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14
.luacheckrc
@ -3,19 +3,25 @@ allow_defined_top = true
|
||||
|
||||
read_globals = {
|
||||
"DIR_DELIM",
|
||||
"minetest", "core",
|
||||
"minetest",
|
||||
"dump",
|
||||
"vector",
|
||||
"VoxelManip", "VoxelArea",
|
||||
"PseudoRandom", "ItemStack",
|
||||
"PseudoRandom", "PcgRandom",
|
||||
"ItemStack",
|
||||
"Settings",
|
||||
"unpack",
|
||||
-- Silence "accessing undefined field copy of global table".
|
||||
table = { fields = { "copy" } }
|
||||
-- Silence errors about custom table methods.
|
||||
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
|
||||
|
@ -1,5 +1,4 @@
|
||||
language: generic
|
||||
sudo: false
|
||||
addons:
|
||||
apt:
|
||||
packages:
|
||||
@ -7,6 +6,6 @@ addons:
|
||||
before_install:
|
||||
- luarocks install --local luacheck
|
||||
script:
|
||||
- $HOME/.luarocks/bin/luacheck --no-color ./mods
|
||||
- $HOME/.luarocks/bin/luacheck ./mods
|
||||
notifications:
|
||||
email: false
|
||||
|
35
README.md
Normal file
@ -0,0 +1,35 @@
|
||||
# Minetest Game
|
||||
|
||||
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).
|
||||
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/
|
||||
|
||||
- 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).
|
||||
|
||||
For further information or help, see:
|
||||
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.
|
||||
|
||||
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
|
||||
|
||||
See `LICENSE.txt`
|
28
README.txt
@ -1,28 +0,0 @@
|
||||
Minetest Game [minetest_game]
|
||||
=============================
|
||||
The main subgame for the Minetest engine
|
||||
========================================
|
||||
|
||||
To use this subgame with the Minetest engine, insert this repository as
|
||||
/games/minetest_game
|
||||
|
||||
The Minetest engine can be found in:
|
||||
https://github.com/minetest/minetest/
|
||||
|
||||
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 (eg.
|
||||
0.4.10), Minetest Game is tagged with the version too.
|
||||
|
||||
When stable releases are made, Minetest Game is packaged and made available in
|
||||
http://minetest.net/download
|
||||
and in case the repository has grown too much, it may be reset. In that sense,
|
||||
this is not a "real" git repository. (Package maintainers please note!)
|
||||
|
||||
Licensing
|
||||
---------
|
||||
|
||||
See LICENSE.txt
|
@ -1 +1,3 @@
|
||||
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.
|
||||
|
460
game_api.txt
@ -2,10 +2,11 @@ Minetest Game API
|
||||
=================
|
||||
GitHub Repo: https://github.com/minetest/minetest_game
|
||||
|
||||
|
||||
Introduction
|
||||
------------
|
||||
|
||||
The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
|
||||
The Minetest Game game offers multiple new possibilities in addition to the Minetest engine's built-in API,
|
||||
allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
|
||||
For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
|
||||
Please note:
|
||||
@ -14,6 +15,7 @@ Please note:
|
||||
* [#ABC] refers to a section in this document
|
||||
* [pos] refers to a position table `{x = -5, y = 0, z = 200}`
|
||||
|
||||
|
||||
Bucket API
|
||||
----------
|
||||
|
||||
@ -34,6 +36,7 @@ The bucket API allows registering new types of buckets for non-default liquids.
|
||||
The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
|
||||
When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.
|
||||
|
||||
|
||||
Beds API
|
||||
--------
|
||||
|
||||
@ -42,6 +45,7 @@ Beds API
|
||||
def -- See [#Bed definition]
|
||||
)
|
||||
|
||||
* `beds.can_dig(bed_pos)` Returns a boolean whether the bed at `bed_pos` may be dug
|
||||
* `beds.read_spawns() ` Returns a table containing players respawn positions
|
||||
* `beds.kick_players()` Forces all players to leave bed
|
||||
* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
|
||||
@ -67,6 +71,17 @@ Beds API
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Bones API
|
||||
---------
|
||||
|
||||
An ordered list of listnames (default: "main", "craft") of the player inventory,
|
||||
that will be placed into bones or dropped on player death can be looked up or changed
|
||||
in `bones.player_inventory_lists`.
|
||||
|
||||
e.g. `table.insert(bones.player_inventory_lists, "backpack")`
|
||||
|
||||
|
||||
Creative API
|
||||
------------
|
||||
|
||||
@ -78,21 +93,84 @@ 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
|
||||
----------
|
||||
|
||||
The chests API allows the creation of chests, which have their own inventories for holding items.
|
||||
|
||||
`default.chest.get_chest_formspec(pos)`
|
||||
|
||||
* Returns a formspec for a specific chest.
|
||||
* `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
|
||||
|
||||
`default.chest.chest_lid_obstructed(pos)`
|
||||
|
||||
* Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
|
||||
* `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
|
||||
|
||||
`default.chest.chest_lid_close(pn)`
|
||||
|
||||
* Closes the chest that a player is currently looking in.
|
||||
* `pn` The name of the player whose chest is going to be closed
|
||||
|
||||
`default.chest.open_chests`
|
||||
|
||||
* 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 = "default:chest" }`
|
||||
|
||||
`default.chest.register_chest(name, def)`
|
||||
|
||||
* Registers new chest
|
||||
* `name` Name for chest e.g. "default:chest"
|
||||
* `def` See [#Chest Definition]
|
||||
|
||||
### Chest Definition
|
||||
|
||||
description = "Chest",
|
||||
tiles = {
|
||||
"default_chest_top.png",
|
||||
"default_chest_top.png",
|
||||
"default_chest_side.png",
|
||||
"default_chest_side.png",
|
||||
"default_chest_front.png",
|
||||
"default_chest_inside.png"
|
||||
}, -- Textures which are applied to the chest model.
|
||||
sounds = default.node_sound_wood_defaults(),
|
||||
sound_open = "default_chest_open",
|
||||
sound_close = "default_chest_close",
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2},
|
||||
protected = false, -- If true, only placer can modify chest.
|
||||
|
||||
|
||||
Doors API
|
||||
---------
|
||||
|
||||
The doors mod allows modders to register custom doors and trapdoors.
|
||||
|
||||
`doors.registered_doors[name] = Door definition`
|
||||
* Table of registered doors, indexed by door name
|
||||
|
||||
`doors.registered_trapdoors[name] = Trapdoor definition`
|
||||
* Table of registered trap doors, indexed by trap door name
|
||||
|
||||
`doors.register_door(name, def)`
|
||||
|
||||
* Registers new door
|
||||
@ -128,17 +206,28 @@ The doors mod allows modders to register custom doors and trapdoors.
|
||||
has the permissions needed to open this door. If omitted then no
|
||||
permission checks are performed.
|
||||
|
||||
`doors.door_toggle(pos, node, clicker)`
|
||||
|
||||
* Toggle door open or shut
|
||||
* `pos` Position of the door
|
||||
* `node` Node definition
|
||||
* `clicker` Player definition for the player that clicked on the door
|
||||
|
||||
### Door definition
|
||||
|
||||
description = "Door description",
|
||||
inventory_image = "mod_door_inv.png",
|
||||
groups = {choppy = 2},
|
||||
tiles = {"mod_door.png"}, -- UV map.
|
||||
-- The front and back of the door must be identical in appearence as they swap on
|
||||
-- open/close.
|
||||
recipe = craftrecipe,
|
||||
sounds = default.node_sound_wood_defaults(), -- optional
|
||||
sound_open = sound play for open door, -- optional
|
||||
sound_close = sound play for close door, -- optional
|
||||
protected = false, -- If true, only placer can open the door (locked for others)
|
||||
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
||||
-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
|
||||
|
||||
### Trapdoor definition
|
||||
|
||||
@ -146,19 +235,66 @@ The doors mod allows modders to register custom doors and trapdoors.
|
||||
inventory_image = "mod_trapdoor_inv.png",
|
||||
groups = {choppy = 2},
|
||||
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
|
||||
tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
|
||||
tile_side = "doors_trapdoor_side.png",
|
||||
-- The texture for the four sides of the trapdoor.
|
||||
-- The texture should have the trapdoor side drawn twice, in the lowest and highest
|
||||
-- 1/8ths of the texture, both upright. The area between is not used.
|
||||
-- The lower 1/8th will be used for the closed trapdoor, the higher 1/8th will be used
|
||||
-- for the open trapdoor.
|
||||
sounds = default.node_sound_wood_defaults(), -- optional
|
||||
sound_open = sound play for open door, -- optional
|
||||
sound_close = sound play for close door, -- optional
|
||||
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)
|
||||
-- function containing the on_rightclick callback
|
||||
|
||||
### Fence gate definition
|
||||
|
||||
description = "Wooden Fence Gate",
|
||||
texture = "default_wood.png",
|
||||
texture = "default_wood.png", -- `backface_culling` will automatically be
|
||||
-- set to `true` if not specified.
|
||||
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)
|
||||
-- function containing the on_rightclick callback
|
||||
|
||||
|
||||
Dungeon Loot API
|
||||
----------------
|
||||
|
||||
The mod that places chests with loot in dungeons provides an API to register additional loot.
|
||||
|
||||
`dungeon_loot.register(def)`
|
||||
|
||||
* Registers one or more loot items
|
||||
* `def` Can be a single [#Loot definition] or a list of them
|
||||
|
||||
`dungeon_loot.registered_loot`
|
||||
|
||||
* Table of all registered loot, not to be modified manually
|
||||
|
||||
### Loot definition
|
||||
|
||||
name = "item:name",
|
||||
chance = 0.5,
|
||||
-- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
|
||||
-- Due to an extra step in the selection process, 0.5 does not(!) mean that
|
||||
-- on average every second chest will have this item
|
||||
count = {1, 4},
|
||||
-- ^ table with minimum and maximum amounts of this item
|
||||
-- optional, defaults to always single item
|
||||
y = {-32768, -512},
|
||||
-- ^ table with minimum and maximum heights this item can be found at
|
||||
-- optional, defaults to no height restrictions
|
||||
types = {"desert"},
|
||||
-- ^ table with types of dungeons this item can be found in
|
||||
-- supported types: "normal" (the cobble/mossycobble one), "sandstone"
|
||||
-- "desert" and "ice"
|
||||
-- optional, defaults to no type restrictions
|
||||
|
||||
|
||||
Fence API
|
||||
---------
|
||||
@ -181,6 +317,7 @@ Allows creation of new fences with "fencelike" drawtype.
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
sounds = default.node_sound_wood_defaults(),
|
||||
|
||||
|
||||
Walls API
|
||||
---------
|
||||
|
||||
@ -193,6 +330,7 @@ walls.register(name, desc, texture, mat, sounds)
|
||||
^ mat = "default:stone". Used to auto-generate crafting recipe.
|
||||
^ sounds = sounds: see [#Default sounds]
|
||||
|
||||
|
||||
Farming API
|
||||
-----------
|
||||
|
||||
@ -226,6 +364,8 @@ The farming API allows you to easily register plants and hoes.
|
||||
|
||||
{
|
||||
description = "", -- Description of seed item
|
||||
harvest_description = "", -- Description of harvest item
|
||||
-- (optional, derived automatically if not provided)
|
||||
inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
|
||||
steps = 8, -- How many steps the plant has to grow, until it can be harvested
|
||||
-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
|
||||
@ -233,9 +373,12 @@ The farming API allows you to easily register plants and hoes.
|
||||
maxlight = default.LIGHT_MAX -- Maximum light to grow
|
||||
}
|
||||
|
||||
|
||||
Fire API
|
||||
--------
|
||||
|
||||
Add group flammable when registering a node to make fire seek for it.
|
||||
Add it to an item to make it burn up when dropped in lava or fire.
|
||||
New node def property:
|
||||
|
||||
`on_burn(pos)`
|
||||
@ -283,9 +426,71 @@ Give Initial Stuff API
|
||||
^ Adds items to the list of items to be given
|
||||
|
||||
|
||||
TNT API
|
||||
Player API
|
||||
----------
|
||||
|
||||
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
|
||||
|
||||
* `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()
|
||||
|
||||
* `player_api.set_animation(player, anim_name, speed)`
|
||||
* Applies an animation to a player
|
||||
* `player`: PlayerRef
|
||||
* `anim_name`: name of the animation
|
||||
* `speed`: frames 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 nil, the default from the model def is used
|
||||
|
||||
* `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
|
||||
|
||||
* `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
|
||||
animations = {
|
||||
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
|
||||
foo = {x = 0, y = 19},
|
||||
bar = {x = 20, y = 39},
|
||||
-- ...
|
||||
},
|
||||
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
|
||||
}
|
||||
|
||||
|
||||
TNT API
|
||||
-------
|
||||
|
||||
`tnt.register_tnt(definition)`
|
||||
|
||||
^ Register a new type of tnt.
|
||||
@ -294,6 +499,7 @@ TNT API
|
||||
* `description` A description for your TNT.
|
||||
* `radius` The radius within which the TNT can destroy nodes. The default is 3.
|
||||
* `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
|
||||
* `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
|
||||
* `disable_drops` Disable drops. By default it is set to false.
|
||||
* `ignore_protection` Don't check `minetest.is_protected` before removing a node.
|
||||
* `ignore_on_blast` Don't call `on_blast` even if a node has one.
|
||||
@ -303,12 +509,13 @@ TNT API
|
||||
* `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
|
||||
* `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
|
||||
|
||||
`tnt.boom(position, definition)`
|
||||
`tnt.boom(position[, definition])`
|
||||
|
||||
^ Create an explosion.
|
||||
|
||||
* `position` The center of explosion.
|
||||
* `definition` The TNT definion as passed to `tnt.register`
|
||||
* `definition` The TNT definion as passed to `tnt.register` with the following addition:
|
||||
* `explode_center` false by default which removes TNT node on blast, when true will explode center node.
|
||||
|
||||
`tnt.burn(position, [nodename])`
|
||||
|
||||
@ -400,11 +607,15 @@ set a players home position and teleport a player to home position.
|
||||
Sfinv API
|
||||
---------
|
||||
|
||||
It is recommended that you read this link for a good introduction to the
|
||||
sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
|
||||
|
||||
### sfinv Methods
|
||||
|
||||
**Pages**
|
||||
|
||||
* sfinv.set_page(player, pagename) - changes the page
|
||||
* sfinv.get_page(player) - get the current page name. Will never return nil
|
||||
* sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
|
||||
* sfinv.register_page(name, def) - register a page, see section below
|
||||
* sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
|
||||
@ -501,38 +712,72 @@ And override this function to change the layout:
|
||||
return table.concat(tmp, "")
|
||||
end
|
||||
|
||||
|
||||
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.
|
||||
|
||||
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
|
||||
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
|
||||
|
||||
* Registers a stair.
|
||||
* Registers a stair
|
||||
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
|
||||
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
|
||||
* `groups`: see [Known damage and digging time defining groups]
|
||||
* `images`: see [Tile definition]
|
||||
* `description`: used for the description field in the stair's definition
|
||||
* `sounds`: see [#Default sounds]
|
||||
* `groups`: See [Known damage and digging time defining groups]
|
||||
* `images`: See [Tile definition]
|
||||
* `description`: Used for the description field in the stair's definition
|
||||
* `sounds`: See [#Default sounds]
|
||||
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
|
||||
|
||||
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
|
||||
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
|
||||
|
||||
* Registers a slabs
|
||||
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
|
||||
* Registers a slab
|
||||
* `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname"
|
||||
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
|
||||
* `groups`: see [Known damage and digging time defining groups]
|
||||
* `images`: see [Tile definition]
|
||||
* `description`: used for the description field in the stair's definition
|
||||
* `sounds`: see [#Default sounds]
|
||||
* `groups`: See [Known damage and digging time defining groups]
|
||||
* `images`: See [Tile definition]
|
||||
* `description`: Used for the description field in the slab's definition
|
||||
* `sounds`: See [#Default sounds]
|
||||
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
|
||||
|
||||
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
|
||||
`stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
|
||||
|
||||
* A wrapper for stairs.register_stair and stairs.register_slab
|
||||
* Registers an inner corner stair
|
||||
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
|
||||
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
|
||||
* `groups`: See [Known damage and digging time defining groups]
|
||||
* `images`: See [Tile definition]
|
||||
* `description`: Used for the description field in the stair's definition with "Inner" prepended
|
||||
* `sounds`: See [#Default sounds]
|
||||
* `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_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
|
||||
|
||||
* Registers an outer corner stair
|
||||
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
|
||||
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
|
||||
* `groups`: See [Known damage and digging time defining groups]
|
||||
* `images`: See [Tile definition]
|
||||
* `description`: Used for the description field in the stair's definition with "Outer" prepended
|
||||
* `sounds`: See [#Default sounds]
|
||||
* `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, 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 node
|
||||
* `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
|
||||
----------
|
||||
@ -547,12 +792,18 @@ 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
|
||||
use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
|
||||
}
|
||||
|
||||
|
||||
Raillike definitions
|
||||
--------------------
|
||||
|
||||
@ -586,64 +837,48 @@ Sounds inside the default table can be used within the sounds field of node defi
|
||||
* `default.node_sound_glass_defaults()`
|
||||
* `default.node_sound_metal_defaults()`
|
||||
|
||||
|
||||
Default constants
|
||||
-----------------
|
||||
|
||||
`default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
|
||||
|
||||
Player API
|
||||
----------
|
||||
|
||||
The player API can register player models and update the player's appearence
|
||||
GUI and formspecs
|
||||
-----------------
|
||||
|
||||
`default.player_register_model(name, def)`
|
||||
`default.get_hotbar_bg(x, y)`
|
||||
|
||||
* Register a new model to be used by players.
|
||||
* name: model filename such as "character.x", "foo.b3d", etc.
|
||||
* def: See [#Model definition]
|
||||
* Get the hotbar background as string, containing the formspec elements
|
||||
* x: Horizontal position in the formspec
|
||||
* y: Vertical position in the formspec
|
||||
|
||||
`default.registered_player_models[name]`
|
||||
`default.gui_bg`
|
||||
|
||||
* Get a model's definition
|
||||
* see [#Model definition]
|
||||
* Deprecated, remove from mods.
|
||||
|
||||
`default.player_set_model(player, model_name)`
|
||||
`default.gui_bg_img`
|
||||
|
||||
* Change a player's model
|
||||
* `player`: PlayerRef
|
||||
* `model_name`: model registered with player_register_model()
|
||||
* Deprecated, remove from mods.
|
||||
|
||||
`default.player_set_animation(player, anim_name [, speed])`
|
||||
`default.gui_slots`
|
||||
|
||||
* Applies an animation to a player
|
||||
* anim_name: name of the animation.
|
||||
* speed: frames per second. If nil, default from the model is used
|
||||
* Deprecated, remove from mods.
|
||||
|
||||
`default.player_set_textures(player, textures)`
|
||||
`default.gui_survival_form`
|
||||
|
||||
* Sets player textures
|
||||
* `player`: PlayerRef
|
||||
* `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
|
||||
* Entire formspec for the survival inventory
|
||||
|
||||
default.player_get_animation(player)
|
||||
`default.get_furnace_active_formspec(fuel_percent, item_percent)`
|
||||
|
||||
* Returns a table containing fields `model`, `textures` and `animation`.
|
||||
* Any of the fields of the returned table may be nil.
|
||||
* player: PlayerRef
|
||||
* Get the active furnace formspec using the defined GUI elements
|
||||
* fuel_percent: Percent of how much the fuel is used
|
||||
* item_percent: Percent of how much the item is cooked
|
||||
|
||||
### Model Definition
|
||||
`default.get_furnace_inactive_formspec()`
|
||||
|
||||
* Get the inactive furnace formspec using the defined GUI elements
|
||||
|
||||
{
|
||||
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.
|
||||
animations = {
|
||||
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
|
||||
foo = {x = 0, y = 19},
|
||||
bar = {x = 20, y = 39},
|
||||
-- ...
|
||||
},
|
||||
}
|
||||
|
||||
Leafdecay
|
||||
---------
|
||||
@ -682,70 +917,39 @@ callback overridden. All the nodes listed in `leaves` have their
|
||||
Dyes
|
||||
----
|
||||
|
||||
To make recipes that will work with any dye ever made by anybody, define
|
||||
them based on groups. You can select any group of groups, based on your need for
|
||||
amount of colors.
|
||||
Minetest Game dyes are registered with:
|
||||
|
||||
### Color groups
|
||||
groups = {dye = 1, color_<color> = 1},
|
||||
|
||||
Base color groups:
|
||||
To make recipes that will work with dyes from many mods, define them using the
|
||||
dye group and the color groups.
|
||||
|
||||
* `basecolor_white`
|
||||
* `basecolor_grey`
|
||||
* `basecolor_black`
|
||||
* `basecolor_red`
|
||||
* `basecolor_yellow`
|
||||
* `basecolor_green`
|
||||
* `basecolor_cyan`
|
||||
* `basecolor_blue`
|
||||
* `basecolor_magenta`
|
||||
Dye color groups:
|
||||
|
||||
Extended color groups ( * means also base color )
|
||||
* `color_white`
|
||||
* `color_grey`
|
||||
* `color_dark_grey`
|
||||
* `color_black`
|
||||
* `color_red`
|
||||
* `color_pink`
|
||||
* `color_orange`
|
||||
* `color_brown`
|
||||
* `color_yellow`
|
||||
* `color_green`
|
||||
* `color_dark_green`
|
||||
* `color_blue`
|
||||
* `color_cyan`
|
||||
* `color_violet`
|
||||
* `color_magenta`
|
||||
|
||||
* `excolor_white` *
|
||||
* `excolor_lightgrey`
|
||||
* `excolor_grey` *
|
||||
* `excolor_darkgrey`
|
||||
* `excolor_black` *
|
||||
* `excolor_red` *
|
||||
* `excolor_orange`
|
||||
* `excolor_yellow` *
|
||||
* `excolor_lime`
|
||||
* `excolor_green` *
|
||||
* `excolor_aqua`
|
||||
* `excolor_cyan` *
|
||||
* `excolor_sky_blue`
|
||||
* `excolor_blue` *
|
||||
* `excolor_violet`
|
||||
* `excolor_magenta` *
|
||||
* `excolor_red_violet`
|
||||
|
||||
The whole unifieddyes palette as groups:
|
||||
|
||||
* `unicolor_<excolor>`
|
||||
|
||||
For the following, no white/grey/black is allowed:
|
||||
|
||||
* `unicolor_medium_<excolor>`
|
||||
* `unicolor_dark_<excolor>`
|
||||
* `unicolor_light_<excolor>`
|
||||
* `unicolor_<excolor>_s50`
|
||||
* `unicolor_medium_<excolor>_s50`
|
||||
* `unicolor_dark_<excolor>_s50`
|
||||
|
||||
Example of one shapeless recipe using a color group:
|
||||
Example of one shapeless recipe using the dye group and a color group:
|
||||
|
||||
minetest.register_craft({
|
||||
type = "shapeless",
|
||||
output = '<mod>:item_yellow',
|
||||
recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
|
||||
output = "<mod>:item_yellow",
|
||||
recipe = {"<mod>:item_no_color", "group:dye,color_yellow"},
|
||||
})
|
||||
|
||||
### Color lists
|
||||
|
||||
* `dye.basecolors` are an array containing the names of available base colors
|
||||
|
||||
* `dye.excolors` are an array containing the names of the available extended colors
|
||||
|
||||
Trees
|
||||
-----
|
||||
@ -783,6 +987,13 @@ Trees
|
||||
* `default.grow_acacia_bush(pos)`
|
||||
* Grows an acaia bush at pos
|
||||
|
||||
* `default.grow_pine_bush(pos)`
|
||||
* Grows a pine bush at pos
|
||||
|
||||
* `default.grow_blueberry_bush(pos)`
|
||||
* Grows a blueberry bush at pos
|
||||
|
||||
|
||||
Carts
|
||||
-----
|
||||
|
||||
@ -805,6 +1016,7 @@ Carts
|
||||
likely be called many times per second, so the function needs
|
||||
to make sure that the event is handled properly.
|
||||
|
||||
|
||||
Key API
|
||||
-------
|
||||
|
||||
@ -862,3 +1074,11 @@ 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 |
@ -1,18 +1,21 @@
|
||||
# This file contains settings of Minetest Game that can be changed in minetest.conf
|
||||
# This file contains settings of Minetest Game that can be changed in
|
||||
# minetest.conf.
|
||||
# By default, all the settings are commented and not functional.
|
||||
# Uncomment settings by removing the preceding #.
|
||||
|
||||
# Whether creative mode (fast digging of all blocks, unlimited resources) should be enabled
|
||||
# Whether creative mode (fast digging of all blocks, unlimited resources) should
|
||||
# be enabled.
|
||||
#creative_mode = false
|
||||
|
||||
# Sets the behaviour of the inventory items when a player dies.
|
||||
# "bones": Store all items inside a bone node but drop items if inside protected area
|
||||
# "drop": Drop all items on the ground
|
||||
# "keep": Player keeps all items
|
||||
#bones_mode = "bones"
|
||||
# bones: Store items in a bone node but drop items if inside protected area.
|
||||
# drop: Drop items on the ground.
|
||||
# keep: Player keeps items.
|
||||
#bones_mode = bones
|
||||
|
||||
# The time in seconds after which the bones of a dead player can be looted by everyone
|
||||
# 0 to disable
|
||||
# The time in seconds after which the bones of a dead player can be looted by
|
||||
# everyone.
|
||||
# 0 to disable.
|
||||
#share_bones_time = 1200
|
||||
|
||||
# How much earlier the bones of a dead player can be looted by
|
||||
@ -20,8 +23,12 @@
|
||||
# 0 to disable. By default it is "share_bones_time" divide by four.
|
||||
#share_bones_time_early = 300
|
||||
|
||||
# Whether fire should be enabled. If disabled, 'basic flame' nodes will disappear.
|
||||
# 'permanent flame' nodes will remain with either setting.
|
||||
# Inform player of condition and location of new bones.
|
||||
#bones_position_message = false
|
||||
|
||||
# Whether fire should be enabled. If disabled, 'basic_flame' nodes will
|
||||
# disappear.
|
||||
# 'permanent_flame' nodes will remain with either setting.
|
||||
#enable_fire = true
|
||||
|
||||
# Enable flame sound.
|
||||
@ -30,24 +37,41 @@
|
||||
# Whether lavacooling should be enabled.
|
||||
#enable_lavacooling = true
|
||||
|
||||
# Whether the stuff in initial_stuff should be given to new players
|
||||
# Whether the stuff in initial_stuff should be given to new players.
|
||||
#give_initial_stuff = false
|
||||
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,default:torch 99,default:cobble 99
|
||||
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,
|
||||
default:torch 99,default:cobble 99
|
||||
|
||||
# Whether the TNT mod should be enabled
|
||||
# Whether the TNT mod should be enabled.
|
||||
#enable_tnt = <true in singleplayer, false in multiplayer>
|
||||
|
||||
# The radius of a TNT explosion
|
||||
# The radius of a TNT explosion.
|
||||
#tnt_radius = 3
|
||||
|
||||
# Enable the stairs mod ABM that replaces the old 'upside down'
|
||||
# stair and slab nodes in old maps with the new param2 versions.
|
||||
#enable_stairs_replace_abm = false
|
||||
|
||||
# Whether you allow respawning in beds
|
||||
# Default value is true
|
||||
# Whether to allow respawning in beds.
|
||||
# Default value is true.
|
||||
#enable_bed_respawn = true
|
||||
|
||||
# Whether players can skip night by sleeping
|
||||
# Default value is true
|
||||
# Whether players can skip night by sleeping.
|
||||
# Default value is true.
|
||||
#enable_bed_night_skip = true
|
||||
|
||||
# If enabled, fences and walls cannot be jumped over.
|
||||
#enable_fence_tall = false
|
||||
|
||||
# Whether the engine's spawn search, which does not check for a suitable
|
||||
# starting biome, is used.
|
||||
# Default value is false.
|
||||
#engine_spawn = false
|
||||
|
||||
# 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
|
||||
|
@ -10,12 +10,16 @@ Various Minetest developers and contributors (MIT)
|
||||
Authors of media (textures)
|
||||
---------------------------
|
||||
BlockMen (CC BY-SA 3.0)
|
||||
All textures unless otherwise noted
|
||||
|
||||
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
|
||||
TumeniNodes (CC BY-SA 3.0)
|
||||
beds_bed_under.png
|
||||
|
||||
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,
|
||||
@ -49,21 +52,24 @@ function beds.register_bed(name, def)
|
||||
local node = minetest.get_node(under)
|
||||
local udef = minetest.registered_nodes[node.name]
|
||||
if udef and udef.on_rightclick and
|
||||
not (placer and placer:get_player_control().sneak) then
|
||||
not (placer and placer:is_player() and
|
||||
placer:get_player_control().sneak) then
|
||||
return udef.on_rightclick(under, node, placer, itemstack,
|
||||
pointed_thing) or itemstack
|
||||
end
|
||||
|
||||
local pos
|
||||
if minetest.registered_items[minetest.get_node(under).name].buildable_to then
|
||||
if udef and udef.buildable_to then
|
||||
pos = under
|
||||
else
|
||||
pos = pointed_thing.above
|
||||
end
|
||||
|
||||
if minetest.is_protected(pos, placer:get_player_name()) and
|
||||
not minetest.check_player_privs(placer, "protection_bypass") then
|
||||
minetest.record_protection_violation(pos, placer:get_player_name())
|
||||
local player_name = placer and placer:get_player_name() or ""
|
||||
|
||||
if minetest.is_protected(pos, player_name) and
|
||||
not minetest.check_player_privs(player_name, "protection_bypass") then
|
||||
minetest.record_protection_violation(pos, player_name)
|
||||
return itemstack
|
||||
end
|
||||
|
||||
@ -72,12 +78,13 @@ function beds.register_bed(name, def)
|
||||
return itemstack
|
||||
end
|
||||
|
||||
local dir = minetest.dir_to_facedir(placer:get_look_dir())
|
||||
local dir = placer and placer:get_look_dir() and
|
||||
minetest.dir_to_facedir(placer:get_look_dir()) or 0
|
||||
local botpos = vector.add(pos, minetest.facedir_to_dir(dir))
|
||||
|
||||
if minetest.is_protected(botpos, placer:get_player_name()) and
|
||||
not minetest.check_player_privs(placer, "protection_bypass") then
|
||||
minetest.record_protection_violation(botpos, placer:get_player_name())
|
||||
if minetest.is_protected(botpos, player_name) and
|
||||
not minetest.check_player_privs(player_name, "protection_bypass") then
|
||||
minetest.record_protection_violation(botpos, player_name)
|
||||
return itemstack
|
||||
end
|
||||
|
||||
@ -89,8 +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(placer:get_player_name())) then
|
||||
if not minetest.is_creative_enabled(player_name) then
|
||||
itemstack:take_item()
|
||||
end
|
||||
return itemstack
|
||||
@ -105,7 +111,7 @@ function beds.register_bed(name, def)
|
||||
return itemstack
|
||||
end,
|
||||
|
||||
on_rotate = function(pos, node, user, mode, new_param2)
|
||||
on_rotate = function(pos, node, user, _, new_param2)
|
||||
local dir = minetest.facedir_to_dir(node.param2)
|
||||
local p = vector.add(pos, dir)
|
||||
local node2 = minetest.get_node_or_nil(p)
|
||||
@ -117,7 +123,7 @@ function beds.register_bed(name, def)
|
||||
minetest.record_protection_violation(p, user:get_player_name())
|
||||
return false
|
||||
end
|
||||
if mode ~= screwdriver.ROTATE_FACE then
|
||||
if new_param2 % 32 > 3 then
|
||||
return false
|
||||
end
|
||||
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
|
||||
@ -137,16 +143,21 @@ function beds.register_bed(name, def)
|
||||
minetest.set_node(newp, {name = name .. "_top", param2 = new_param2})
|
||||
return true
|
||||
end,
|
||||
can_dig = function(pos, player)
|
||||
return beds.can_dig(pos)
|
||||
end,
|
||||
})
|
||||
|
||||
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 = {
|
||||
@ -156,6 +167,12 @@ function beds.register_bed(name, def)
|
||||
on_destruct = function(pos)
|
||||
destruct_bed(pos, 2)
|
||||
end,
|
||||
can_dig = function(pos, player)
|
||||
local node = minetest.get_node(pos)
|
||||
local dir = minetest.facedir_to_dir(node.param2)
|
||||
local p = vector.add(pos, dir)
|
||||
return beds.can_dig(p)
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_alias(name, name .. "_bottom")
|
||||
|
@ -1,25 +1,30 @@
|
||||
-- beds/beds.lua
|
||||
|
||||
-- support for MT game translation.
|
||||
local S = beds.get_translator
|
||||
|
||||
-- Fancy shaped bed
|
||||
|
||||
beds.register_bed("beds:fancy_bed", {
|
||||
description = "Fancy Bed",
|
||||
description = S("Fancy Bed"),
|
||||
inventory_image = "beds_bed_fancy.png",
|
||||
wield_image = "beds_bed_fancy.png",
|
||||
tiles = {
|
||||
bottom = {
|
||||
"beds_bed_top1.png",
|
||||
"default_wood.png",
|
||||
"beds_bed_under.png",
|
||||
"beds_bed_side1.png",
|
||||
"beds_bed_side1.png^[transformFX",
|
||||
"default_wood.png",
|
||||
"beds_bed_foot.png",
|
||||
"beds_bed_foot.png",
|
||||
},
|
||||
top = {
|
||||
"beds_bed_top2.png",
|
||||
"default_wood.png",
|
||||
"beds_bed_under.png",
|
||||
"beds_bed_side2.png",
|
||||
"beds_bed_side2.png^[transformFX",
|
||||
"beds_bed_head.png",
|
||||
"default_wood.png",
|
||||
"beds_bed_head.png",
|
||||
}
|
||||
},
|
||||
nodebox = {
|
||||
@ -44,7 +49,7 @@ beds.register_bed("beds:fancy_bed", {
|
||||
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
|
||||
recipe = {
|
||||
{"", "", "group:stick"},
|
||||
{"wool:red", "wool:red", "wool:white"},
|
||||
{"wool:white", "wool:white", "wool:white"},
|
||||
{"group:wood", "group:wood", "group:wood"},
|
||||
},
|
||||
})
|
||||
@ -52,13 +57,13 @@ beds.register_bed("beds:fancy_bed", {
|
||||
-- Simple shaped bed
|
||||
|
||||
beds.register_bed("beds:bed", {
|
||||
description = "Simple Bed",
|
||||
description = S("Simple Bed"),
|
||||
inventory_image = "beds_bed.png",
|
||||
wield_image = "beds_bed.png",
|
||||
tiles = {
|
||||
bottom = {
|
||||
"beds_bed_top_bottom.png^[transformR90",
|
||||
"default_wood.png",
|
||||
"beds_bed_under.png",
|
||||
"beds_bed_side_bottom_r.png",
|
||||
"beds_bed_side_bottom_r.png^[transformfx",
|
||||
"beds_transparent.png",
|
||||
@ -66,7 +71,7 @@ beds.register_bed("beds:bed", {
|
||||
},
|
||||
top = {
|
||||
"beds_bed_top_top.png^[transformR90",
|
||||
"default_wood.png",
|
||||
"beds_bed_under.png",
|
||||
"beds_bed_side_top_r.png",
|
||||
"beds_bed_side_top_r.png^[transformfx",
|
||||
"beds_bed_side_top.png",
|
||||
@ -74,12 +79,12 @@ 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:red", "wool:red", "wool:white"},
|
||||
{"wool:white", "wool:white", "wool:white"},
|
||||
{"group:wood", "group:wood", "group:wood"}
|
||||
},
|
||||
})
|
||||
|
@ -1,2 +0,0 @@
|
||||
default
|
||||
wool
|
@ -1,23 +1,28 @@
|
||||
local pi = math.pi
|
||||
local player_in_bed = 0
|
||||
local is_sp = minetest.is_singleplayer()
|
||||
local enable_respawn = minetest.settings:get_bool("enable_bed_respawn")
|
||||
if enable_respawn == nil then
|
||||
enable_respawn = true
|
||||
end
|
||||
|
||||
-- support for MT game translation.
|
||||
local S = beds.get_translator
|
||||
|
||||
-- Helper functions
|
||||
|
||||
local function get_look_yaw(pos)
|
||||
local n = minetest.get_node(pos)
|
||||
if n.param2 == 1 then
|
||||
return pi / 2, n.param2
|
||||
elseif n.param2 == 3 then
|
||||
return -pi / 2, n.param2
|
||||
elseif n.param2 == 0 then
|
||||
return pi, n.param2
|
||||
local rotation = minetest.get_node(pos).param2
|
||||
if rotation > 3 then
|
||||
rotation = rotation % 4 -- Mask colorfacedir values
|
||||
end
|
||||
if rotation == 1 then
|
||||
return pi / 2, rotation
|
||||
elseif rotation == 3 then
|
||||
return -pi / 2, rotation
|
||||
elseif rotation == 0 then
|
||||
return pi, rotation
|
||||
else
|
||||
return 0, n.param2
|
||||
return 0, rotation
|
||||
end
|
||||
end
|
||||
|
||||
@ -55,61 +60,102 @@ 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
|
||||
if beds.player[name] ~= nil then
|
||||
beds.player[name] = nil
|
||||
player_in_bed = player_in_bed - 1
|
||||
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:setpos(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
|
||||
beds.player[name] = 1
|
||||
|
||||
-- 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
|
||||
|
||||
if beds.player[name] then
|
||||
-- player already in bed, do nothing
|
||||
return false
|
||||
end
|
||||
|
||||
beds.pos[name] = pos
|
||||
player_in_bed = player_in_bed + 1
|
||||
beds.bed_position[name] = bed_pos
|
||||
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)
|
||||
player:setpos(p)
|
||||
default.player_attached[name] = true
|
||||
-- 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)
|
||||
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)
|
||||
end
|
||||
|
||||
local function get_player_in_bed_count()
|
||||
local c = 0
|
||||
for _, _ in pairs(beds.player) do
|
||||
c = c + 1
|
||||
end
|
||||
return c
|
||||
end
|
||||
|
||||
local function update_formspecs(finished)
|
||||
local ges = #minetest.get_connected_players()
|
||||
local form_n
|
||||
local player_in_bed = get_player_in_bed_count()
|
||||
local is_majority = (ges / 2) < player_in_bed
|
||||
|
||||
local form_n
|
||||
local esc = minetest.formspec_escape
|
||||
if finished then
|
||||
form_n = beds.formspec .. "label[2.7,11; Good morning.]"
|
||||
form_n = beds.formspec .. "label[2.7,9;" .. esc(S("Good morning.")) .. "]"
|
||||
else
|
||||
form_n = beds.formspec .. "label[2.2,11;" .. tostring(player_in_bed) ..
|
||||
" of " .. tostring(ges) .. " players are in bed]"
|
||||
form_n = beds.formspec .. "label[2.2,9;" ..
|
||||
esc(S("@1 of @2 players are in bed", player_in_bed, ges)) .. "]"
|
||||
if is_majority and is_night_skip_enabled() then
|
||||
form_n = form_n .. "button_exit[2,8;4,0.75;force;Force night skip]"
|
||||
form_n = form_n .. "button_exit[2,6;4,0.75;force;" ..
|
||||
esc(S("Force night skip")) .. "]"
|
||||
end
|
||||
end
|
||||
|
||||
@ -134,14 +180,14 @@ end
|
||||
|
||||
function beds.on_rightclick(pos, player)
|
||||
local name = player:get_player_name()
|
||||
local ppos = player:getpos()
|
||||
local ppos = player:get_pos()
|
||||
local tod = minetest.get_timeofday()
|
||||
|
||||
if tod > 0.2 and tod < 0.805 then
|
||||
if beds.player[name] then
|
||||
lay_down(player, nil, nil, false)
|
||||
end
|
||||
minetest.chat_send_player(name, "You can only sleep at night.")
|
||||
minetest.chat_send_player(name, S("You can only sleep at night."))
|
||||
return
|
||||
end
|
||||
|
||||
@ -171,6 +217,15 @@ function beds.on_rightclick(pos, player)
|
||||
end
|
||||
end
|
||||
|
||||
function beds.can_dig(bed_pos)
|
||||
-- Check all players in bed which one is at the expected position
|
||||
for _, player_bed_pos in pairs(beds.bed_position) do
|
||||
if vector.equals(bed_pos, player_bed_pos) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
-- Callbacks
|
||||
-- Only register respawn callback if respawn enabled
|
||||
@ -180,7 +235,7 @@ if enable_respawn then
|
||||
local name = player:get_player_name()
|
||||
local pos = beds.spawn[name]
|
||||
if pos then
|
||||
player:setpos(pos)
|
||||
player:set_pos(pos)
|
||||
return true
|
||||
end
|
||||
end)
|
||||
@ -201,20 +256,42 @@ 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
|
||||
end
|
||||
|
||||
-- Because "Force night skip" button is a button_exit, it will set fields.quit
|
||||
-- and lay_down call will change value of player_in_bed, so it must be taken
|
||||
-- earlier.
|
||||
local last_player_in_bed = get_player_in_bed_count()
|
||||
|
||||
if fields.quit or fields.leave then
|
||||
lay_down(player, nil, nil, false)
|
||||
update_formspecs(false)
|
||||
end
|
||||
|
||||
if fields.force then
|
||||
update_formspecs(is_night_skip_enabled())
|
||||
if is_night_skip_enabled() then
|
||||
local is_majority = (#minetest.get_connected_players() / 2) < last_player_in_bed
|
||||
if is_majority and is_night_skip_enabled() then
|
||||
update_formspecs(true)
|
||||
beds.skip_night()
|
||||
beds.kick_players()
|
||||
else
|
||||
update_formspecs(false)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
@ -1,11 +1,20 @@
|
||||
-- beds/init.lua
|
||||
|
||||
-- Load support for MT game translation.
|
||||
local S = minetest.get_translator("beds")
|
||||
local esc = minetest.formspec_escape
|
||||
|
||||
beds = {}
|
||||
beds.player = {}
|
||||
beds.bed_position = {}
|
||||
beds.pos = {}
|
||||
beds.spawn = {}
|
||||
beds.get_translator = S
|
||||
|
||||
beds.formspec = "size[8,15;true]" ..
|
||||
"bgcolor[#080808BB; true]" ..
|
||||
"button_exit[2,12;4,0.75;leave;Leave Bed]"
|
||||
beds.formspec = "size[8,11;true]" ..
|
||||
"no_prepend[]" ..
|
||||
"bgcolor[#080808BB;true]" ..
|
||||
"button_exit[2,10;4,0.75;leave;" .. esc(S("Leave Bed")) .. "]"
|
||||
|
||||
local modpath = minetest.get_modpath("beds")
|
||||
|
||||
|
@ -30,6 +30,7 @@ Licenses of media (textures)
|
||||
|
||||
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||
Copyright (C) 2014-2016 BlockMen
|
||||
Copyright (C) 2018 TumeniNodes
|
||||
|
||||
You are free to:
|
||||
Share — copy and redistribute the material in any medium or format.
|
||||
|
10
mods/beds/locale/beds.de.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# textdomain: beds
|
||||
Fancy Bed=Schickes Bett
|
||||
Simple Bed=Schlichtes Bett
|
||||
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.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!=
|
||||
You have to stop moving before going to bed!=
|
||||
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.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!=
|
||||
You have to stop moving before going to bed!=
|
||||
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.se.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# textdomain: beds
|
||||
Fancy Bed=Fin säng
|
||||
Simple Bed=Enkel Säng
|
||||
This bed is already occupied!=
|
||||
You have to stop moving before going to bed!=
|
||||
Good morning.= God morgon.
|
||||
@1 of @2 players are in bed=@1 av @2 spelar försöker sover.
|
||||
Force night skip=Tvinga över natten
|
||||
You can only sleep at night.=Du kan bara sova på natten.
|
||||
Leave Bed=Lämna Säng
|
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!=
|
||||
You have to stop moving before going to bed!=
|
||||
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.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!=
|
||||
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=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
|
10
mods/beds/locale/template.txt
Normal file
@ -0,0 +1,10 @@
|
||||
# textdomain: beds
|
||||
Fancy Bed=
|
||||
Simple 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=
|
3
mods/beds/mod.conf
Normal file
@ -0,0 +1,3 @@
|
||||
name = beds
|
||||
description = Minetest Game mod: beds
|
||||
depends = default, wool
|
@ -53,7 +53,7 @@ end
|
||||
function beds.set_spawns()
|
||||
for name,_ in pairs(beds.player) do
|
||||
local player = minetest.get_player_by_name(name)
|
||||
local p = player:getpos()
|
||||
local p = player:get_pos()
|
||||
-- but don't change spawn location if borrowing a bed
|
||||
if not minetest.is_protected(p, name) then
|
||||
beds.spawn[name] = p
|
||||
@ -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 |
BIN
mods/beds/textures/beds_bed_under.png
Normal file
After Width: | Height: | Size: 251 B |
Before Width: | Height: | Size: 143 B After Width: | Height: | Size: 83 B |
37
mods/binoculars/README.txt
Normal file
@ -0,0 +1,37 @@
|
||||
Minetest Game mod: binoculars
|
||||
=============================
|
||||
See license.txt for license information.
|
||||
|
||||
Authors of source code
|
||||
----------------------
|
||||
paramat (MIT)
|
||||
|
||||
Authors of media (textures)
|
||||
---------------------------
|
||||
paramat (CC BY-SA 3.0):
|
||||
binoculars_binoculars.png
|
||||
|
||||
Crafting
|
||||
--------
|
||||
binoculars:binoculars
|
||||
|
||||
default:obsidian_glass O
|
||||
default:bronze_ingot B
|
||||
|
||||
O_O
|
||||
BBB
|
||||
O_O
|
||||
|
||||
Usage
|
||||
-----
|
||||
In survival mode, use of zoom requires the binoculars item in your inventory,
|
||||
they will allow a 10 degree field of view.
|
||||
It can take up to 5 seconds for adding to or removal from inventory to have an
|
||||
effect, however to instantly allow the use of this zoom 'use' (leftclick) the
|
||||
item.
|
||||
|
||||
Zoom with a field of view of 15 degrees is automatically allowed in creative
|
||||
mode and for any player with the 'creative' privilege.
|
||||
|
||||
The 'binoculars.update_player_property()' function is global so can be
|
||||
redefined by a mod for alternative behaviour.
|
72
mods/binoculars/init.lua
Normal file
@ -0,0 +1,72 @@
|
||||
-- binoculars/init.lua
|
||||
|
||||
-- Mod global namespace
|
||||
|
||||
binoculars = {}
|
||||
|
||||
-- Load support for MT game translation.
|
||||
local S = minetest.get_translator("binoculars")
|
||||
|
||||
|
||||
-- Update player property
|
||||
-- Global to allow overriding
|
||||
|
||||
function binoculars.update_player_property(player)
|
||||
local new_zoom_fov = 0
|
||||
|
||||
if player:get_inventory():contains_item(
|
||||
"main", "binoculars:binoculars") then
|
||||
new_zoom_fov = 10
|
||||
elseif minetest.is_creative_enabled(player:get_player_name()) then
|
||||
new_zoom_fov = 15
|
||||
end
|
||||
|
||||
-- Only set property if necessary to avoid player mesh reload
|
||||
if player:get_properties().zoom_fov ~= new_zoom_fov then
|
||||
player:set_properties({zoom_fov = new_zoom_fov})
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Set player property 'on joinplayer'
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
binoculars.update_player_property(player)
|
||||
end)
|
||||
|
||||
|
||||
-- Cyclic update of player property
|
||||
|
||||
local function cyclic_update()
|
||||
for _, player in ipairs(minetest.get_connected_players()) do
|
||||
binoculars.update_player_property(player)
|
||||
end
|
||||
minetest.after(4.7, cyclic_update)
|
||||
end
|
||||
|
||||
minetest.after(4.7, cyclic_update)
|
||||
|
||||
|
||||
-- Binoculars item
|
||||
|
||||
minetest.register_craftitem("binoculars:binoculars", {
|
||||
description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"),
|
||||
inventory_image = "binoculars_binoculars.png",
|
||||
stack_max = 1,
|
||||
|
||||
on_use = function(itemstack, user, pointed_thing)
|
||||
binoculars.update_player_property(user)
|
||||
end,
|
||||
})
|
||||
|
||||
|
||||
-- Crafting
|
||||
|
||||
minetest.register_craft({
|
||||
output = "binoculars:binoculars",
|
||||
recipe = {
|
||||
{"default:obsidian_glass", "", "default:obsidian_glass"},
|
||||
{"default:bronze_ingot", "default:bronze_ingot", "default:bronze_ingot"},
|
||||
{"default:obsidian_glass", "", "default:obsidian_glass"},
|
||||
}
|
||||
})
|
59
mods/binoculars/license.txt
Normal file
@ -0,0 +1,59 @@
|
||||
License of source code
|
||||
----------------------
|
||||
|
||||
The MIT License (MIT)
|
||||
Copyright (C) 2017 paramat
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this
|
||||
software and associated documentation files (the "Software"), to deal in the Software
|
||||
without restriction, including without limitation the rights to use, copy, modify, merge,
|
||||
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
|
||||
persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all copies or
|
||||
substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
|
||||
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
|
||||
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
|
||||
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||
DEALINGS IN THE SOFTWARE.
|
||||
|
||||
For more details:
|
||||
https://opensource.org/licenses/MIT
|
||||
|
||||
|
||||
Licenses of media (textures)
|
||||
----------------------------
|
||||
|
||||
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||
Copyright (C) 2017 paramat
|
||||
|
||||
You are free to:
|
||||
Share — copy and redistribute the material in any medium or format.
|
||||
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
|
||||
The licensor cannot revoke these freedoms as long as you follow the license terms.
|
||||
|
||||
Under the following terms:
|
||||
|
||||
Attribution — You must give appropriate credit, provide a link to the license, and
|
||||
indicate if changes were made. You may do so in any reasonable manner, but not in any way
|
||||
that suggests the licensor endorses you or your use.
|
||||
|
||||
ShareAlike — If you remix, transform, or build upon the material, you must distribute
|
||||
your contributions under the same license as the original.
|
||||
|
||||
No additional restrictions — You may not apply legal terms or technological measures that
|
||||
legally restrict others from doing anything the license permits.
|
||||
|
||||
Notices:
|
||||
|
||||
You do not have to comply with the license for elements of the material in the public
|
||||
domain or where your use is permitted by an applicable exception or limitation.
|
||||
No warranties are given. The license may not give you all of the permissions necessary
|
||||
for your intended use. For example, other rights such as publicity, privacy, or moral
|
||||
rights may limit how you use the material.
|
||||
|
||||
For more details:
|
||||
http://creativecommons.org/licenses/by-sa/3.0/
|
3
mods/binoculars/locale/binoculars.de.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Fernglas
|
||||
Use with 'Zoom' key=Mit „Zoom“-Taste benutzen
|
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.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.se.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Kikare
|
||||
Use with 'Zoom' key=Används med 'Zoom' knappen
|
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.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
|
3
mods/binoculars/locale/template.txt
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=
|
||||
Use with 'Zoom' key=
|
3
mods/binoculars/mod.conf
Normal file
@ -0,0 +1,3 @@
|
||||
name = binoculars
|
||||
description = Minetest Game mod: binoculars
|
||||
depends = default
|
BIN
mods/binoculars/textures/binoculars_binoculars.png
Normal file
After Width: | Height: | Size: 219 B |
@ -13,3 +13,19 @@ Textures: Zeg9 (CC BY-SA 3.0)
|
||||
Model: thetoon and Zeg9 (CC BY-SA 3.0),
|
||||
modified by PavelS(SokolovPavel) (CC BY-SA 3.0),
|
||||
modified by sofar (CC BY-SA 3.0)
|
||||
|
||||
Controls
|
||||
--------
|
||||
Right mouse button = Enter or exit boat when pointing at boat.
|
||||
Forward = Speed up.
|
||||
Slow down when moving backwards.
|
||||
Forward + backward = Enable cruise mode: Boat will accelerate to maximum forward
|
||||
speed and remain at that speed without needing to hold the
|
||||
forward key.
|
||||
Backward = Slow down.
|
||||
Speed up when moving backwards.
|
||||
Disable cruise mode.
|
||||
Left = Turn to the left.
|
||||
Turn to the right when moving backwards.
|
||||
Right = Turn to the right.
|
||||
Turn to the left when moving backwards.
|
||||
|
@ -1 +0,0 @@
|
||||
default
|
@ -1,3 +1,8 @@
|
||||
-- boats/init.lua
|
||||
|
||||
-- Load support for MT game translation.
|
||||
local S = minetest.get_translator("boats")
|
||||
|
||||
--
|
||||
-- Helper functions
|
||||
--
|
||||
@ -8,15 +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
|
||||
@ -33,6 +29,7 @@ end
|
||||
--
|
||||
|
||||
local boat = {
|
||||
initial_properties = {
|
||||
physical = true,
|
||||
-- Warning: Do not change the position of the collisionbox top surface,
|
||||
-- lowering it causes the boat to fall through the world if underwater
|
||||
@ -40,11 +37,13 @@ local boat = {
|
||||
visual = "mesh",
|
||||
mesh = "boats_boat.obj",
|
||||
textures = {"default_wood.png"},
|
||||
},
|
||||
|
||||
driver = nil,
|
||||
v = 0,
|
||||
last_v = 0,
|
||||
removed = false
|
||||
removed = false,
|
||||
auto = false
|
||||
}
|
||||
|
||||
|
||||
@ -53,15 +52,16 @@ function boat.on_rightclick(self, clicker)
|
||||
return
|
||||
end
|
||||
local name = clicker:get_player_name()
|
||||
if self.driver and clicker == self.driver then
|
||||
if self.driver and name == self.driver then
|
||||
self.driver = nil
|
||||
self.auto = false
|
||||
clicker:set_detach()
|
||||
default.player_attached[name] = false
|
||||
default.player_set_animation(clicker, "stand" , 30)
|
||||
local pos = clicker:getpos()
|
||||
player_api.player_attached[name] = false
|
||||
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:setpos(pos)
|
||||
clicker:set_pos(pos)
|
||||
end)
|
||||
elseif not self.driver then
|
||||
local attach = clicker:get_attach()
|
||||
@ -72,18 +72,25 @@ function boat.on_rightclick(self, clicker)
|
||||
end
|
||||
clicker:set_detach()
|
||||
end
|
||||
self.driver = clicker
|
||||
self.driver = name
|
||||
clicker:set_attach(self.object, "",
|
||||
{x = 0, y = 11, z = -3}, {x = 0, y = 0, z = 0})
|
||||
default.player_attached[name] = true
|
||||
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
|
||||
player_api.player_attached[name] = true
|
||||
minetest.after(0.2, function()
|
||||
default.player_set_animation(clicker, "sit" , 30)
|
||||
player_api.set_animation(clicker, "sit" , 30)
|
||||
end)
|
||||
clicker:set_look_horizontal(self.object:getyaw())
|
||||
clicker:set_look_horizontal(self.object:get_yaw())
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- If driver leaves server while driving boat
|
||||
function boat.on_detach_child(self, child)
|
||||
self.driver = nil
|
||||
self.auto = false
|
||||
end
|
||||
|
||||
|
||||
function boat.on_activate(self, staticdata, dtime_s)
|
||||
self.object:set_armor_groups({immortal = 1})
|
||||
if staticdata then
|
||||
@ -102,21 +109,22 @@ function boat.on_punch(self, puncher)
|
||||
if not puncher or not puncher:is_player() or self.removed then
|
||||
return
|
||||
end
|
||||
if self.driver and puncher == self.driver then
|
||||
|
||||
local name = puncher:get_player_name()
|
||||
if self.driver and name == self.driver then
|
||||
self.driver = nil
|
||||
puncher:set_detach()
|
||||
default.player_attached[puncher:get_player_name()] = false
|
||||
player_api.player_attached[name] = false
|
||||
end
|
||||
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(puncher:get_player_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
|
||||
if not leftover:is_empty() then
|
||||
minetest.add_item(self.object:getpos(), leftover)
|
||||
minetest.add_item(self.object:get_pos(), leftover)
|
||||
end
|
||||
end
|
||||
-- delay remove to ensure player is detached
|
||||
@ -128,46 +136,57 @@ end
|
||||
|
||||
|
||||
function boat.on_step(self, dtime)
|
||||
self.v = get_v(self.object:getvelocity()) * get_sign(self.v)
|
||||
self.v = get_v(self.object:get_velocity()) * math.sign(self.v)
|
||||
if self.driver then
|
||||
local ctrl = self.driver:get_player_control()
|
||||
local yaw = self.object:getyaw()
|
||||
if ctrl.up then
|
||||
self.v = self.v + 0.1
|
||||
local driver_objref = minetest.get_player_by_name(self.driver)
|
||||
if driver_objref then
|
||||
local ctrl = driver_objref:get_player_control()
|
||||
if ctrl.up and ctrl.down then
|
||||
if not self.auto then
|
||||
self.auto = true
|
||||
minetest.chat_send_player(self.driver, S("Boat cruise mode on"))
|
||||
end
|
||||
elseif ctrl.down then
|
||||
self.v = self.v - 0.1
|
||||
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 * 2.0
|
||||
end
|
||||
if ctrl.left then
|
||||
if self.v < 0 then
|
||||
self.object:setyaw(yaw - (1 + dtime) * 0.03)
|
||||
if self.v < -0.001 then
|
||||
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
|
||||
else
|
||||
self.object:setyaw(yaw + (1 + dtime) * 0.03)
|
||||
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
|
||||
end
|
||||
elseif ctrl.right then
|
||||
if self.v < 0 then
|
||||
self.object:setyaw(yaw + (1 + dtime) * 0.03)
|
||||
if self.v < -0.001 then
|
||||
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
|
||||
else
|
||||
self.object:setyaw(yaw - (1 + dtime) * 0.03)
|
||||
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
|
||||
end
|
||||
end
|
||||
end
|
||||
local velo = self.object:getvelocity()
|
||||
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
|
||||
self.object:setpos(self.object:getpos())
|
||||
end
|
||||
local velo = self.object:get_velocity()
|
||||
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 - 0.02 * s
|
||||
if s ~= get_sign(self.v) then
|
||||
self.object:setvelocity({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:getpos()
|
||||
local p = self.object:get_pos()
|
||||
p.y = p.y - 0.5
|
||||
local new_velo
|
||||
local new_acce = {x = 0, y = 0, z = 0}
|
||||
@ -179,13 +198,13 @@ function boat.on_step(self, dtime)
|
||||
else
|
||||
new_acce = {x = 0, y = -9.8, z = 0}
|
||||
end
|
||||
new_velo = get_velocity(self.v, self.object:getyaw(),
|
||||
self.object:getvelocity().y)
|
||||
self.object:setpos(self.object:getpos())
|
||||
new_velo = get_velocity(self.v, self.object:get_yaw(),
|
||||
self.object:get_velocity().y)
|
||||
self.object:set_pos(self.object:get_pos())
|
||||
else
|
||||
p.y = p.y + 1
|
||||
if is_water(p) then
|
||||
local y = self.object:getvelocity().y
|
||||
local y = self.object:get_velocity().y
|
||||
if y >= 5 then
|
||||
y = 5
|
||||
elseif y < 0 then
|
||||
@ -193,24 +212,24 @@ function boat.on_step(self, dtime)
|
||||
else
|
||||
new_acce = {x = 0, y = 5, z = 0}
|
||||
end
|
||||
new_velo = get_velocity(self.v, self.object:getyaw(), y)
|
||||
self.object:setpos(self.object:getpos())
|
||||
new_velo = get_velocity(self.v, self.object:get_yaw(), y)
|
||||
self.object:set_pos(self.object:get_pos())
|
||||
else
|
||||
new_acce = {x = 0, y = 0, z = 0}
|
||||
if math.abs(self.object:getvelocity().y) < 1 then
|
||||
local pos = self.object:getpos()
|
||||
if math.abs(self.object:get_velocity().y) < 1 then
|
||||
local pos = self.object:get_pos()
|
||||
pos.y = math.floor(pos.y) + 0.5
|
||||
self.object:setpos(pos)
|
||||
new_velo = get_velocity(self.v, self.object:getyaw(), 0)
|
||||
self.object:set_pos(pos)
|
||||
new_velo = get_velocity(self.v, self.object:get_yaw(), 0)
|
||||
else
|
||||
new_velo = get_velocity(self.v, self.object:getyaw(),
|
||||
self.object:getvelocity().y)
|
||||
self.object:setpos(self.object:getpos())
|
||||
new_velo = get_velocity(self.v, self.object:get_yaw(),
|
||||
self.object:get_velocity().y)
|
||||
self.object:set_pos(self.object:get_pos())
|
||||
end
|
||||
end
|
||||
end
|
||||
self.object:setvelocity(new_velo)
|
||||
self.object:setacceleration(new_acce)
|
||||
self.object:set_velocity(new_velo)
|
||||
self.object:set_acceleration(new_acce)
|
||||
end
|
||||
|
||||
|
||||
@ -218,7 +237,7 @@ minetest.register_entity("boats:boat", boat)
|
||||
|
||||
|
||||
minetest.register_craftitem("boats:boat", {
|
||||
description = "Boat",
|
||||
description = S("Boat"),
|
||||
inventory_image = "boats_inventory.png",
|
||||
wield_image = "boats_wield.png",
|
||||
wield_scale = {x = 2, y = 2, z = 1},
|
||||
@ -230,7 +249,8 @@ minetest.register_craftitem("boats:boat", {
|
||||
local node = minetest.get_node(under)
|
||||
local udef = minetest.registered_nodes[node.name]
|
||||
if udef and udef.on_rightclick and
|
||||
not (placer and placer:get_player_control().sneak) then
|
||||
not (placer and placer:is_player() and
|
||||
placer:get_player_control().sneak) then
|
||||
return udef.on_rightclick(under, node, placer, itemstack,
|
||||
pointed_thing) or itemstack
|
||||
end
|
||||
@ -244,9 +264,11 @@ minetest.register_craftitem("boats:boat", {
|
||||
pointed_thing.under.y = pointed_thing.under.y + 0.5
|
||||
boat = minetest.add_entity(pointed_thing.under, "boats:boat")
|
||||
if boat then
|
||||
boat:setyaw(placer:get_look_horizontal())
|
||||
if not (creative and creative.is_enabled_for
|
||||
and creative.is_enabled_for(placer:get_player_name())) then
|
||||
if placer then
|
||||
boat:set_yaw(placer:get_look_horizontal())
|
||||
end
|
||||
local player_name = placer and placer:get_player_name() or ""
|
||||
if not minetest.is_creative_enabled(player_name) then
|
||||
itemstack:take_item()
|
||||
end
|
||||
end
|
||||
|
4
mods/boats/locale/boats.de.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Schneller Bootsmodus an
|
||||
Boat cruise mode off=Schneller Bootsmodus aus
|
||||
Boat=Boot
|
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.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.se.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.sk.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Cestovný režim loďky zapnutý
|
||||
Boat cruise mode off=Cestovný režim loďky vypnutý
|
||||
Boat=Loďka
|
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
|
4
mods/boats/locale/template.txt
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=
|
||||
Boat cruise mode off=
|
||||
Boat=
|
3
mods/boats/mod.conf
Normal file
@ -0,0 +1,3 @@
|
||||
name = boats
|
||||
description = Minetest Game mod: boats
|
||||
depends = default, player_api
|
@ -1 +0,0 @@
|
||||
default
|
@ -1,6 +1,13 @@
|
||||
-- bones/init.lua
|
||||
|
||||
-- Minetest 0.4 mod: bones
|
||||
-- See README.txt for licensing and other information.
|
||||
|
||||
-- Load support for MT game translation.
|
||||
local S = minetest.get_translator("bones")
|
||||
|
||||
bones = {}
|
||||
|
||||
local function is_owner(pos, name)
|
||||
local owner = minetest.get_meta(pos):get_string("owner")
|
||||
if owner == "" or owner == name or minetest.check_player_privs(name, "protection_bypass") then
|
||||
@ -11,9 +18,6 @@ end
|
||||
|
||||
local bones_formspec =
|
||||
"size[8,9]" ..
|
||||
default.gui_bg ..
|
||||
default.gui_bg_img ..
|
||||
default.gui_slots ..
|
||||
"list[current_name;main;0,0.3;8,4;]" ..
|
||||
"list[current_player;main;0,4.85;8,1;]" ..
|
||||
"list[current_player;main;0,6.08;8,3;8]" ..
|
||||
@ -25,7 +29,7 @@ local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or
|
||||
local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4
|
||||
|
||||
minetest.register_node("bones:bones", {
|
||||
description = "Bones",
|
||||
description = S("Bones"),
|
||||
tiles = {
|
||||
"bones_top.png^[transform2",
|
||||
"bones_bottom.png",
|
||||
@ -68,6 +72,12 @@ minetest.register_node("bones:bones", {
|
||||
on_metadata_inventory_take = function(pos, listname, index, stack, player)
|
||||
local meta = minetest.get_meta(pos)
|
||||
if meta:get_inventory():is_empty("main") then
|
||||
local inv = player:get_inventory()
|
||||
if inv:room_for_item("main", {name = "bones:bones"}) then
|
||||
inv:add_item("main", {name = "bones:bones"})
|
||||
else
|
||||
minetest.add_item(pos, "bones:bones")
|
||||
end
|
||||
minetest.remove_node(pos)
|
||||
end
|
||||
end,
|
||||
@ -111,7 +121,7 @@ minetest.register_node("bones:bones", {
|
||||
local meta = minetest.get_meta(pos)
|
||||
local time = meta:get_int("time") + elapsed
|
||||
if time >= share_bones_time then
|
||||
meta:set_string("infotext", meta:get_string("owner") .. "'s old bones")
|
||||
meta:set_string("infotext", S("@1's old bones", meta:get_string("owner")))
|
||||
meta:set_string("owner", "")
|
||||
else
|
||||
meta:set_int("time", time)
|
||||
@ -131,8 +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
|
||||
|
||||
@ -144,14 +164,13 @@ 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)
|
||||
local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
|
||||
if obj then
|
||||
obj:setvelocity({
|
||||
obj:set_velocity({
|
||||
x = math.random(-10, 10) / 9,
|
||||
y = 5,
|
||||
z = math.random(-10, 10) / 9,
|
||||
@ -159,28 +178,49 @@ local drop = function(pos, itemstack)
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_on_dieplayer(function(player)
|
||||
local player_inventory_lists = { "main", "craft" }
|
||||
bones.player_inventory_lists = player_inventory_lists
|
||||
|
||||
local function is_all_empty(player_inv)
|
||||
for _, list_name in ipairs(player_inventory_lists) do
|
||||
if not player_inv:is_empty(list_name) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
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"
|
||||
end
|
||||
|
||||
local bones_position_message = minetest.settings:get_bool("bones_position_message") == true
|
||||
local player_name = player:get_player_name()
|
||||
local pos = vector.round(player:get_pos())
|
||||
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
|
||||
minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
local player_inv = player:get_inventory()
|
||||
if player_inv:is_empty("main") and
|
||||
player_inv:is_empty("craft") then
|
||||
if is_all_empty(player_inv) then
|
||||
minetest.log("action", player_name .. " dies at " .. pos_string ..
|
||||
". No bones placed")
|
||||
if bones_position_message then
|
||||
minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
local pos = vector.round(player:getpos())
|
||||
local player_name = player:get_player_name()
|
||||
|
||||
-- check if it's possible to place bones, if not find space near player
|
||||
if bones_mode == "bones" and not may_replace(pos, player) then
|
||||
local air = minetest.find_node_near(pos, 1, {"air"})
|
||||
@ -192,49 +232,51 @@ minetest.register_on_dieplayer(function(player)
|
||||
end
|
||||
|
||||
if bones_mode == "drop" then
|
||||
|
||||
-- drop inventory items
|
||||
for i = 1, player_inv:get_size("main") do
|
||||
drop(pos, player_inv:get_stack("main", i))
|
||||
for _, list_name in ipairs(player_inventory_lists) do
|
||||
for i = 1, player_inv:get_size(list_name) do
|
||||
drop(pos, player_inv:get_stack(list_name, i))
|
||||
end
|
||||
player_inv:set_list("main", {})
|
||||
|
||||
-- drop crafting grid items
|
||||
for i = 1, player_inv:get_size("craft") do
|
||||
drop(pos, player_inv:get_stack("craft", i))
|
||||
player_inv:set_list(list_name, {})
|
||||
end
|
||||
player_inv:set_list("craft", {})
|
||||
|
||||
drop(pos, ItemStack("bones:bones"))
|
||||
minetest.log("action", player_name .. " dies at " .. pos_string ..
|
||||
". Inventory dropped")
|
||||
if bones_position_message then
|
||||
minetest.chat_send_player(player_name, S("@1 died at @2, and dropped their inventory.", player_name, pos_string))
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
local param2 = minetest.dir_to_facedir(player:get_look_dir())
|
||||
minetest.set_node(pos, {name = "bones:bones", param2 = param2})
|
||||
|
||||
minetest.log("action", player_name .. " dies at " .. pos_string ..
|
||||
". Bones placed")
|
||||
if bones_position_message then
|
||||
minetest.chat_send_player(player_name, S("@1 died at @2, and bones were placed.", player_name, pos_string))
|
||||
end
|
||||
|
||||
local meta = minetest.get_meta(pos)
|
||||
local inv = meta:get_inventory()
|
||||
inv:set_size("main", 8 * 4)
|
||||
inv:set_list("main", player_inv:get_list("main"))
|
||||
|
||||
for i = 1, player_inv:get_size("craft") do
|
||||
local stack = player_inv:get_stack("craft", i)
|
||||
for _, list_name in ipairs(player_inventory_lists) do
|
||||
for i = 1, player_inv:get_size(list_name) do
|
||||
local stack = player_inv:get_stack(list_name, i)
|
||||
if inv:room_for_item("main", stack) then
|
||||
inv:add_item("main", stack)
|
||||
else
|
||||
--drop if no space left
|
||||
else -- no space left
|
||||
drop(pos, stack)
|
||||
end
|
||||
end
|
||||
|
||||
player_inv:set_list("main", {})
|
||||
player_inv:set_list("craft", {})
|
||||
player_inv:set_list(list_name, {})
|
||||
end
|
||||
|
||||
meta:set_string("formspec", bones_formspec)
|
||||
meta:set_string("owner", player_name)
|
||||
|
||||
if share_bones_time ~= 0 then
|
||||
meta:set_string("infotext", player_name .. "'s fresh bones")
|
||||
meta:set_string("infotext", S("@1's fresh bones", player_name))
|
||||
|
||||
if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then
|
||||
meta:set_int("time", 0)
|
||||
@ -244,6 +286,6 @@ minetest.register_on_dieplayer(function(player)
|
||||
|
||||
minetest.get_node_timer(pos):start(10)
|
||||
else
|
||||
meta:set_string("infotext", player_name.."'s bones")
|
||||
meta:set_string("infotext", S("@1's bones", player_name))
|
||||
end
|
||||
end)
|
||||
|
8
mods/bones/locale/bones.de.tr
Normal file
@ -0,0 +1,8 @@
|
||||
# textdomain: bones
|
||||
Bones=Knochen
|
||||
@1's old bones=Alte Knochen von @1
|
||||
@1 died at @2.=@1 starb bei @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 starb bei @2 und ließ das Inventar fallen.
|
||||
@1 died at @2, and bones were placed.=@1 starb bei @2 und Knochen wurden platziert.
|
||||
@1's fresh bones=Frische Knochen von @1
|
||||
@1's bones=Knochen von @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.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.se.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.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.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,丢掉了物品栏。
|
||||
@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
|
8
mods/bones/locale/template.txt
Normal file
@ -0,0 +1,8 @@
|
||||
# textdomain: bones
|
||||
Bones=
|
||||
@1's old bones=
|
||||
@1 died at @2.=
|
||||
@1 died at @2, and dropped their inventory.=
|
||||
@1 died at @2, and bones were placed.=
|
||||
@1's fresh bones=
|
||||
@1's bones=
|