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Merge branch 'minetest:master' into zughy-set_texture

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Zughy 2022-01-08 13:33:52 +01:00 committed by GitHub
commit d672492d9b
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539 changed files with 5168 additions and 1644 deletions

16
.github/workflows/build.yml vendored Normal file
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@ -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

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@ -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

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@ -225,6 +225,8 @@ The doors mod allows modders to register custom doors and trapdoors.
sounds = default.node_sound_wood_defaults(), -- optional sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional sound_open = sound play for open door, -- optional
sound_close = sound play for close 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) 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 -- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
@ -244,6 +246,8 @@ The doors mod allows modders to register custom doors and trapdoors.
sounds = default.node_sound_wood_defaults(), -- optional sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional sound_open = sound play for open door, -- optional
sound_close = sound play for close 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) protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback -- function containing the on_rightclick callback
@ -719,6 +723,12 @@ Stairs API
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those 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. 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)` `stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
* Registers a stair * Registers a stair

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@ -31,6 +31,7 @@ function beds.register_bed(name, def)
wield_image = def.wield_image, wield_image = def.wield_image,
drawtype = "nodebox", drawtype = "nodebox",
tiles = def.tiles.bottom, tiles = def.tiles.bottom,
use_texture_alpha = "clip",
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false, is_ground_content = false,
@ -95,8 +96,7 @@ function beds.register_bed(name, def)
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir}) minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
minetest.set_node(botpos, {name = name .. "_top", param2 = dir}) minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
if not (creative and creative.is_enabled_for if not minetest.is_creative_enabled(player_name) then
and creative.is_enabled_for(player_name)) then
itemstack:take_item() itemstack:take_item()
end end
return itemstack return itemstack
@ -151,11 +151,13 @@ function beds.register_bed(name, def)
minetest.register_node(name .. "_top", { minetest.register_node(name .. "_top", {
drawtype = "nodebox", drawtype = "nodebox",
tiles = def.tiles.top, tiles = def.tiles.top,
use_texture_alpha = "clip",
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false, is_ground_content = false,
pointable = 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(), sounds = def.sounds or default.node_sound_wood_defaults(),
drop = name .. "_bottom", drop = name .. "_bottom",
node_box = { node_box = {

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@ -60,22 +60,28 @@ local function lay_down(player, pos, bed_pos, state, skip)
-- stand up -- stand up
if state ~= nil and not state then if state ~= nil and not state then
local p = beds.pos[name] or nil if not beds.player[name] then
beds.player[name] = nil -- player not in bed, do nothing
return false
end
beds.bed_position[name] = nil beds.bed_position[name] = nil
-- skip here to prevent sending player specific changes (used for leaving players) -- skip here to prevent sending player specific changes (used for leaving players)
if skip then if skip then
return return
end end
if p then player:set_pos(beds.pos[name])
player:set_pos(p)
end
-- physics, eye_offset, etc -- 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_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_look_horizontal(math.random(1, 180) / 100) player:set_look_horizontal(math.random(1, 180) / 100)
player_api.player_attached[name] = false player_api.player_attached[name] = false
player:set_physics_override(1, 1, 1)
hud_flags.wielditem = true hud_flags.wielditem = true
player_api.set_animation(player, "stand" , 30) player_api.set_animation(player, "stand" , 30)
@ -91,14 +97,24 @@ local function lay_down(player, pos, bed_pos, state, skip)
end end
-- Check if player is moving -- Check if player is moving
if vector.length(player:get_player_velocity()) > 0.001 then if vector.length(player:get_velocity()) > 0.001 then
minetest.chat_send_player(name, S("You have to stop moving before going to bed!")) minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
return false return false
end 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.pos[name] = pos
beds.bed_position[name] = bed_pos beds.bed_position[name] = bed_pos
beds.player[name] = 1 beds.player[name] = {physics_override = player:get_physics_override()}
-- physics, eye_offset, etc -- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0}) player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
@ -112,7 +128,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
y = bed_pos.y + 0.07, y = bed_pos.y + 0.07,
z = bed_pos.z + dir.z / 2 z = bed_pos.z + dir.z / 2
} }
player:set_physics_override(0, 0, 0) player:set_physics_override({speed = 0, jump = 0, gravity = 0})
player:set_pos(p) player:set_pos(p)
player_api.player_attached[name] = true player_api.player_attached[name] = true
hud_flags.wielditem = false hud_flags.wielditem = false
@ -284,4 +300,3 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
end end
end end
end) end)

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Schickes Bett Fancy Bed=Schickes Bett
Simple Bed=Schlichtes 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. Good morning.=Guten Morgen.
@1 of @2 players are in bed=@1 von @2 Spielern sind im Bett @1 of @2 players are in bed=@1 von @2 Spielern sind im Bett
Force night skip=Überspringen der Nacht erzwingen Force night skip=Überspringen der Nacht erzwingen
You can only sleep at night.=Sie können nur nachts schlafen. You can only sleep at night.=Sie können nur nachts schlafen.
Leave Bed=Bett verlassen

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@ -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

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Cama de lujo Fancy Bed=Cama de lujo
Simple Bed=Cama sencilla Simple Bed=Cama sencilla
Leave Bed=Abandonar cama 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. Good morning.=Buenos días.
@1 of @2 players are in bed=@1 de @2 jugadores están en cama @1 of @2 players are in bed=@1 de @2 jugadores están durmiendo
Force night skip=Forzar evitar noche Force night skip=Forzar hacer de dia
You can only sleep at night.=Sólo puedes dormir por la noche. You can only sleep at night.=Sólo puedes dormir por la noche.
Leave Bed=Levantarse

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Lit chic Fancy Bed=Lit chic
Simple Bed=Lit simple Simple Bed=Lit simple
Leave Bed=Se lever du lit This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Bonjour. Good morning.=Bonjour.
@1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit @1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit
Force night skip=Forcer le passage de la nuit Force night skip=Forcer le passage de la nuit
You can only sleep at night.=Vous ne pouvez dormir que la nuit. You can only sleep at night.=Vous ne pouvez dormir que la nuit.
Leave Bed=Se lever du lit

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Leave Bed=Tinggalkan Dipan 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. Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 dari @2 pemain sedang tidur @1 of @2 players are in bed=@1 dari @2 pemain sedang tidur
Force night skip=Paksa lewati malam Force night skip=Paksa lewati malam
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam. You can only sleep at night.=Anda hanya dapat tidur pada waktu malam.
Fancy Bed=Dipan Mewah Leave Bed=Tinggalkan Ranjang
Simple Bed=Dipan Sederhana

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@ -1,4 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Letto decorato Fancy Bed=Letto decorato
Simple Bed=Letto semplice 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 Leave Bed=Alzati dal letto

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@ -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

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@ -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

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Katil Beragam Fancy Bed=Katil Beragam
Simple Bed=Katil Biasa Simple Bed=Katil Biasa
Leave Bed=Bangun This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Selamat pagi. Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur @1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur
Force night skip=Paksa langkau malam Force night skip=Paksa langkau malam
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam. You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
Leave Bed=Bangun

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@ -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

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Детализированная Кровать Fancy Bed=Детализированная Кровать
Simple Bed=Обычная Кровать Simple Bed=Обычная Кровать
Leave Bed=Встать с кровати 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. Good morning.=Доброе утро.
@1 of @2 players are in bed=@1 из @2 игроков в кровати @1 of @2 players are in bed=@1 из @2 игроков в кровати
Force night skip=Пропустить ночь Force night skip=Пропустить ночь
You can only sleep at night.=Вы можете спать только ночью. You can only sleep at night.=Вы можете спать только ночью.
Leave Bed=Встать с кровати

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Fin säng Fancy Bed=Fin säng
Simple Bed=Enkel Säng Simple Bed=Enkel Säng
Leave Bed=Lämna Säng This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.= God morgon. Good morning.= God morgon.
@1 of @2 players are in bed=@1 av @2 spelar försöker sover. @1 of @2 players are in bed=@1 av @2 spelar försöker sover.
Force night skip=Tvinga över natten Force night skip=Tvinga över natten
You can only sleep at night.=Du kan bara sova på natten. You can only sleep at night.=Du kan bara sova på natten.
Leave Bed=Lämna Säng

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@ -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

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=花式床 Fancy Bed=花式床
Simple Bed=简易床 Simple Bed=简易床
Leave Bed=离开床 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! Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上 @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 Force night skip=强制跳过夜晚
You can only sleep at night.=你只能在晚上睡觉。 You can only sleep at night.=你只能在晚上睡觉。
Leave Bed=离开床

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@ -1,9 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=花式床 Fancy Bed=花式床
Simple Bed=簡易床 Simple Bed=簡易床
Leave Bed=離開床 This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=早安! Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上 @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 Force night skip=強制跳過夜晚
You can only sleep at night.=你只能在晚上睡覺。 You can only sleep at night.=你只能在晚上睡覺。
Leave Bed=離開床

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@ -1,8 +1,10 @@
# textdomain: beds # textdomain: beds
Leave Bed= Fancy Bed=
Simple Bed=
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.= Good morning.=
@1 of @2 players are in bed= @1 of @2 players are in bed=
Force night skip= Force night skip=
You can only sleep at night.= You can only sleep at night.=
Fancy Bed= Leave Bed=
Simple Bed=

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@ -8,25 +8,16 @@ binoculars = {}
local S = minetest.get_translator("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 -- Update player property
-- Global to allow overriding -- Global to allow overriding
function binoculars.update_player_property(player) 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 local new_zoom_fov = 0
if player:get_inventory():contains_item( if player:get_inventory():contains_item(
"main", "binoculars:binoculars") then "main", "binoculars:binoculars") then
new_zoom_fov = 10 new_zoom_fov = 10
elseif creative_enabled then elseif minetest.is_creative_enabled(player:get_player_name()) then
new_zoom_fov = 15 new_zoom_fov = 15
end end
@ -62,6 +53,7 @@ minetest.register_craftitem("binoculars:binoculars", {
description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"), description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"),
inventory_image = "binoculars_binoculars.png", inventory_image = "binoculars_binoculars.png",
stack_max = 1, stack_max = 1,
groups = {tool = 1},
on_use = function(itemstack, user, pointed_thing) on_use = function(itemstack, user, pointed_thing)
binoculars.update_player_property(user) binoculars.update_player_property(user)

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

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@ -1,3 +1,3 @@
# textdomain: binoculars # textdomain: binoculars
Binoculars=Binokular Binoculars=Teropong
Use with 'Zoom' key=Pakai dengan tombol 'Zum' Use with 'Zoom' key=Pakai dengan tombol 'Zoom'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=双眼鏡
Use with 'Zoom' key=ズームキーで使います

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@ -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

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binóculos
Use with 'Zoom' key=Use com a tecla de 'Zoom'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Ďalekohľad
Use with 'Zoom' key=Použi s klávesou "Priblíž"

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@ -1,4 +1,3 @@
name = binoculars name = binoculars
description = Minetest Game mod: binoculars description = Minetest Game mod: binoculars
depends = default depends = default
optional_depends = creative

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@ -53,31 +53,24 @@ function boat.on_rightclick(self, clicker)
end end
local name = clicker:get_player_name() local name = clicker:get_player_name()
if self.driver and name == self.driver then if self.driver and name == self.driver then
self.driver = nil -- Cleanup happens in boat.on_detach_child
self.auto = false
clicker:set_detach() 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() local pos = clicker:get_pos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z} pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
minetest.after(0.1, function() minetest.after(0.1, function()
clicker:set_pos(pos) clicker:set_pos(pos)
end) end)
elseif not self.driver then 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, "", clicker:set_attach(self.object, "",
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0}) {x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
self.driver = name
player_api.player_attached[name] = true player_api.player_attached[name] = true
minetest.after(0.2, function() minetest.after(0.2, function()
player_api.set_animation(clicker, "sit" , 30) player_api.set_animation(clicker, "sit", 30)
end) end)
clicker:set_look_horizontal(self.object:get_yaw()) clicker:set_look_horizontal(self.object:get_yaw())
end end
@ -86,8 +79,12 @@ end
-- If driver leaves server while driving boat -- If driver leaves server while driving boat
function boat.on_detach_child(self, child) function boat.on_detach_child(self, child)
self.driver = nil if child and child:get_player_name() == self.driver then
self.auto = false player_api.player_attached[child:get_player_name()] = false
self.driver = nil
self.auto = false
end
end end
@ -119,8 +116,7 @@ function boat.on_punch(self, puncher)
if not self.driver then if not self.driver then
self.removed = true self.removed = true
local inv = puncher:get_inventory() local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for if not minetest.is_creative_enabled(name)
and creative.is_enabled_for(name))
or not inv:contains_item("main", "boats:boat") then or not inv:contains_item("main", "boats:boat") then
local leftover = inv:add_item("main", "boats:boat") local leftover = inv:add_item("main", "boats:boat")
-- if no room in inventory add a replacement boat to the world -- if no room in inventory add a replacement boat to the world
@ -172,7 +168,8 @@ function boat.on_step(self, dtime)
end end
end end
local velo = self.object:get_velocity() 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()) self.object:set_pos(self.object:get_pos())
return return
end end
@ -268,8 +265,7 @@ minetest.register_craftitem("boats:boat", {
boat:set_yaw(placer:get_look_horizontal()) boat:set_yaw(placer:get_look_horizontal())
end end
local player_name = placer and placer:get_player_name() or "" local player_name = placer and placer:get_player_name() or ""
if not (creative and creative.is_enabled_for and if not minetest.is_creative_enabled(player_name) then
creative.is_enabled_for(player_name)) then
itemstack:take_item() itemstack:take_item()
end end
end end

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -141,8 +141,18 @@ local function may_replace(pos, player)
return false return false
end end
-- allow replacing air and liquids -- allow replacing air
if node_name == "air" or node_definition.liquidtype ~= "none" then 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 return true
end 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? -- 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 -- 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
return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
end end
local drop = function(pos, itemstack) local drop = function(pos, itemstack)
@ -182,7 +191,6 @@ local function is_all_empty(player_inv)
end end
minetest.register_on_dieplayer(function(player) minetest.register_on_dieplayer(function(player)
local bones_mode = minetest.settings:get("bones_mode") or "bones" local bones_mode = minetest.settings:get("bones_mode") or "bones"
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
bones_mode = "bones" bones_mode = "bones"
@ -194,8 +202,7 @@ minetest.register_on_dieplayer(function(player)
local pos_string = minetest.pos_to_string(pos) local pos_string = minetest.pos_to_string(pos)
-- return if keep inventory set or in creative mode -- return if keep inventory set or in creative mode
if bones_mode == "keep" or (creative and creative.is_enabled_for if bones_mode == "keep" or minetest.is_creative_enabled(player_name) then
and creative.is_enabled_for(player:get_player_name())) then
minetest.log("action", player_name .. " dies at " .. pos_string .. minetest.log("action", player_name .. " dies at " .. pos_string ..
". No bones placed") ". No bones placed")
if bones_position_message then if bones_position_message then

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -2,7 +2,7 @@
Bones=骨骸 Bones=骨骸
@1's old bones=@1的旧骨骸 @1's old bones=@1的旧骨骸
@1 died at @2.=@1在@2死亡。 @1 died at @2.=@1在@2死亡。
@1 died at @2, and dropped their inventory.=@1在@2死亡丢掉了物品 @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死亡骨骸被放置 @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 fresh bones=@1的新鲜骨骸
@1's bones=@1的骨骸 @1's bones=@1的骨骸

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Malplena Sitelo
Water Bucket=Sitelo da Akvo
River Water Bucket=Sitelo da Rivera Akvo
Lava Bucket=Sitelo da Lafo

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=空のバケツ
Water Bucket=水入りバケツ
River Water Bucket=川の水入りバケツ
Lava Bucket=溶岩入りバケツ

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=lo baktu be no da
Water Bucket=lo baktu be lo djacu
River Water Bucket=lo baktu be lo rirxe djacu
Lava Bucket=lo baktu be lo likro'i

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Balde Vazio
Water Bucket=Balde de Água
River Water Bucket=Balde de Água do Rio
Lava Bucket=Balde de Lava

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Prázdne vedro
Water Bucket=Vedro s vodou
River Water Bucket=Vedro s vodou z rieky
Lava Bucket=Vedro s lávou

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Blanka Papilio
Red Butterfly=Ruĝa Papilio
Violet Butterfly=Viola Papilio

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=白色の蝶
Red Butterfly=赤色の蝶
Violet Butterfly=紫色の蝶

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=lo blabi toldi
Red Butterfly=lo xunre toldi
Violet Butterfly=lo zirpu toldi

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=
Red Butterfly=
Violet Butterfly=

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Biely motýlik
Red Butterfly=Červený motýlik
Violet Butterfly=Fialový motýlik

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@ -29,15 +29,10 @@ function cart_entity:on_rightclick(clicker)
end end
local player_name = clicker:get_player_name() local player_name = clicker:get_player_name()
if self.driver and player_name == self.driver then if self.driver and player_name == self.driver then
self.driver = nil
carts:manage_attachment(clicker, nil) carts:manage_attachment(clicker, nil)
elseif not self.driver then elseif not self.driver then
self.driver = player_name
carts:manage_attachment(clicker, self.object) carts:manage_attachment(clicker, self.object)
self.driver = player_name
-- player_api does not update the animation
-- when the player is attached, reset to default animation
player_api.set_animation(clicker, "stand")
end end
end end
@ -66,8 +61,9 @@ end
-- 0.5.x and later: When the driver leaves -- 0.5.x and later: When the driver leaves
function cart_entity:on_detach_child(child) function cart_entity:on_detach_child(child)
if child and child:get_player_name() == self.driver then if child and child:get_player_name() == self.driver then
self.driver = nil -- Clean up eye height
carts:manage_attachment(child, nil) carts:manage_attachment(child, nil)
self.driver = nil
end end
end end
@ -108,8 +104,7 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
end end
-- Pick up cart -- Pick up cart
local inv = puncher:get_inventory() local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for if not minetest.is_creative_enabled(puncher:get_player_name())
and creative.is_enabled_for(puncher:get_player_name()))
or not inv:contains_item("main", "carts:cart") then or not inv:contains_item("main", "carts:cart") then
local leftover = inv:add_item("main", "carts:cart") local leftover = inv:add_item("main", "carts:cart")
-- If no room in inventory add a replacement cart to the world -- If no room in inventory add a replacement cart to the world
@ -135,7 +130,8 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
end end
local punch_interval = 1 local punch_interval = 1
if tool_capabilities and tool_capabilities.full_punch_interval then -- Faulty tool registrations may cause the interval to be set to 0 !
if tool_capabilities and (tool_capabilities.full_punch_interval or 0) > 0 then
punch_interval = tool_capabilities.full_punch_interval punch_interval = tool_capabilities.full_punch_interval
end end
time_from_last_punch = math.min(time_from_last_punch or punch_interval, punch_interval) time_from_last_punch = math.min(time_from_last_punch or punch_interval, punch_interval)
@ -416,8 +412,7 @@ minetest.register_craftitem("carts:cart", {
minetest.sound_play({name = "default_place_node_metal", gain = 0.5}, minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
{pos = pointed_thing.above}, true) {pos = pointed_thing.above}, true)
if not (creative and creative.is_enabled_for if not minetest.is_creative_enabled(placer:get_player_name()) then
and creative.is_enabled_for(placer:get_player_name())) then
itemstack:take_item() itemstack:take_item()
end end
return itemstack return itemstack

View File

@ -12,7 +12,7 @@ function carts:manage_attachment(player, obj)
end end
local status = obj ~= nil local status = obj ~= nil
local player_name = player:get_player_name() local player_name = player:get_player_name()
if player_api.player_attached[player_name] == status then if obj and player:get_attach() == obj then
return return
end end
player_api.player_attached[player_name] = status player_api.player_attached[player_name] = status
@ -20,6 +20,10 @@ function carts:manage_attachment(player, obj)
if status then if status then
player:set_attach(obj, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0}) player:set_attach(obj, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0})
player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0}) player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0})
-- player_api does not update the animation
-- when the player is attached, reset to default animation
player_api.set_animation(player, "stand")
else else
player:set_detach() player:set_detach()
player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0}) player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0})

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@ -0,0 +1,6 @@
# textdomain: carts
Cart=Ĉaro
(Sneak+Click to pick up)=(Ŝteliru+Alklaku por reprini)
Rail=Relo
Powered Rail=Elektra Relo
Brake Rail=Bremsa Relo

View File

@ -1,6 +1,6 @@
# textdomain: carts # textdomain: carts
Cart=Kereta
(Sneak+Click to pick up)=(Menyelinap + Klik untuk ambil)
Rail=Rel Rail=Rel
Powered Rail=Rel Bertenaga Powered Rail=Rel Bertenaga
Brake Rail=Rel Rem Brake Rail=Rel Rem
Cart=Kereta
(Sneak+Click to pick up)=(selinap + klik untuk ambil)

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@ -0,0 +1,6 @@
# textdomain: carts
Cart=トロッコ
(Sneak+Click to pick up)=(スニークキーとクリックで乗ります)
Rail=レール
Powered Rail=パワードレール
Brake Rail=ブレーキレール

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@ -0,0 +1,6 @@
# textdomain: carts
Cart=lo carce
(Sneak+Click to pick up)=to lo nu dzibi'o je cu samxa'e te cabra cu tadji lo nu lebna toi
Rail=lo teryre'e
Powered Rail=lo se dikca teryre'e
Brake Rail=lo terjabre teryre'e

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@ -0,0 +1,6 @@
# textdomain: carts
Cart=Carrinho
(Sneak+Click to pick up)=(Esgueirar + Clique para pegar)
Rail=Trilho
Powered Rail=Trilho Energizado
Brake Rail=Trilho de Freio

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@ -1,6 +1,6 @@
# textdomain: carts # textdomain: carts
Cart=Вагонетка Cart=Вагонетка
(Sneak+Click to pick up)=(Пригнитесь и кликните по вагонетке, чтобы забрать) (Sneak+Click to pick up)=(Пригнитесь и кликните по вагонетке, чтобы забрать)
Rail=Рельса Rail=Рельсы
Powered Rail=Механизированная Рельса Powered Rail=Запитанные рельсы
Brake Rail=Рельса с тормозом Brake Rail=Тормозящие рельсы

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@ -0,0 +1,6 @@
# textdomain: carts
Cart=Vozík
(Sneak+Click to pick up)=(Zakrádanie sa + Klik pre zdvihnutie)
Rail=Koľajnica
Powered Rail=Koľajnica s pohonom
Brake Rail=Brzdná koľajnica

View File

@ -1,6 +1,6 @@
# textdomain: carts # textdomain: carts
Cart=
(Sneak+Click to pick up)=
Rail= Rail=
Powered Rail= Powered Rail=
Brake Rail= Brake Rail=
Cart=
(Sneak+Click to pick up)=

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