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mirror of https://github.com/minetest/minetest_game.git synced 2025-06-28 12:46:02 +02:00
This commit is contained in:
Lars Mueller
2023-05-30 10:26:17 +02:00
committed by Imre Péntek
parent bd60bfb549
commit 738e0d7292
2 changed files with 110 additions and 128 deletions

View File

@ -7,9 +7,7 @@
local S = minetest.get_translator("bones")
local bones_max_slots = minetest.settings:get("bones_max_slots") or 15 * 10
local dead_player_callbacks={}
-- we're going to display no less than 4*8 slots, we'll also provide at least 4*8 slots in bones
local min_inv_size = 4 * 8
local min_inv_size = 4 * 8 -- display and provide at least this many slots
bones = {}
@ -21,28 +19,24 @@ local function is_owner(pos, name)
return false
end
local function get_bones_formspec_wh(cols,rows)
return
"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]" ..
default.get_hotbar_bg(0,4.85)
end
local function get_bones_formspec_for_size(numitems)
--the absolute minimum is 4*8
local cols, rows
if numitems <= min_inv_size then
return get_bones_formspec_wh(8, 4)
cols, rows = 8, 4
elseif numitems <= 4 * 15 then
cols, rows = math.ceil(numitems / 4), 4
else
cols, rows = 15, math.ceil(numitems / 15)
end
--if we're over 4*8, but below 4*15 we make it 4 rows and adjust the column count to make everything fit
if numitems <= 4 * 15 then
return get_bones_formspec_wh(math.ceil(numitems / 4), 4)
end
--if we're over 4*15 we'll make 15 columns and adjust the row count to make everything fit
return get_bones_formspec_wh(15, math.ceil(numitems / 15))
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)
}
end
local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or 1200
@ -202,95 +196,101 @@ local drop = function(pos, itemstack)
end
end
local player_inventory_lists = { "main", "craft" }
bones.player_inventory_lists = player_inventory_lists
bones.player_inventory_lists = { "main", "craft" }
--functions registered this way won't be called if bones_mode is keep
function bones.register_dead_player_inv_management(func)
table.insert(dead_player_callbacks, func)
local collect_items_callbacks = {}
function bones.register_collect_items(func)
table.insert(collect_items_callbacks, func)
end
local function player_dies_transfer_inventory(player)
local result = {}
bones.register_collect_items(function(player)
local items = {}
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
table.insert(result, player_inv:get_stack(list_name, i))
end
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
return result
return items
end)
local function collect_items(player)
local items = {}
for _, cb in ipairs(collect_items_callbacks) do
table.insert_all(items, cb(player))
end
return items
end
bones.register_dead_player_inv_management(player_dies_transfer_inventory)
local function collect_all_items(player)
local all_items = {}
for _, fun in ipairs(dead_player_callbacks) do
local items = fun(player)
table.insert_all(all_items, items)
end
return all_items
end
-- check if it's possible to place bones, if not find space near player
local function find_node_for_bones_on_player_death(player, player_pos)
local bones_pos = nil
local bones_inv = nil
local bones_meta = nil
local bones_mode = "bones"
bones_pos = player_pos
local air
if may_replace(bones_pos, player) then
air = bones_pos
-- 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
else
air = minetest.find_node_near(bones_pos, 1, {"air"})
bones_pos = minetest.find_node_near(rounded_player_pos, 1, {"air"})
end
if air and not minetest.is_protected(air, player_name) then
bones_pos = air
local param2 = minetest.dir_to_facedir(player:get_look_dir())
minetest.set_node(bones_pos, {name = "bones:bones", param2 = param2})
bones_meta = minetest.get_meta(bones_pos)
bones_inv = bones_meta:get_inventory()
--make it so big that anything reasonable will for sure fit inside
bones_inv:set_size("main", bones_max_slots)
else
bones_mode = "drop"
if minetest.is_protected(bones_pos, player:get_player_name()) then
bones_pos = nil
end
return bones_mode, bones_pos, bones_inv, bones_meta
return bones_pos
end
local function dump_into(bones_mode, bones_inv, bones_pos, all_inventory)
local dropped = false
for _, item in ipairs(all_inventory) do
if bones_mode == "bones" and bones_inv:room_for_item("main", item) then
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
bones_inv:add_item("main", item)
else
drop(player_pos, item)
dropped = true
table.insert(leftover_items, item)
end
end
return dropped
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
end
end
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
end
minetest.register_on_dieplayer(function(player)
local player_pos = vector.round(player:get_pos())
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_inv = nil
local bones_pos = nil
local bones_meta = nil
local bones_position_message = minetest.settings:get_bool("bones_position_message") == true
local pos_string = minetest.pos_to_string(player_pos)
local pos_string = minetest.pos_to_string(player:get_pos())
-- return if keep inventory set or in creative mode
if bones_mode == "keep" or minetest.is_creative_enabled(player_name) then
local items = collect_items(player)
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
@ -299,20 +299,32 @@ minetest.register_on_dieplayer(function(player)
return
end
local all_items = collect_all_items(player)
if bones_mode == "bones" and #all_items > 0 then
bones_mode, bones_pos, bones_inv, bones_meta = find_node_for_bones_on_player_death(player, player_pos)
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
end
if bones_mode == "drop" and #all_items > 0 then
table.insert(all_items, ItemStack("bones:bones"))
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
end
local dropped = dump_into(bones_mode, bones_inv, bones_pos, all_items)
local log_message
local chat_message
if bones_pos then
if dropped then
if bones_placed then
if drop_bones then
log_message = "Inventory partially dropped"
chat_message = "@1 died at @2, and partially dropped their inventory."
else
@ -320,8 +332,7 @@ minetest.register_on_dieplayer(function(player)
chat_message = "@1 died at @2, and bones were placed."
end
else
drop(player_pos, ItemStack("bones:bones"))
if dropped then
if drop_bones then
log_message = "Inventory dropped"
chat_message = "@1 died at @2, and dropped their inventory."
else
@ -336,36 +347,4 @@ minetest.register_on_dieplayer(function(player)
end
minetest.log("action", player_name .. " dies at " .. pos_string .. ". " .. log_message)
if bones_inv then
local inv_size = bones_max_slots
for i = 1, bones_max_slots do
local stack = bones_inv:get_stack("main", i)
if stack:get_count() == 0 then
inv_size = i - 1
break
end
end
if inv_size <= min_inv_size then
bones_inv:set_size("main", min_inv_size)
else
bones_inv:set_size("main", inv_size)
end
bones_meta:set_string("formspec", get_bones_formspec_for_size(inv_size))
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
end
end)