author = Minetest
|
||||
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 Minetest Engine core developers.
|
||||
|
142
game_api.txt
@ -93,16 +93,21 @@ For example,
|
||||
is used to show all tools. Name is used in the sfinv page name, title is the
|
||||
human readable title.
|
||||
|
||||
`is_enabled_for` is used to check whether a player is in creative mode:
|
||||
|
||||
creative.is_enabled_for(name)
|
||||
|
||||
Override this to allow per-player game modes.
|
||||
Creative provides `creative.is_enabled_for(name)`, which is identical in
|
||||
functionality to the engine's `minetest.creative_is_enabled(name)`.
|
||||
Its use is deprecated and it should also not be overriden.
|
||||
|
||||
The contents of `creative.formspec_add` is appended to every creative inventory
|
||||
page. Mods can use it to add additional formspec elements onto the default
|
||||
creative inventory formspec to be drawn after each update.
|
||||
|
||||
Group overrides can be used for any registered item, node or tool. Use one of
|
||||
the groups stated below to pick which category it will appear in.
|
||||
|
||||
node = 1 -- Appears in the Nodes category
|
||||
tool = 1 -- Appears in the Tools category
|
||||
craftitem = 1 -- Appears in the Items category
|
||||
|
||||
|
||||
Chests API
|
||||
----------
|
||||
@ -129,12 +134,12 @@ The chests API allows the creation of chests, which have their own inventories f
|
||||
* A table indexed by player name to keep track of who opened what chest.
|
||||
* Key: The name of the player.
|
||||
* Value: A table containing information about the chest the player is looking at.
|
||||
e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
|
||||
e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }`
|
||||
|
||||
`default.chest.register_chest(name, def)`
|
||||
|
||||
* Registers new chest
|
||||
* `name` Name for chest
|
||||
* `name` Name for chest e.g. "default:chest"
|
||||
* `def` See [#Chest Definition]
|
||||
|
||||
### Chest Definition
|
||||
@ -222,9 +227,12 @@ 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
|
||||
|
||||
@ -244,11 +252,12 @@ 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)
|
||||
-- function containing the on_rightclick callback
|
||||
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
||||
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) ,
|
||||
-- function containing the on_rightclick callback
|
||||
use_texture_alpha = "clip",
|
||||
|
||||
### Fence gate definition
|
||||
|
||||
@ -258,7 +267,7 @@ 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
|
||||
|
||||
|
||||
@ -426,57 +435,78 @@ Give Initial Stuff API
|
||||
^ Adds items to the list of items to be given
|
||||
|
||||
|
||||
Players API
|
||||
-----------
|
||||
Player API
|
||||
----------
|
||||
|
||||
The player API can register player models and update the player's appearence
|
||||
The player API can register player models and update the player's appearance.
|
||||
|
||||
* `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_player_models[name]`
|
||||
* Get a model's definition
|
||||
* see [#Model definition]
|
||||
* `player_api.registered_models[name]`
|
||||
* Get a model's definition
|
||||
* `name`: model filename
|
||||
* 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
|
||||
* anim_name: name of the animation.
|
||||
* speed: frames per second. If nil, default from the model is used
|
||||
* `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_textures(player, textures)`
|
||||
* Sets player textures
|
||||
* `player`: PlayerRef
|
||||
* `textures`: array of textures, If `textures` is nil the default
|
||||
textures from the model def are used
|
||||
* `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
|
||||
|
||||
* `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
|
||||
|
||||
### Model Definition
|
||||
|
||||
{
|
||||
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.
|
||||
animation_speed = 30, -- Default animation speed, in keyframes per second
|
||||
textures = {"character.png"}, -- Default array of textures
|
||||
animations = {
|
||||
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
|
||||
foo = {x = 0, y = 19},
|
||||
bar = {x = 20, y = 39},
|
||||
-- ...
|
||||
-- [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
|
||||
},
|
||||
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
|
||||
-- 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
|
||||
}
|
||||
|
||||
|
||||
@ -711,6 +741,12 @@ 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
|
||||
@ -757,12 +793,18 @@ delivered with Minetest Game, to keep them compatible with other mods.
|
||||
* `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)`
|
||||
```
|
||||
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab,
|
||||
sounds, worldaligntex, desc_stair_inner, desc_stair_outer)
|
||||
```
|
||||
|
||||
* A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
|
||||
* Uses almost the same arguments as stairs.register_stair
|
||||
* `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed
|
||||
* `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_slab`: Description for slab node
|
||||
* `desc_stair_inner`: Description for inner stair node
|
||||
* `desc_stair_outer`: Description for outer stair node
|
||||
|
||||
|
||||
Xpanes API
|
||||
@ -778,7 +820,11 @@ Creates panes that automatically connect to each other
|
||||
### Pane definition
|
||||
|
||||
{
|
||||
textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
|
||||
textures = {
|
||||
"texture for front and back",
|
||||
(unused),
|
||||
"texture for the 4 edges"
|
||||
}, -- More tiles aren't supported
|
||||
groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
|
||||
sounds = SoundSpec, -- See [#Default sounds]
|
||||
recipe = {{"","","","","","","","",""}}, -- Recipe field only
|
||||
@ -1056,3 +1102,11 @@ for the wielded skeleton key.
|
||||
|
||||
if `nil` is returned, it is assumed that the wielder did not have
|
||||
permissions to create a key for this node, and no key is created.
|
||||
|
||||
`default.register_craft_metadata_copy(ingredient, result)`
|
||||
----------------------------------------------------------
|
||||
|
||||
This function registers a shapeless recipe that takes `ingredient`
|
||||
and `result` as input and outputs `result`.
|
||||
|
||||
The metadata of the input `result` is copied to the output `result`.
|
||||
|
BIN
menu/header.png
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 935 B |
@ -71,3 +71,7 @@ default:torch 99,default:cobble 99
|
||||
# Whether river water source nodes create flowing sounds.
|
||||
# Helps rivers create more sound, especially on level sections.
|
||||
#river_source_sounds = false
|
||||
|
||||
# Enable cloud variation by the 'weather' mod.
|
||||
# Non-functional in V6 or Singlenode mapgens.
|
||||
#enable_weather = true
|
||||
|
@ -15,11 +15,11 @@ BlockMen (CC BY-SA 3.0)
|
||||
TumeniNodes (CC BY-SA 3.0)
|
||||
beds_bed_under.png
|
||||
|
||||
This mod adds a bed to Minetest which allows to skip the night.
|
||||
To sleep, rightclick the bed. If playing in singleplayer mode the night gets skipped
|
||||
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
|
||||
than 50% of the players are lying in bed and use this option.
|
||||
than half of the players are lying in bed and use this option.
|
||||
|
||||
Another feature is a controlled respawning. If you have slept in bed (not just lying in
|
||||
it) your respawn point is set to the beds location and you will respawn there after
|
||||
|
@ -17,6 +17,8 @@ local function destruct_bed(pos, n)
|
||||
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
|
||||
@ -29,6 +31,7 @@ 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,
|
||||
@ -93,8 +96,7 @@ 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 (creative and creative.is_enabled_for
|
||||
and creative.is_enabled_for(player_name)) then
|
||||
if not minetest.is_creative_enabled(player_name) then
|
||||
itemstack:take_item()
|
||||
end
|
||||
return itemstack
|
||||
@ -149,11 +151,13 @@ 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,
|
||||
pointable = false,
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2,
|
||||
not_in_creative_inventory = 1},
|
||||
sounds = def.sounds or default.node_sound_wood_defaults(),
|
||||
drop = name .. "_bottom",
|
||||
node_box = {
|
||||
|
@ -79,10 +79,10 @@ beds.register_bed("beds:bed", {
|
||||
}
|
||||
},
|
||||
nodebox = {
|
||||
bottom = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
|
||||
top = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
|
||||
bottom = {-0.5, -0.5, -0.5, 0.5, 0.0625, 0.5},
|
||||
top = {-0.5, -0.5, -0.5, 0.5, 0.0625, 0.5},
|
||||
},
|
||||
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
|
||||
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.0625, 1.5},
|
||||
recipe = {
|
||||
{"wool:white", "wool:white", "wool:white"},
|
||||
{"group:wood", "group:wood", "group:wood"}
|
||||
|
@ -60,42 +60,77 @@ local function lay_down(player, pos, bed_pos, state, skip)
|
||||
|
||||
-- stand up
|
||||
if state ~= nil and not state then
|
||||
local p = beds.pos[name] or nil
|
||||
beds.player[name] = nil
|
||||
if not beds.player[name] then
|
||||
-- player not in bed, do nothing
|
||||
return false
|
||||
end
|
||||
beds.bed_position[name] = nil
|
||||
-- skip here to prevent sending player specific changes (used for leaving players)
|
||||
if skip then
|
||||
return
|
||||
end
|
||||
if p then
|
||||
player:set_pos(p)
|
||||
end
|
||||
player:set_pos(beds.pos[name])
|
||||
|
||||
-- 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)
|
||||
default.player_attached[name] = false
|
||||
player:set_physics_override(1, 1, 1)
|
||||
player_api.player_attached[name] = false
|
||||
hud_flags.wielditem = true
|
||||
default.player_set_animation(player, "stand" , 30)
|
||||
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()) > 0.001 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] = 1
|
||||
beds.player[name] = {physics_override = player:get_physics_override()}
|
||||
|
||||
-- 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)
|
||||
local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
|
||||
player:set_physics_override(0, 0, 0)
|
||||
-- p.y is just above the nodebox height of the 'Simple Bed' (the highest bed),
|
||||
-- to avoid sinking down through the bed.
|
||||
local p = {
|
||||
x = bed_pos.x + dir.x / 2,
|
||||
y = bed_pos.y + 0.07,
|
||||
z = bed_pos.z + dir.z / 2
|
||||
}
|
||||
player:set_physics_override({speed = 0, jump = 0, gravity = 0})
|
||||
player:set_pos(p)
|
||||
default.player_attached[name] = true
|
||||
player_api.player_attached[name] = true
|
||||
hud_flags.wielditem = false
|
||||
default.player_set_animation(player, "lay" , 0)
|
||||
player_api.set_animation(player, "lay" , 0)
|
||||
end
|
||||
|
||||
player:hud_set_flags(hud_flags)
|
||||
@ -224,6 +259,19 @@ minetest.register_on_leaveplayer(function(player)
|
||||
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)
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
||||
if formname ~= "beds_form" then
|
||||
return
|
||||
|
@ -2,7 +2,7 @@
|
||||
|
||||
-- Load support for MT game translation.
|
||||
local S = minetest.get_translator("beds")
|
||||
|
||||
local esc = minetest.formspec_escape
|
||||
|
||||
beds = {}
|
||||
beds.player = {}
|
||||
@ -14,7 +14,7 @@ beds.get_translator = S
|
||||
beds.formspec = "size[8,11;true]" ..
|
||||
"no_prepend[]" ..
|
||||
"bgcolor[#080808BB;true]" ..
|
||||
"button_exit[2,10;4,0.75;leave;" .. S("Leave Bed") .. "]"
|
||||
"button_exit[2,10;4,0.75;leave;" .. esc(S("Leave Bed")) .. "]"
|
||||
|
||||
local modpath = minetest.get_modpath("beds")
|
||||
|
||||
|
@ -1,8 +1,10 @@
|
||||
# textdomain: beds
|
||||
Fancy Bed=Schickes Bett
|
||||
Simple Bed=Schlichtes Bett
|
||||
Leave Bed=Bett verlassen
|
||||
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!
|
||||
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
|
||||
|
10
mods/beds/locale/beds.eo.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# textdomain: beds
|
||||
Fancy Bed=Luksa Lito
|
||||
Simple Bed=Simpla Lito
|
||||
This bed is already occupied!=
|
||||
You have to stop moving before going to bed!=
|
||||
Good morning.=Bonan matenon.
|
||||
@1 of @2 players are in bed=@1 el @2 ludantoj estas en lito.
|
||||
Force night skip=Devigu nokta salton
|
||||
You can only sleep at night.=Vi povas nur dormi en la nokto.
|
||||
Leave Bed=Ellitiĝu
|
10
mods/beds/locale/beds.es.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# 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
|
||||
Good morning.=Buenos días.
|
||||
@1 of @2 players are in bed=@1 de @2 jugadores están durmiendo
|
||||
Force night skip=Forzar hacer de dia
|
||||
You can only sleep at night.=Sólo puedes dormir por la noche.
|
||||
Leave Bed=Levantarse
|
10
mods/beds/locale/beds.fr.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# 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 !
|
||||
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
|
10
mods/beds/locale/beds.id.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# textdomain: beds
|
||||
Fancy Bed=Ranjang Mewah
|
||||
Simple Bed=Ranjang Sederhana
|
||||
This bed is already occupied!=
|
||||
You have to stop moving before going to bed!=
|
||||
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 dapat tidur pada waktu malam.
|
||||
Leave Bed=Tinggalkan Ranjang
|
10
mods/beds/locale/beds.it.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# 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
|
10
mods/beds/locale/beds.ja.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# 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
|
10
mods/beds/locale/beds.jbo.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# 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
|
10
mods/beds/locale/beds.ms.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# textdomain: beds
|
||||
Fancy Bed=Katil Beragam
|
||||
Simple Bed=Katil Biasa
|
||||
This bed is already occupied!=
|
||||
You have to stop moving before going to bed!=
|
||||
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=Bangun
|
10
mods/beds/locale/beds.pt_BR.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# 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
|
10
mods/beds/locale/beds.ru.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# textdomain: beds
|
||||
Fancy Bed=Детализированная Кровать
|
||||
Simple Bed=Обычная Кровать
|
||||
This bed is already occupied!=Эта кровать уже занята!
|
||||
You have to stop moving before going to bed!=Нельзя воспользоваться кроватью на ходу!
|
||||
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
|
10
mods/beds/locale/beds.sk.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# 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
|
10
mods/beds/locale/beds.sv.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# 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
|
10
mods/beds/locale/beds.uk.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# textdomain: beds
|
||||
Fancy Bed=Деталізована Постіль
|
||||
Simple Bed=Звичайна Постіль
|
||||
This bed is already occupied!=Ця постіль вже зайнята!
|
||||
You have to stop moving before going to bed!=Не можна скористатись постіллю на ходу!
|
||||
Good morning.=Доброго ранку.
|
||||
@1 of @2 players are in bed=@1 з @2 гравців в ліжку
|
||||
Force night skip=Пропустити ніч
|
||||
You can only sleep at night.=Ви можете спати тільки вночі.
|
||||
Leave Bed=Встати з ліжка
|
10
mods/beds/locale/beds.zh_CN.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# textdomain: beds
|
||||
Fancy Bed=花式床
|
||||
Simple Bed=简易床
|
||||
This bed is already occupied!=床上已有人!
|
||||
You have to stop moving before going to bed!=上床前要停止移动!
|
||||
Good morning.=早安!
|
||||
@1 of @2 players are in bed=@2位玩家中的@1位在床上
|
||||
Force night skip=强制跳过夜晚
|
||||
You can only sleep at night.=你只能在晚上睡觉。
|
||||
Leave Bed=离开床
|
10
mods/beds/locale/beds.zh_TW.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# textdomain: beds
|
||||
Fancy Bed=花式床
|
||||
Simple Bed=簡易床
|
||||
This bed is already occupied!=
|
||||
You have to stop moving before going to bed!=
|
||||
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
|
@ -1,8 +1,10 @@
|
||||
# textdomain: beds
|
||||
Fancy Bed=
|
||||
Simple Bed=
|
||||
Leave Bed=
|
||||
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=
|
||||
|
@ -61,3 +61,12 @@ function beds.set_spawns()
|
||||
end
|
||||
beds.save_spawns()
|
||||
end
|
||||
|
||||
function beds.remove_spawns_at(pos)
|
||||
for name, p in pairs(beds.spawn) do
|
||||
if vector.equals(vector.round(p), pos) then
|
||||
beds.spawn[name] = nil
|
||||
end
|
||||
end
|
||||
beds.save_spawns()
|
||||
end
|
||||
|
Before Width: | Height: | Size: 540 B After Width: | Height: | Size: 490 B |
Before Width: | Height: | Size: 537 B After Width: | Height: | Size: 486 B |
Before Width: | Height: | Size: 390 B After Width: | Height: | Size: 340 B |
Before Width: | Height: | Size: 387 B After Width: | Height: | Size: 343 B |
Before Width: | Height: | Size: 296 B After Width: | Height: | Size: 248 B |
Before Width: | Height: | Size: 316 B After Width: | Height: | Size: 265 B |
Before Width: | Height: | Size: 561 B After Width: | Height: | Size: 431 B |
Before Width: | Height: | Size: 537 B After Width: | Height: | Size: 427 B |
Before Width: | Height: | Size: 611 B After Width: | Height: | Size: 464 B |
Before Width: | Height: | Size: 596 B After Width: | Height: | Size: 446 B |
Before Width: | Height: | Size: 583 B After Width: | Height: | Size: 474 B |
Before Width: | Height: | Size: 616 B After Width: | Height: | Size: 547 B |
Before Width: | Height: | Size: 495 B After Width: | Height: | Size: 425 B |
Before Width: | Height: | Size: 556 B After Width: | Height: | Size: 490 B |
Before Width: | Height: | Size: 304 B After Width: | Height: | Size: 251 B |
Before Width: | Height: | Size: 143 B After Width: | Height: | Size: 83 B |
@ -8,25 +8,16 @@ 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 creative_enabled then
|
||||
elseif minetest.is_creative_enabled(player:get_player_name()) then
|
||||
new_zoom_fov = 15
|
||||
end
|
||||
|
||||
@ -62,6 +53,7 @@ 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)
|
||||
|
3
mods/binoculars/locale/binoculars.eo.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Binokolo
|
||||
Use with 'Zoom' key=Uzu per 'Zomo' klavo
|
3
mods/binoculars/locale/binoculars.es.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Prismáticos
|
||||
Use with 'Zoom' key=Usar con la tecla 'Zoom'
|
3
mods/binoculars/locale/binoculars.fr.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Jumelles
|
||||
Use with 'Zoom' key=Utiliser avec le bouton « Zoom »
|
3
mods/binoculars/locale/binoculars.id.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Teropong
|
||||
Use with 'Zoom' key=Pakai dengan tombol 'Zoom'
|
3
mods/binoculars/locale/binoculars.it.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Binocolo
|
||||
Use with 'Zoom' key=Usalo col tasto 'Ingrandimento'
|
3
mods/binoculars/locale/binoculars.ja.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=双眼鏡
|
||||
Use with 'Zoom' key=ズームキーで使います
|
3
mods/binoculars/locale/binoculars.jbo.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=lo reldarvistci
|
||||
Use with 'Zoom' key=.i tu'a le jvinu banro batke cu tadji lo nu pilno
|
3
mods/binoculars/locale/binoculars.ms.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Binokular
|
||||
Use with 'Zoom' key=Guna dengan kekunci 'Zum'
|
3
mods/binoculars/locale/binoculars.pt_BR.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Binóculos
|
||||
Use with 'Zoom' key=Use com a tecla de 'Zoom'
|
3
mods/binoculars/locale/binoculars.ru.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Бинокль
|
||||
Use with 'Zoom' key=Используется с привилегией 'Zoom'
|
3
mods/binoculars/locale/binoculars.sk.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Ďalekohľad
|
||||
Use with 'Zoom' key=Použi s klávesou "Priblíž"
|
3
mods/binoculars/locale/binoculars.sv.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Kikare
|
||||
Use with 'Zoom' key=Använd med 'Zoom'-knappen
|
3
mods/binoculars/locale/binoculars.uk.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Бінокль
|
||||
Use with 'Zoom' key=Використовується з правами 'Zoom'
|
3
mods/binoculars/locale/binoculars.zh_CN.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=望远镜
|
||||
Use with 'Zoom' key=与“缩放”键一起使用
|
3
mods/binoculars/locale/binoculars.zh_TW.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=望遠鏡
|
||||
Use with 'Zoom' key=與“縮放”鍵一起使用
|
@ -1,4 +1,3 @@
|
||||
name = binoculars
|
||||
description = Minetest Game mod: binoculars
|
||||
depends = default
|
||||
optional_depends = creative
|
||||
|
@ -13,15 +13,6 @@ local function is_water(pos)
|
||||
end
|
||||
|
||||
|
||||
local function get_sign(i)
|
||||
if i == 0 then
|
||||
return 0
|
||||
else
|
||||
return i / math.abs(i)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local function get_velocity(v, yaw, y)
|
||||
local x = -math.sin(yaw) * v
|
||||
local z = math.cos(yaw) * v
|
||||
@ -62,31 +53,24 @@ function boat.on_rightclick(self, clicker)
|
||||
end
|
||||
local name = clicker:get_player_name()
|
||||
if self.driver and name == self.driver then
|
||||
self.driver = nil
|
||||
self.auto = false
|
||||
-- Cleanup happens in boat.on_detach_child
|
||||
clicker:set_detach()
|
||||
player_api.player_attached[name] = false
|
||||
player_api.set_animation(clicker, "stand" , 30)
|
||||
|
||||
player_api.set_animation(clicker, "stand", 30)
|
||||
local pos = clicker:get_pos()
|
||||
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
|
||||
@ -95,8 +79,12 @@ end
|
||||
|
||||
-- If driver leaves server while driving boat
|
||||
function boat.on_detach_child(self, child)
|
||||
self.driver = nil
|
||||
self.auto = false
|
||||
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
|
||||
end
|
||||
|
||||
|
||||
@ -128,8 +116,7 @@ function boat.on_punch(self, puncher)
|
||||
if not self.driver then
|
||||
self.removed = true
|
||||
local inv = puncher:get_inventory()
|
||||
if not (creative and creative.is_enabled_for
|
||||
and creative.is_enabled_for(name))
|
||||
if not minetest.is_creative_enabled(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
|
||||
@ -146,7 +133,7 @@ end
|
||||
|
||||
|
||||
function boat.on_step(self, dtime)
|
||||
self.v = get_v(self.object:get_velocity()) * get_sign(self.v)
|
||||
self.v = get_v(self.object:get_velocity()) * math.sign(self.v)
|
||||
if self.driver then
|
||||
local driver_objref = minetest.get_player_by_name(self.driver)
|
||||
if driver_objref then
|
||||
@ -157,13 +144,13 @@ function boat.on_step(self, dtime)
|
||||
minetest.chat_send_player(self.driver, S("Boat cruise mode on"))
|
||||
end
|
||||
elseif ctrl.down then
|
||||
self.v = self.v - dtime * 1.8
|
||||
self.v = self.v - dtime * 2.0
|
||||
if self.auto then
|
||||
self.auto = false
|
||||
minetest.chat_send_player(self.driver, S("Boat cruise mode off"))
|
||||
end
|
||||
elseif ctrl.up or self.auto then
|
||||
self.v = self.v + dtime * 1.8
|
||||
self.v = self.v + dtime * 2.0
|
||||
end
|
||||
if ctrl.left then
|
||||
if self.v < -0.001 then
|
||||
@ -181,19 +168,19 @@ function boat.on_step(self, dtime)
|
||||
end
|
||||
end
|
||||
local velo = self.object:get_velocity()
|
||||
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
|
||||
if not self.driver and
|
||||
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
|
||||
local s = get_sign(self.v)
|
||||
self.v = self.v - dtime * 0.6 * s
|
||||
if s ~= get_sign(self.v) then
|
||||
self.object:set_velocity({x = 0, y = 0, z = 0})
|
||||
-- We need to preserve velocity sign to properly apply drag force
|
||||
-- while moving backward
|
||||
local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v)
|
||||
-- If drag is larger than velocity, then stop horizontal movement
|
||||
if math.abs(self.v) <= math.abs(drag) then
|
||||
self.v = 0
|
||||
return
|
||||
end
|
||||
if math.abs(self.v) > 5 then
|
||||
self.v = 5 * get_sign(self.v)
|
||||
else
|
||||
self.v = self.v - drag
|
||||
end
|
||||
|
||||
local p = self.object:get_pos()
|
||||
@ -278,8 +265,7 @@ 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 (creative and creative.is_enabled_for and
|
||||
creative.is_enabled_for(player_name)) then
|
||||
if not minetest.is_creative_enabled(player_name) then
|
||||
itemstack:take_item()
|
||||
end
|
||||
end
|
||||
|
4
mods/boats/locale/boats.eo.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# 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
|
4
mods/boats/locale/boats.es.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Modo crucero en bote activado
|
||||
Boat cruise mode off=Modo crucero en bote desactivado
|
||||
Boat=Bote
|
4
mods/boats/locale/boats.fr.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Bateau mode rapide activé
|
||||
Boat cruise mode off=Bateau mode rapide désactivé
|
||||
Boat=Bateau
|
4
mods/boats/locale/boats.id.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Mode perahu jelajah nyala
|
||||
Boat cruise mode off=Mode perahu jelajah mati
|
||||
Boat=Perahu
|
4
mods/boats/locale/boats.it.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Modalità movimento automatico barca attivata
|
||||
Boat cruise mode off=Modalità movimento automatico barca disattivata
|
||||
Boat=Barca
|
4
mods/boats/locale/boats.ja.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# 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
|
4
mods/boats/locale/boats.jbo.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# 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
|
4
mods/boats/locale/boats.ms.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Mod bot layar makan angin dibolehkan
|
||||
Boat cruise mode off=Mod bot layar makan angin dilumpuhkan
|
||||
Boat=Bot
|
4
mods/boats/locale/boats.pt_BR.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Modo de cruseiro do barco ligado
|
||||
Boat cruise mode off=Modo de cruseiro do barco desligado
|
||||
Boat=Barco
|
4
mods/boats/locale/boats.ru.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Режим путешествия на лодке включен
|
||||
Boat cruise mode off=Режим путешествия на лодке выключен
|
||||
Boat=Лодка
|
4
mods/boats/locale/boats.sk.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Cestovný režim loďky je zapnutý
|
||||
Boat cruise mode off=Cestovný režim loďky je vypnutý
|
||||
Boat=Loďka
|
4
mods/boats/locale/boats.sv.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Båtkryssningsläge på
|
||||
Boat cruise mode off=Båtkryssningsläge av
|
||||
Boat=Båt
|
4
mods/boats/locale/boats.uk.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Режим мандрування на човні увімкнено
|
||||
Boat cruise mode off=Режим мандрування на човні вимкнено
|
||||
Boat=Човен
|
4
mods/boats/locale/boats.zh_CN.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=巡航模式开启
|
||||
Boat cruise mode off=巡航模式关闭
|
||||
Boat=船
|
4
mods/boats/locale/boats.zh_TW.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=巡航模式開啟
|
||||
Boat cruise mode off=巡航模式關閉
|
||||
Boat=船
|
@ -141,8 +141,18 @@ local function may_replace(pos, player)
|
||||
return false
|
||||
end
|
||||
|
||||
-- allow replacing air and liquids
|
||||
if node_name == "air" or node_definition.liquidtype ~= "none" then
|
||||
-- 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
|
||||
|
||||
@ -154,8 +164,7 @@ 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
|
||||
-- exception are of course any protected buildable_to
|
||||
return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
|
||||
return node_definition.buildable_to
|
||||
end
|
||||
|
||||
local drop = function(pos, itemstack)
|
||||
@ -182,7 +191,6 @@ 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"
|
||||
@ -194,8 +202,7 @@ 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 (creative and creative.is_enabled_for
|
||||
and creative.is_enabled_for(player:get_player_name())) then
|
||||
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
|
||||
|
8
mods/bones/locale/bones.eo.tr
Normal file
@ -0,0 +1,8 @@
|
||||
# textdomain: bones
|
||||
Bones=Ostoj
|
||||
@1's old bones=La malnova ostoj de @1
|
||||
@1 died at @2.=@1 mortis ĉe @2
|
||||
@1 died at @2, and dropped their inventory.=@1 mortis ĉe @2, kaj ri delasis riaj objektoj.
|
||||
@1 died at @2, and bones were placed.=@1 mortis ĉe @2, kaj ostoj metis.
|
||||
@1's fresh bones=La nova ostoj de @1
|
||||
@1's bones=La ostoj de @1
|
8
mods/bones/locale/bones.es.tr
Normal file
@ -0,0 +1,8 @@
|
||||
# textdomain: bones
|
||||
Bones=Huesos
|
||||
@1's old bones=Huesos antiguos de @1
|
||||
@1 died at @2.=@1 murió en @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 murió en @2, y su inventario se desprendió.
|
||||
@1 died at @2, and bones were placed.=@1 murió en @2, y sus huesos fueron depositados.
|
||||
@1's fresh bones=Huesos recientes de @1
|
||||
@1's bones=Huesos de @1
|
8
mods/bones/locale/bones.fr.tr
Normal file
@ -0,0 +1,8 @@
|
||||
# textdomain: bones
|
||||
Bones=Os
|
||||
@1's old bones=Vieux os de @1
|
||||
@1 died at @2.=@1 est mort à @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 est mort à @2 et a laissé tomber son inventaire.
|
||||
@1 died at @2, and bones were placed.=@1 est mort à @2 et ses os ont été placés.
|
||||
@1's fresh bones=Os frais de @1
|
||||
@1's bones=Os de @1
|
8
mods/bones/locale/bones.id.tr
Normal file
@ -0,0 +1,8 @@
|
||||
# textdomain: bones
|
||||
Bones=Tulang
|
||||
@1's old bones=Tulang lama @1
|
||||
@1 died at @2.=@1 mati di @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 mati di @2 dan meninggalkan barangnya.
|
||||
@1 died at @2, and bones were placed.=@1 mati di @2 dan tulangnya diletakkan.
|
||||
@1's fresh bones=Tulang segar @1
|
||||
@1's bones=Tulang @1
|
8
mods/bones/locale/bones.it.tr
Normal file
@ -0,0 +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
|
8
mods/bones/locale/bones.ja.tr
Normal file
@ -0,0 +1,8 @@
|
||||
# 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
|
8
mods/bones/locale/bones.jbo.tr
Normal file
@ -0,0 +1,8 @@
|
||||
# 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
|
8
mods/bones/locale/bones.ms.tr
Normal file
@ -0,0 +1,8 @@
|
||||
# textdomain: bones
|
||||
Bones=Tulang
|
||||
@1's old bones=Tulang lama @1
|
||||
@1 died at @2.=@1 mati di @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 mati di @2, dan menjatuhkan inventorinya.
|
||||
@1 died at @2, and bones were placed.=@1 mati di @2, dan tulang diletakkan.
|
||||
@1's fresh bones=Tulang segar @1
|
||||
@1's bones=Tulang @1
|
8
mods/bones/locale/bones.pt_BR.tr
Normal file
@ -0,0 +1,8 @@
|
||||
# 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
|
8
mods/bones/locale/bones.ru.tr
Normal file
@ -0,0 +1,8 @@
|
||||
# textdomain: bones
|
||||
Bones=Кости
|
||||
@1's old bones=Старые 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
|
8
mods/bones/locale/bones.sk.tr
Normal file
@ -0,0 +1,8 @@
|
||||
# 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
|
8
mods/bones/locale/bones.sv.tr
Normal file
@ -0,0 +1,8 @@
|
||||
# textdomain: bones
|
||||
Bones=Ben
|
||||
@1's old bones=@1s Gamla ben
|
||||
@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
|
8
mods/bones/locale/bones.uk.tr
Normal file
@ -0,0 +1,8 @@
|
||||
# textdomain: bones
|
||||
Bones=Кістки
|
||||
@1's old bones=Старі кістки @1
|
||||
@1 died at @2.=@1 помер в @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 помер в @2, та загубив вміст свого інвентарю.
|
||||
@1 died at @2, and bones were placed.=@1 помер в @2, розміщені кістки.
|
||||
@1's fresh bones=нові кістки @1
|
||||
@1's bones=кістки @1
|
8
mods/bones/locale/bones.zh_CN.tr
Normal file
@ -0,0 +1,8 @@
|
||||
# textdomain: bones
|
||||
Bones=骨骸
|
||||
@1's old bones=@1的旧骨骸
|
||||
@1 died at @2.=@1在@2死亡。
|
||||
@1 died at @2, and dropped their inventory.=@1在@2死亡,丢掉了所有物品。
|
||||
@1 died at @2, and bones were placed.=@1在@2死亡,已放置骨骸。
|
||||
@1's fresh bones=@1的新鲜骨骸
|
||||
@1's bones=@1的骨骸
|
8
mods/bones/locale/bones.zh_TW.tr
Normal file
@ -0,0 +1,8 @@
|
||||
# textdomain: bones
|
||||
Bones=骨骸
|
||||
@1's old bones=@1的舊骨骸
|
||||
@1 died at @2.=@1在@2死亡。
|
||||
@1 died at @2, and dropped their inventory.=@1在@2死亡,丟掉了物品欄。
|
||||
@1 died at @2, and bones were placed.=@1在@2死亡,骨骸被放置。
|
||||
@1's fresh bones=@1的新鮮骨骸
|
||||
@1's bones=@1的骨骸
|
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