1
0
mirror of https://github.com/minetest/minetest_game.git synced 2025-06-28 20:56:02 +02:00

291 Commits
5.0.1 ... 5.6.1

Author SHA1 Message Date
aff9c28eed Improve stair placement rotation for bridging (#2979)
Co-authored-by: sfan5 <sfan5@live.de>
2022-08-18 11:02:24 +02:00
e903b1f6d0 Make default an optional dependency for the creative mod 2022-08-18 10:16:22 +02:00
2bdc7c8c7d Update Russian translation 2022-07-29 22:03:06 +02:00
c744829ce5 Update Russian translation for mtg_craftguide (#2873) 2022-07-29 15:10:24 +02:00
06daee4c6d Correct some Esperanto translations (#2910) 2022-07-25 13:26:49 +02:00
697b028e43 Update Lojban translation 2022-07-22 21:28:31 +02:00
e229236bc2 Update German translation 2022-07-22 16:19:31 +02:00
350c52319e Update translation templates 2022-07-22 16:19:31 +02:00
b64868ef92 Move Japanese key translations to keys mod 2022-07-22 16:19:31 +02:00
79d38078a5 Remove paramtype2="glasslikeliquidlevel" from glass nodes (#2963) 2022-07-02 11:58:01 +02:00
986b65775f Update engine feature checks 2022-06-13 20:02:08 +02:00
d7dd15782c Use add_wear_by_uses to fix incorrect uses counts (#2959) 2022-06-04 18:43:21 +02:00
b4392aeb1f Fix book duplication: Remember wield index (#2957) 2022-06-01 20:54:16 +02:00
54dc58ef1f Fix furnace fire sound stopping too late (#2955)
Cleans fire sound IDs after a few seconds
2022-05-29 21:16:23 +02:00
b57700a75b Add polish translation (#2926) 2022-05-29 16:20:42 +02:00
b0cf061360 Fix TNT blowing up ignore nodes 2022-05-24 17:57:37 +02:00
33650c8c2e game.conf: Use title instead of deprecated name 2022-05-24 14:55:10 +02:00
38307da22a Carts: Improve movement behaviour (#2951)
Backported various changes from boost_cart
Improved direction handling and code cleanup
Smoothed-out 'end of rail' animation
2022-05-09 20:44:06 +02:00
0c2ee1e41d Deduplicate player action logging, silence fake player actions (#2941) 2022-05-06 20:04:55 +02:00
edd033b708 TNT node drop particles: Only pick string tiles as fallback 2022-04-24 13:29:29 +02:00
9528c0f8b9 Adjust shadow intensity based on cloud density (#2938) 2022-04-02 09:35:36 +02:00
638099c999 Fix incorrectly negated comparisons 2022-03-26 19:58:07 +01:00
659895c3ed Update game_api.txt 2022-03-23 11:36:46 +01:00
ce82241ab2 Undo globalization 2022-03-23 11:36:46 +01:00
0110e01826 Fix bug and globalize players table 2022-03-23 11:36:46 +01:00
268a8844b6 Use a local for the globalstep function 2022-03-23 11:36:46 +01:00
f665382017 Allow mods to override animation globalstep 2022-03-23 11:36:46 +01:00
a6f3b89596 player_api: Fix crash for players without model 2022-03-13 00:02:40 +01:00
240f9a6a85 Fix translation of "cotton" for UK and RU locales 2022-02-15 20:29:34 +01:00
a840ac0a4d player_api - fix compatibility code 2022-02-03 09:15:14 +01:00
584a6a2102 player_api - fix compatibility code
get_animation does not return the data if called from outside without this change
2022-02-03 09:10:53 +01:00
e02e55fafd Minor translation refinement for UK and RU langs (Drinking Glass) (#2925) 2022-02-01 11:09:21 +01:00
cc3e7be429 Update Ukranian (uk) translation 2022-01-30 15:20:14 +01:00
172b62f802 Add trapdoor/door model specification (#2371) 2022-01-30 13:54:37 +01:00
a5547a3a76 Add ukrainian (uk) translation (#2921)
Co-authored-by: sfan5 <sfan5@live.de>
2022-01-30 00:35:28 +01:00
c8a1454e2b Fix and update Swedish translation (#2920) 2022-01-29 18:35:45 +01:00
bcd1ee048e Update french translations (#2922)
* Update french translations for beds, farming and fire

* Update french translations for mtg_craftguide

* Update french translations for default

* Correct typos

* Restore new line at end of file

* Shorten translation for better display

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-01-29 16:27:19 +01:00
fff3b98ab0 Make keys stackable if they contain the same secret (Fix #2714) 2022-01-23 18:12:09 +01:00
40861c9e4f Move keys to a separate mod (Fix #1490) 2022-01-23 18:12:09 +01:00
0c1252bcf5 Balance sounds, remove silent water footstep 2022-01-23 18:07:59 +01:00
Yad
760581b330 Copyedit README.md & game.conf (#2919) 2022-01-23 18:07:10 +01:00
acc918436a Override local_animation settings for certain animations
This makes the lay/sit animation work on the local client (in third-person).
2022-01-20 22:48:59 +01:00
6623dec567 Redo player_api (#2745) 2022-01-17 21:49:28 +01:00
75f9575557 Allow to set use_texture_alpha when registering a door
Co-Authored-By: Gregor Parzefall <gregor.parzefall@posteo.de>
2022-01-14 19:41:26 +01:00
78de12d6b4 Fix torch models so they render correctly in model[]
reported by @OgelGames
2022-01-09 22:57:57 +01:00
d775a9bdae Pull some parent node vars for stairs and slabs (#2911)
Fixes the sunlight propagation of glass stairs and slabs.

Co-authored-by: tenplus1 <tenplus1@users.noreply.github.com>
2021-12-12 16:38:54 +01:00
60389a1539 Slovak translation update (#2905) 2021-12-12 16:38:02 +01:00
3aaabce7a4 Convert door model to B3D (#2906)
Using a B3D model I worked out that it would be possible to have only two models (instead of the current four) for the doors and still keep all the mirroring correct when the door is open/closed.
2021-12-12 16:37:50 +01:00
ad183c48ee Update German translation 2021-12-10 12:24:48 +01:00
2361987421 Update locale files 2021-12-10 12:24:48 +01:00
5875820542 Use itemstack name when placing doors (#2888) 2021-10-31 19:17:31 +01:00
31f7d57889 Add and fix Japanese translation (#2904) 2021-10-31 19:17:21 +01:00
02ec133392 Prevent blocking of fuel inventory by fuel replacement (#2895) 2021-10-23 14:37:51 +02:00
1309953da6 Fix the creative trash slot for player 'trash'
By using the inventory named just 'trash' instead of 'creative_trash'
which overlaps when you name your player 'trash'.
2021-10-23 14:37:30 +02:00
5273fcb3ad Readd character.b3d normals (#2902) 2021-10-16 16:41:10 +02:00
f2bc5e2c67 Improve Russian translation (#2532) 2021-10-16 16:40:56 +02:00
4b8b33587c Fix misuse of nodedef custom fields in fence gates
Custom fields must start with an underscore, this is very relevant for `sound` which is already defined by the engine.
2021-09-24 21:03:49 +02:00
953fcfe09e Improve zh_CN translation (#2885) 2021-09-04 23:37:39 +02:00
21e5f68292 default: Improves reading and writing to books. (#2656)
* Allow anyone to write to a book without any text and title.
* Allows saving books without any text or title.
* Adds a "Read" and "Write" tab to written owned books.

Fixes #1743
2021-09-04 23:37:27 +02:00
92701885d0 Replace Travis CI with GitHub actions (#2661)
Co-authored-by: sfan5 <sfan5@live.de>
2021-07-08 11:47:37 +01:00
c96cc55c40 Fix incorrect documentation of "default_coal_lump.png" 2021-06-06 19:25:30 +02:00
70500943f3 Fix problem with sharing table in door nodes Lua definitions
closes #2882
2021-06-06 19:24:10 +02:00
ddebdeccb1 Add open/close sound gains to the Doors API, balance sound levels (#2768) 2021-05-31 20:43:33 +01:00
71ea0c65ea Attachments: Proper data cleanup in callbacks (#2865) 2021-05-11 21:15:47 +02:00
642fde44f1 Use group for mushroom spread ABM (#2863)
Have mushroom spread abm use group:mushroom to spread not only default red and brown but all defined shrooms.
2021-05-08 14:42:34 +02:00
1c78666c56 Reclassify some items 2021-05-08 14:42:16 +02:00
8158926862 Check for attachments before attaching player to bed (#2862) 2021-05-08 11:30:57 +02:00
4945f4bf9a Carts: Fix 0/0 condition on faulty tool capabilities 2021-05-02 14:59:22 +02:00
79e63a8496 Check for required engine features on startup 2021-04-27 11:50:32 +02:00
c6171a8f29 Add Esperanto translation (#2739)
Co-authored-by: Jason Cartwright <cartwrightjason49@gmail.com>
2021-04-17 15:08:37 +02:00
42baede13f Add specific groups to different types of grass (#2852) 2021-04-02 19:13:44 +02:00
0a90bd8a0e Fix wield image for coral and kelp nodes (#2850) 2021-03-17 12:16:39 +01:00
34bb232052 mtg_craftguide: Fix incorrect item tooltips
This happened when the same item was visible twice and one of them was a
group item. Fix it by ensuring that buttons that should have different
tooltips don't have the same element name.
2021-03-17 12:16:13 +01:00
2c9733ac45 Add Lojban translation (#2835) 2021-02-23 20:00:46 +01:00
b6377a7c0e Added Brazilian Portuguese translation (#2834)
Added the Brazilian Portuguese translation to all mods in the Minetest Game.
2021-02-23 20:00:02 +01:00
73ea8e2e91 Update Spanish translation (#2824) 2021-02-15 21:54:48 +01:00
46136bbf19 Update German translation (#2821) 2021-02-12 20:55:27 +01:00
6bd059915c Safe texture compression (#2808)
Only a single program was used to safely compress all textures in MTG.

 * `optipng -o7 -zm1-9 -nc -strip all -clobber %%f`

The key command used is -nc, which stops color mode changes. I.e. any RGBA textures will remain RGBA textures, with none being changes to 8-bit indexed mode.

utils/optimize_textures.sh performs this compression automatically, assuming optipng is installed.
2021-02-12 20:55:18 +01:00
624dafc12b Fix crash on exit of bed formspec if not sleeping (#2826) 2021-02-11 12:30:37 +01:00
3d95fceee8 Smoothen lava sounds at loop points (#2820)
Closes: #2818
2021-02-09 17:34:40 +01:00
aa9cc39317 Update game APIs for use_texture_alpha deprecation 2021-02-07 11:48:05 +01:00
08b13c9efb Fix deprecated alpha / use_texture_alpha use 2021-02-07 11:48:05 +01:00
c1b236b4e3 weather: Fix error caused by missing biomes 2021-02-07 11:48:05 +01:00
9d419bfac6 Update translation templates 2021-02-06 15:07:07 +01:00
6a9cbcad82 Beds: Preserve player physics (#2789) 2021-02-01 23:00:05 +01:00
ecfebe3c17 Revert "Correct door model dimensions (#2804)"
This introduces z-fighting so we'll just undo it. closes #2812
This reverts commit 3fdd5cdb5f.
2021-02-01 22:38:48 +01:00
3fdd5cdb5f Correct door model dimensions (#2804) 2021-01-30 15:22:22 +01:00
e1e793d4da Correct name of acacia mese postlight (#2800) 2021-01-30 15:20:40 +01:00
b648af479f default: Add missing nodes to list (#2799) 2021-01-30 15:20:11 +01:00
87f6b941c4 Do not crash when a skeleton key is used on an unknown node (#2806) 2021-01-15 17:43:19 +01:00
1ade8941b4 Fix boat floating in the air when water being drained away (#2788) 2020-12-28 15:56:04 +01:00
e6aec880de Use Minetest 5.3 'minetest.is_creative_enabled' API (#2795) 2020-12-13 18:59:19 +01:00
9c29019301 Improve Russian translation (carts) (#2794) 2020-12-13 18:59:07 +01:00
a1a50673c8 Update zh_CN translation for mtg_craftguide and dye (#2796)
Co-authored-by: IFRFSX <1079092922@qq.com>
2020-12-13 18:58:54 +01:00
0232288d5e Fix some mistakes in the Indonesian translations (#2758) 2020-12-13 18:58:37 +01:00
7ae983b669 Don't replace protected liquids with bones (#2790) 2020-12-08 22:20:16 +01:00
29866dbcb3 Fix minor bug in german translation 2020-11-29 17:43:15 +01:00
2e7b509a94 Move player model sitting and laying positions to above the ground (#2746) 2020-11-13 18:14:25 +00:00
DS
226e2d4c12 Add missing not_in_creative_inventory group where appropriate (#2764) 2020-11-11 15:29:43 +00:00
0a950c9932 Improve Russian translation (#2761) 2020-11-05 19:48:15 +01:00
2953bf2bd6 Slovak translations (#2772) 2020-11-05 19:47:48 +01:00
331bbae058 Fix deprecated get_player_velocity and set_physics_override calls (#2770) 2020-11-04 21:42:35 +01:00
720d4c8e3f Do not apply waving shader to bush leaves (#2753) 2020-10-20 22:30:57 +01:00
6605724fe1 Add icons for invisible nodes (#2718) 2020-09-30 16:41:04 +01:00
dd91a1bfe5 Furnace: Start the timer on on_metadata_inventory_take (#2639)
This fixes a cosmetic issue where if a player removes
items from the furnace it will not revert to showing that its
"Empty". The furnace would only show its empty when the the
items were used up by the smelting process.
2020-09-23 21:58:09 +01:00
5348d6e5bc Fix builtin item metatable (#2328)
Co-authored-by: Alexander Weber <web.alexander@web.de>
2020-09-22 18:39:11 +02:00
4c145bf9aa Improve inner/outer stairs translation for external mods (#2584) 2020-09-21 23:38:49 +01:00
63cffc4bd1 Improve player model credits, add contributors to license (#2741) 2020-09-21 23:36:59 +01:00
1d3feba732 Update game description to manage expectations (#2740) 2020-09-20 00:40:49 +01:00
8d0fb34fb0 Player_api: Various maintenance (#2737)
Clear 'player_sneak' and 'player_api.player_attached' table values
when player leaves.
Remove unnecessary commas and whitespace.
Fix table name in 'game_api.txt'.
Clean up documentation in 'game_api.txt'.
2020-09-09 19:11:25 +02:00
268f869e67 beds: Various bug fixes (#2566)
· Fixes players sleeping in an occupied bed (Wuzzys code)
· Fixes 'sleepwalking' by checking players velocity (Wuzzys code)
· Fixes sleeping player flying off the bed when damaged and flying far away from the bed after death
· Fixes sleeping player being immobilized and bed undiggable after death
2020-09-02 18:32:06 +02:00
25bf3fdc9c Update Chinese translation (#2730) 2020-09-02 18:30:38 +02:00
befed5525a Replace some sounds with new sounds (#2605) 2020-08-29 01:16:36 +01:00
1da168b3c3 Craftguide: Fix error caused by removing invalid recipes (#2732) 2020-08-23 14:35:12 +02:00
5d0e4aef45 Add simplified version of 'craftguide' mod, named 'mtg_craftguide' (#2396) 2020-08-22 00:20:58 +01:00
686fdb5c06 Add different woods to mese posts (#2599) 2020-08-16 13:21:22 +02:00
0a96bac46d Add furnace sounds (#2569)
Two sounds are played; one while the furnace is active (sound used is "fire_fire") and one after an item is cooked (sound used is "default_cool_lava").
2020-08-07 19:40:02 +02:00
4858c2b3fb sethome: Replace deprecated function calls (#2724) 2020-07-26 11:07:15 +02:00
12f75ab803 Add correct front texture to cart texture (#2720) 2020-07-24 17:59:42 +02:00
e193f9fda3 Add lava environment sound (#2683) 2020-07-16 23:26:13 +02:00
8c01a5b288 Add Indonesian translations (#2693) 2020-06-29 18:41:50 +02:00
7cac67f097 TNT centre node adheres to protection
Make sure tnt.boom() doesnt replace centre node when explode_centre is true and ignore_protection is false.

Fixes: https://github.com/minetest/minetest_game/issues/2663
2020-06-28 15:50:46 +02:00
0648252056 Update German translation 2020-06-28 15:50:00 +02:00
8855490b7f Update translation templates 2020-06-26 14:41:30 +02:00
3257780b32 farming: Update Spanish translation (#2701) 2020-06-25 12:35:36 +02:00
b2d0f0ac8d Update nodes papyrus can grow on, include default:dry_dirt (#2705)
Fixes papyrus not growing on savanna dirt.
Also updates the nodes papyrus can grow on, which were incorrect for a long time.
2020-06-21 23:24:56 +01:00
e8a7e75319 Make dry grass spread on default:dirt again (#2687) 2020-06-16 20:42:45 +01:00
d03d7e9bdc Change brake rail to red (#2692) 2020-06-12 23:37:23 +02:00
af045dcd8b sethome: Do not write empty homes file 2020-06-10 20:29:50 +02:00
6d2a897e1b creative: Update for compatibility with minetest.creative_is_enabled (#2691) 2020-06-07 00:15:35 +02:00
b1ab8d5123 Implement searching for translated names in creative inventory (#2675) 2020-06-05 14:29:34 +02:00
6e345cf136 Use node particles for TNT explosions (#2695) 2020-06-02 12:48:56 +02:00
e849d54572 carts: Fix item collection (#2689) 2020-05-29 22:54:47 +02:00
0662f96284 Reduce hud icons size to 12x12 pixels (#2669) 2020-05-28 11:12:15 +02:00
84da00acd4 Add node particles when leafdecay removes a node (#2686) 2020-05-25 15:56:23 +02:00
3452938c76 Carts: Re-add erroneously removed driver reset
carts:manage_attachment does not handle the driver value of the cart,
hence carts could not be used by another player until it's replaced.
2020-05-16 19:26:28 +02:00
b787fcf7e4 Carts: Reset player view and attachment table on death
Fixes #2681
2020-05-15 19:04:38 +02:00
e5a7af1c4a Add wild cotton plant in savanna as a source of cotton seeds (#2617)
Junglegrass is unchanged as a source of cotton seeds for now, but
probably should be removed as a source in future, as players get
used to the new source.
2020-05-14 23:49:17 +01:00
b3d91a487d Add new dry shrub texture by Extex101 (#2680) 2020-05-14 22:33:53 +01:00
16c950f688 doors: Update Italian translation (#2670) 2020-05-11 23:13:00 +02:00
e5b54c6ead Switch TNT explosions to use add_player_velocity (#2674) 2020-05-10 14:10:29 +02:00
3f42c6c243 Add oddly_breakable_by_hand to glass stairs and slabs 2020-05-10 13:37:37 +02:00
ef45a8e148 doors: Remove unnecessary nodebox and empty texture (#2662) 2020-05-04 19:20:01 +02:00
d88e551071 Fix cart inventory image rendering (#2666)
Before it was rendering the side on both the side and the front of the minetest.inventorycube
2020-04-30 19:51:39 +02:00
190f7fdac9 Add a missing article to the sign action message (#2651) 2020-04-29 21:11:21 +02:00
33eb7cee2a Fix flammable item entities crashing (#2659) 2020-04-24 21:12:40 +02:00
189d2d9fb1 Fix door model UV for open and close (#2372)
Introduce _c and _d door types to correctly render the texture faces for the open and closed state.
2020-04-24 21:04:00 +02:00
81c5b6b399 beds: Use player_api functions instead of default (#2654) 2020-04-23 22:19:58 +02:00
52c6921cb2 Make default:snow collisionbox half of nodebox height (#2647) 2020-04-14 19:09:24 +02:00
bd64188ee5 Override builtin item entity the portable way 2020-04-14 13:31:25 +02:00
fb18a5b20d Make default.chest.register_chest() usable for other mods (#2127) 2020-04-13 20:26:44 +02:00
ea4ce80f7c Make straw stairs usable as fuel (#2627) 2020-04-13 11:34:10 +02:00
36b2bcb5f3 Add Basic Fire Description (#2568) 2020-04-11 20:50:49 +02:00
695f98f213 player_api: Remove local variable (#2640) 2020-04-08 20:40:19 +02:00
545ec0741c Fix creative category sorting in certain cases 2020-04-08 17:25:09 +02:00
c1f41720fc Fix crash on TNT explosions if tnt is disabled 2020-04-08 17:24:10 +02:00
14a385d68c trees: Reduce local variables (#2637) 2020-04-07 19:36:03 +02:00
03c9aed221 Fire mod: Code cleanup, compress textures 2020-04-06 21:09:39 +01:00
720b24ed2d Weather mod: Tune cloud density variation
Previously, cloud density was too low at medium humidity.
Tune cloud density variation to match the default/classic value at
humidity midvalue 50.
Tune the lower limit of cloud density that occurs at extreme low
humidity.
Increase minimum cloud thickness to 2 nodes.
Add comments.
2020-04-06 21:05:07 +01:00
4243d28846 Clarify descriptions of dry grass, dry dirt 2020-04-06 21:03:57 +01:00
7d230fdbf8 Enable player animation when Right Click (#2622) 2020-04-06 15:22:08 +02:00
7fc7fa4843 Transform brick top texture to align bricks correctly (#2607) 2020-04-06 15:19:52 +02:00
05fad37b3c Sort items into correct categories (#2612) 2020-04-06 15:15:50 +02:00
8863527bb6 Fix respawn not working at all when suitable position was not found
The player should always be teleported away when they die and
we can still fall back to the engine spawning code.
2020-04-04 13:06:40 +02:00
fbbc7fc996 player_api: Prevent knockback when player is set as attached
This is not directly related to player models but fits well
as a convenience feature in player_api.
2020-03-17 22:08:36 +01:00
b9dc758fef xpanes: fix code style (#2618) 2020-03-15 15:12:21 +01:00
8b3b92dfdf xpanes: remove unused textures (#2614) 2020-03-07 20:25:43 +01:00
07a8067348 Fix TNT mod crash when entities disappear during explosion (#2616) 2020-03-06 21:51:19 +01:00
3a863053c0 Dungeon loot: Warn on unknown registered loot items (#2613) 2020-03-06 21:51:07 +01:00
91ac075cff Update Chinese Translation, Add Traditional Chinese Translation (#2596) 2020-03-02 21:53:12 +01:00
fe9cdba0ec Creative: Skip redundant refreshes, fix reset button (#2611)
Skips redundant calls to creative.update_creative_inventory and fixes the 'Reset' button which double-refreshed the filter cache.
2020-03-02 21:41:42 +01:00
8d9aa07752 Sort loot registration into respective mods (#2602) 2020-02-23 14:41:13 +01:00
34b410319e Increase speed of flowing water/river water animations
To visually match the 1 node per second spread of flowing water.
2020-02-14 00:01:15 +00:00
3ea648f5bf Disallow screwdriver rotating torches, to avoid bad torch rotations 2020-02-11 03:58:41 +00:00
232cc2bd1c Add log for seeds on place 2020-02-10 22:00:40 +01:00
db632b67bf Fix missing papyrus in savanna, add a dry dirt version
Papyrus was missing from the dry dirt 'savanna_shore' biome due to
only being placed on dirt. A mistake made when changing savanna
dirt to dry dirt.

Rename existing papyrus schematic to 'papyrus_on_dirt' and only
place in the 'rainforest_swamp' biome.
Add a new papyrus schematic 'papyrus_on_dry_dirt', placed in the
'savanna' biome.
2020-02-09 01:34:17 +00:00
1420376e32 Fix french translation of snow block slab 2020-02-08 21:06:17 +00:00
9bf64b61c2 Fix simple bed height, make player lay down just above it, not inside it 2020-02-08 03:11:44 +00:00
f255e36d78 Add traditional Chinese translation (#2579) 2020-02-06 20:15:13 +01:00
d3e26dba18 Convert minetest.sound_play uses to ephemeral 2020-02-05 22:24:23 +01:00
DS
176ddba176 Reset spawn position on bed destruction 2020-01-26 18:59:44 +01:00
eac4795326 Update Chinese translation (#2563)
rail = 轨道 / 栏杆
grass = 草

and, mese color is yellow, so i translate it to "黄石"。(Chinese words without MESE)
2020-01-25 16:55:14 +01:00
da39bae50e Add zh_CN translation 2020-01-22 19:09:38 +01:00
7e9a54abaf Replace Russian translation of Pickaxe (#2556) 2020-01-09 19:09:06 +01:00
beb0aefa2d Make can_interact_with_node() check for key group instead of default:key 2020-01-06 21:16:33 +00:00
1940961d63 Move duplicate recipe from books to default.register_craft_metadata_copy()
This allows mods to easily implement the same behaviour, e.g. for letters.
2020-01-04 00:09:58 +00:00
6e32287a42 Move crafting, cooking and fuel recipes into corresponding files 2020-01-01 01:38:06 +00:00
1082466796 Rename core to minetest (#2552) 2019-12-29 12:28:30 +01:00
258332578a Player model: Add bobbing to walk animation, more subtle standing animation 2019-12-23 02:14:25 +00:00
150122bfe7 Remove Mapgen V7 floatland biome code
In preparation for a new Mapgen V7 floatland implementation.
2019-12-18 23:59:45 +00:00
d04b709181 Add missing 'weather' mod documentation to minetest.conf.example 2019-12-18 22:32:09 +00:00
c0335e24c9 Convert grass footstep sounds from stereo to mono 2019-12-18 22:31:29 +00:00
f176ba4873 Make tool crafting recipes more compact, move to tools.lua 2019-12-16 00:29:33 +00:00
5b21d1de34 README: Use correct link, make link clickable 2019-12-04 20:38:01 +00:00
710605687b Add Malay translation 2019-11-30 17:31:40 +01:00
10dce79451 Add Swedish translation 2019-11-30 17:31:29 +01:00
0f764bf447 Coral 'on place': Pass node to 'on rightclick', not node name 2019-11-28 02:01:19 +00:00
00a8bd521a Fix popping sound in default_grass_footstep (#2538) 2019-11-25 10:50:20 +01:00
2f6d0bf267 Add 4th item row to creative inventory. Align search, trash, page navigation 2019-11-23 21:35:02 +00:00
d9f8c6cc43 Escape translated text in 'beds' mod formspec 2019-11-22 21:47:47 +00:00
5b1875ef41 Papyrus: Add to the rainforest swamp biome
Previously, papyrus was limited to the savanna biome.
Rainforest is a suitable habitat for papyrus.
Makes papyrus a little less difficult to find.
Move swamp jungletrees into a separate registration, to allow
applying distribution by perlin noise to keep these away from
papyrus areas.

Fix error: Remove non-functional 'rainforest swamp' from the
biome list for the jungle log decoration. It is not placed in
swamps due to the 'y max/min' and 'place on' parameters.
2019-11-15 19:47:14 +00:00
5017f3b614 Weather: Replace deprecated get2d with get_2d 2019-11-13 19:59:58 +01:00
6fea665fcc Add Russian translation (#2525) 2019-10-24 21:54:20 +02:00
dd71dcbcf6 boats: Improve physics by implementing drag and friction forces
Implement drag force according to the equation:
drag_force = drag_coefficient * speed ^2
Also add a small constant force to implement friction force.
2019-10-24 03:47:28 +01:00
f9a9e87af6 Improve creative inventory search (#2523) 2019-10-22 22:46:19 +02:00
7caa5d36f2 Move hotbar code/textures, and damage sound, from player_api to default
These are unrelated to the Player API and player object.
All other GUI/HUD code and textures are in default.
All other engine hardcoded sounds are in default.
The player_api mod is highly likely to be used unchanged in new games,
so logical grouping of content will help the creation of new games.
2019-10-18 02:43:06 +01:00
7c1fd9c24e Add initial 'weather' mod to vary cloud density, thickness, velocity 2019-10-15 00:38:41 +01:00
ef7df329d2 Fix duplicate background in formspec prepend (#2524) 2019-10-14 22:53:57 +02:00
6042e963f7 Increase (ocean) water opacity to 191 2019-10-12 18:35:56 +02:00
93a49f082c Italian translation (#2491) 2019-10-12 14:30:37 +02:00
a00ff24df9 Spanish Translation (#2505) 2019-10-10 21:19:20 +02:00
0f369b43fe French translation (#2514) 2019-10-10 21:18:25 +02:00
f87c3d05ae player_api: Set correct visual size for legacy player model 2019-10-06 14:06:02 +02:00
1c413ede9a Use background9 for backwards compatibility 2019-10-05 17:55:42 +02:00
8c9821b227 Update translation templates and German (#2512) 2019-10-03 18:44:34 +02:00
ce1eaeebbe Grammar updates README.txt 2019-10-01 21:47:58 +02:00
f2a07b0a51 Xpanes: Add new steel bar door/trapdoor sounds
No longer use the unsuitable steel door/trapdoor sound.
2019-09-28 21:53:50 +01:00
c800398593 Always disable leafdecay for player-placed leaves, even when 'sneaking'
Avoids player-placed leaves decaying when building while sneaking, which is common.
2019-09-28 21:10:26 +01:00
05375c0fd4 Fix glass panes sides (#2500) 2019-09-27 00:35:06 +02:00
23ceb30e88 Xpanes: Register steel bar door and steel bar trapdoor
Register using the 'doors' mod API.
2019-09-22 23:05:38 +01:00
106c36da33 Add translation templates and German translation 2019-09-22 13:42:40 +02:00
86a55d3584 Marram grass: Fix noise flags to make 2D noise 'eased' (#2493)
Increase noise resolution from 4 to 2 nodes for a higher quality
distribution.
Retune noise parameters to compensate for using eased noise.
2019-09-21 21:28:09 +01:00
b31795dd04 Vessels: Fix vessels shelf infotext 2019-09-21 11:45:03 +02:00
3f7cd062c3 Fix trapdoor infotext to correctly describe the type of trapdoor 2019-09-20 20:56:20 +02:00
09bed49b5a Fix door infotext to correctly describe the type of door 2019-09-20 20:10:58 +02:00
00f9287075 Leafdecay: Use param2 ~= 1 instead of param2 == 0 2019-09-19 02:13:18 +01:00
cbb0529ace Set fuel percentage to decrease (#2481) 2019-09-19 00:36:50 +02:00
b4c7522248 Fix more translation strings (#2487) 2019-09-18 20:38:27 +02:00
c42a525ce8 Add option for non-jumpable fences and walls
Add an option, default disabled, to extend the collision boxes upwards.
2019-09-16 21:38:02 +01:00
1f7ea89cb6 Add missing infotext to nodes (#2477) 2019-09-14 20:30:26 +02:00
888383a812 Fix water no longer waving
broken by bb9279ccb8
2019-09-14 14:30:44 +02:00
88114a74e9 Add vessels group to firefly vessel 2019-09-13 20:47:09 +02:00
e4adb01fbf Fix and improve translation strings (#2471) 2019-09-12 19:03:10 +02:00
ea992bdace Add initial environmental sounds mod with flowing water sounds
default:river_water_source can also create sound if desired as
rivers are considered to be flowing water.
A simple mod for now, with the intention to later use new engine
environmental sound features if/when they appear.
2019-09-12 00:46:40 +01:00
bb9279ccb8 Add support for MT 5 game translation (rebasing ) (#2466)
rebased #2368
2019-09-10 19:09:51 +02:00
d99a176b69 Xpanes: Use 'swap node' instead of 'set node' 2019-09-06 21:39:23 +01:00
7e16ec7a2f Convert README.txt to Markdown format 2019-09-05 22:39:24 +01:00
e8097c9e87 Creative: Override the hand instead of re-registering
Allows the initial hand registration to alter the 'wield_scale' without
needing to also alter it in creative mod.
Also make default mod a dependency again, as the initial hand
registration is required.
2019-08-31 19:44:17 +01:00
5c3e4b1d20 Spawn: Avoid spawning outside small worlds
Previously, the value of 'mapgen_limit' was not used to limit the
spawn position.
If a friendly-biome spawn point is not found within a small world,
spawn point falls back to the engine spawn point, which has a larger
chance of success.
2019-08-28 03:19:34 +01:00
553b0f9d72 Add new TNT sounds 2019-08-28 03:06:23 +01:00
7269711911 Furnace: Improve fuel item replacement support
The output returned by `get_craft_result` has a replacements table that
contains any replacement items that could not be placed in the input
(due to the input stack having a count > 1). Put these replacements in
the dst list or drop them on the furnace.
2019-08-20 21:15:28 +02:00
3a3f71aa50 Verify object is player before checking privs (#2448)
This prevents a crash when a 'nil' digger is passed by the engine to
minetest.node_dig.
2019-08-19 19:24:19 +02:00
fac8f390b1 TNT: Remove unusable sounds, use temporary placeholders 2019-08-18 19:47:06 +01:00
4eadf80634 Sfinv: Add and use a crafting arrow texture instead of using furnace arrow 2019-08-13 21:57:32 +01:00
e5ebb36cd5 Furnace: Fix "output full" infotext 2019-08-11 16:28:02 +02:00
2063fcd075 Make the creative mod hand dig 'dig_immediate' nodes fast
Engine change now makes this possible.
2019-08-03 20:51:58 +01:00
a2254bd0af Warn when a mod registers a stairs node with an existing name 2019-08-01 21:55:26 +02:00
7f830124f7 Various mods: Use " " instead of ' ' for item names 2019-08-01 02:40:39 +01:00
a5bde8e9ba Default: Use " " instead of ' ' for item names 2019-07-31 00:16:44 +01:00
6716fc74ec Add patches of bare 'dry dirt' to savanna
Tune noise to appear roughly where long dry grass is least dense and shortest.
2019-07-30 03:55:17 +01:00
c32b8adaa3 Add 'dry dirt' and 'dry dirt with dry grass' nodes for savanna biome 2019-07-26 17:50:44 +01:00
4282a93a02 Creative: Add 'default' as optional dependency
Fixes bugs caused by removing 'default' as a hard dependency.
2019-07-22 02:26:52 +01:00
d16612c1cb Add new, longer 'default_grass_side' texture
Update side texture to match the new top texture.
3/4 side coverage instead of 1/2,
2019-07-22 02:18:20 +01:00
9fe877ef99 Creative: Remove unnecessary dependency on 'default' 2019-07-21 03:24:47 +01:00
a81a7e0c78 Merge pull request #2322 from Calinou/travis-luacheck-color
Enable colored Luacheck output on Travis CI
2019-07-17 00:38:30 +02:00
9b226c7045 Switch to mod.conf, delete deprecated depends.txt 2019-07-17 00:38:23 +02:00
773011fd85 Fix potential crash when few loot items are registered 2019-07-16 23:29:29 +02:00
c3403936d3 Fix luacheck warning 2019-07-16 23:17:14 +02:00
b701e500aa Support for icesheet dungeons in dungeon_loot 2019-07-16 22:26:35 +02:00
37710866f0 Switch dungeon type detection to biome name
see #2400, also removed a now unused alias
2019-07-16 22:26:35 +02:00
bfb84da39c Add new 'default_grass' texture 2019-07-15 17:43:05 +01:00
3bca295da8 New lighter, greyer permafrost texture 2019-07-13 23:35:25 +01:00
83fb6fe872 Remove stack_max from bucket:bucket_empty 2019-07-13 17:47:45 +01:00
95aaec6670 Allow opening chests when wielding corals
Code simplification by combining the on_place functions.
2019-07-12 20:01:27 +01:00
5b1d5819e5 Unify hotbar formspec for sfinv and creative
sfinv: Add lists above the content to support listrings in content.
Reuse sfinv inventory lists for creative.
2019-07-10 21:55:35 +01:00
3d530e0c25 intersects_protection(): Fix compatibility code 2019-07-03 19:10:39 +02:00
e7be81242b Define dungeon nodes in biome definitions (#2400)
Icesheet ice dungeons now have ice stairs.
Remove some now-unnecessary sandstone mapgen aliases, one
remains as it is required by the dungeon loot mod.
Re-arrange mapgen aliases to separate those needed for mgv6.
2019-07-01 21:58:47 +01:00
a6a719967a Use 9-slice background in formspec theme 2019-06-24 00:10:13 +01:00
54bb0afe7f Make waterlily wave when placed on waving water 2019-06-16 22:09:36 +01:00
0f771a27c3 Allow overriding default.after_place_leaves and default.grow_sapling 2019-06-07 20:35:24 +01:00
ca7c131133 Large cactus schematic: Don't force-place root node
This schematic is used for sapling-grown large cacti, so should not
destroy the sand node below, as sand nodes are in short supply in
some situations.
Like trees, only force-place the node that replaces the sapling.
2019-06-07 20:34:13 +01:00
61bfac0fa2 Prevent potential crash caused by moss growth ABM 2019-06-02 18:50:20 +01:00
e19f42d648 Add groups for tools and mushrooms (#2378) 2019-06-01 21:10:30 +02:00
76a08a7058 wool: use global 'dye.dyes' table 2019-05-26 20:21:31 +01:00
80c10cee15 Capitalize author in game.conf to match ContentDB
The author is used to track packages for updating, so it should match.
2019-05-26 20:16:52 +01:00
aee5ba64f9 Make cave liquids biome-determined
No longer use the hardcoded engine cave liquids.
Water only in '_ocean' biomes, water and lava in '_under' biomes.
2019-05-18 21:22:19 +01:00
5c48c76aa2 Fix trapdoor side textures and orientations
Previously, opening a trapdoor caused the side textures to flip.

Fix the incorrect textures.
Also add a texture transform to a tile of the open trapdoor, such
that the closed trapdoor sides use the lower part of the texture
and the open trapdoor sides use the higher part.

Clean up some codestyle issues.
2019-05-03 23:49:07 +01:00
f21bab2ff9 Split underground biome to correspond to surface biomes
In preparation for biome-defined: dungeon materials, cave liquids,
stone type, ores, decorations.
'_ocean' biomes now extend to y = -255 to be deeper than default
mgv5 oceans, and to create 'shallow underground biomes'.
Remove unnecessary biome lists for gravel and silver sand blob ores,
as those are already defined to only appear in default:stone.
2019-04-19 21:23:26 +01:00
0291c6b210 Moss growth ABM: Add inner and outer cobble stairs, simplify code 2019-04-06 21:35:48 +01:00
b20725026e flowers: Light check optimisation in mushroom spread 2019-03-31 22:20:28 +01:00
88d79881b8 Add food groups to blueberries (#2335) 2019-03-31 22:20:47 +02:00
efd090228d fire: Document flammable group, a little code cleanup 2019-03-30 20:33:08 +00:00
dfe6fd6560 Restrict waving liquid shader to normal water 2019-03-27 02:17:32 +00:00
dd3f3b2032 Use group:stick in recipes (fixes #2306) 2019-03-24 10:59:34 +01:00
8b5e0a914b Dungeon loot: Avoid empty 'if' branch to satisfy lua check 2019-03-23 23:16:41 +00:00
e3cd961a15 Fix beds being undiggable after laying down 2019-03-23 23:12:44 +00:00
eaf6eac723 Mapping kit recipe: Use "group:stick" instead of "default:stick" 2019-03-18 22:20:24 +00:00
02e2cab375 Dungeon loot: Don't crash on unknown items
fixes #2228
2019-03-17 13:59:10 +01:00
b853c8a509 Beds: Properly count players in beds
This is a rebased and slightly rewritten version of #2125.
2019-03-10 01:43:49 +00:00
891f00e9db Flowers: Remove stack max definition (#2324) 2019-03-05 11:59:23 +01:00
b38b5b2357 Enable colored Luacheck output on Travis CI
This also removes the deprecated `sudo: false` option, as Travis CI
is phasing out the container-based infrastructure.
2019-02-24 19:46:48 +01:00
979 changed files with 16223 additions and 2740 deletions

16
.github/workflows/build.yml vendored Normal file
View File

@ -0,0 +1,16 @@
name: build
on: [push, pull_request]
jobs:
luacheck:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Install Luarocks
run: |
sudo apt-get update -qyy
sudo apt-get install luarocks -qyy
- name: Install Luacheck
run: luarocks install --local luacheck
- name: Run Luacheck
run: $HOME/.luarocks/bin/luacheck mods

View File

@ -3,7 +3,7 @@ allow_defined_top = true
read_globals = { read_globals = {
"DIR_DELIM", "DIR_DELIM",
"minetest", "core", "minetest",
"dump", "dump",
"vector", "vector",
"VoxelManip", "VoxelArea", "VoxelManip", "VoxelArea",
@ -12,11 +12,16 @@ read_globals = {
"Settings", "Settings",
"unpack", "unpack",
-- Silence errors about custom table methods. -- Silence errors about custom table methods.
table = { fields = { "copy", "indexof" } } table = { fields = { "copy", "indexof" } },
-- Silence warnings about accessing undefined fields of global 'math'
math = { fields = { "sign" } }
} }
-- Overwrites minetest.handle_node_drops -- Overwrites minetest.handle_node_drops
files["mods/creative/init.lua"].globals = { "minetest" } 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. -- Don't report on legacy definitions of globals.
files["mods/default/legacy.lua"].global = false files["mods/default/legacy.lua"].global = false

View File

@ -1,12 +0,0 @@
language: generic
sudo: false
addons:
apt:
packages:
- luarocks
before_install:
- luarocks install --local luacheck
script:
- $HOME/.luarocks/bin/luacheck --no-color ./mods
notifications:
email: false

33
README.md Normal file
View File

@ -0,0 +1,33 @@
# 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: [Installing Mods](https://wiki.minetest.net/Installing_Mods).
## Compatibility
The Minetest Game GitHub `master` `HEAD` is generally compatible with the GitHub
`master` `HEAD` of the Minetest engine.
Additionally, when the Minetest engine is tagged to be a certain version (e.g.
`0.4.10`), Minetest Game is tagged with the version, too.
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`

View File

@ -1,28 +0,0 @@
Minetest Game [minetest_game]
=============================
The main game for the Minetest engine
=====================================
To use this game 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/downloads/
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

View File

@ -1,3 +1,3 @@
name = Minetest Game title = Minetest Game
author = minetest author = Minetest
description = Bundled by default with Minetest, and aims to be lightweight, moddable, and fairly playable without mods. 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.

View File

@ -93,16 +93,21 @@ For example,
is used to show all tools. Name is used in the sfinv page name, title is the is used to show all tools. Name is used in the sfinv page name, title is the
human readable title. human readable title.
`is_enabled_for` is used to check whether a player is in creative mode: Creative provides `creative.is_enabled_for(name)`, which is identical in
functionality to the engine's `minetest.creative_is_enabled(name)`.
creative.is_enabled_for(name) Its use is deprecated and it should also not be overriden.
Override this to allow per-player game modes.
The contents of `creative.formspec_add` is appended to every creative inventory 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 page. Mods can use it to add additional formspec elements onto the default
creative inventory formspec to be drawn after each update. 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 Chests API
---------- ----------
@ -129,12 +134,12 @@ The chests API allows the creation of chests, which have their own inventories f
* A table indexed by player name to keep track of who opened what chest. * A table indexed by player name to keep track of who opened what chest.
* Key: The name of the player. * Key: The name of the player.
* Value: A table containing information about the chest the player is looking at. * Value: A table containing information about the chest the player is looking at.
e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }` e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }`
`default.chest.register_chest(name, def)` `default.chest.register_chest(name, def)`
* Registers new chest * Registers new chest
* `name` Name for chest * `name` Name for chest e.g. "default:chest"
* `def` See [#Chest Definition] * `def` See [#Chest Definition]
### Chest Definition ### Chest Definition
@ -213,30 +218,46 @@ The doors mod allows modders to register custom doors and trapdoors.
description = "Door description", description = "Door description",
inventory_image = "mod_door_inv.png", inventory_image = "mod_door_inv.png",
groups = {choppy = 2}, groups = {choppy = 2},
model = "mod_door", -- (optional)
-- Model name without a suffix ("big_door" not "big_door_a.obj", "big_door_b.obj")
tiles = {"mod_door.png"}, -- UV map. 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, recipe = craftrecipe,
sounds = default.node_sound_wood_defaults(), -- optional sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional sound_close = sound play for close door, -- optional
gain_open = 0.3, -- optional, defaults to 0.3
gain_close = 0.3, -- optional, defaults to 0.3
protected = false, -- If true, only placer can open the door (locked for others) protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper -- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
use_texture_alpha = "clip",
### Trapdoor definition ### Trapdoor definition
description = "Trapdoor description", description = "Trapdoor description",
inventory_image = "mod_trapdoor_inv.png", inventory_image = "mod_trapdoor_inv.png",
nodebox_closed = {} -- Nodebox for closed model
nodebox_opened = {} -- Nodebox for opened model
-- (optional) both nodeboxes must be used, not one only
groups = {choppy = 2}, groups = {choppy = 2},
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor 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 sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional sound_close = sound play for close door, -- optional
gain_open = 0.3, -- optional, defaults to 0.3
gain_close = 0.3, -- optional, defaults to 0.3
protected = false, -- If true, only placer can open the door (locked for others) protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) ,
-- function containing the on_rightclick callback
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback -- function containing the on_rightclick callback
use_texture_alpha = "clip",
### Fence gate definition ### Fence gate definition
@ -246,7 +267,7 @@ The doors mod allows modders to register custom doors and trapdoors.
material = "default:wood", material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), -- optional sounds = default.node_sound_wood_defaults(), -- optional
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback -- function containing the on_rightclick callback
@ -269,7 +290,7 @@ The mod that places chests with loot in dungeons provides an API to register add
name = "item:name", name = "item:name",
chance = 0.5, chance = 0.5,
-- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen -- ^ 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 -- Due to an extra step in the selection process, 0.5 does not(!) mean that
-- on average every second chest will have this item -- on average every second chest will have this item
count = {1, 4}, count = {1, 4},
-- ^ table with minimum and maximum amounts of this item -- ^ table with minimum and maximum amounts of this item
@ -279,7 +300,8 @@ The mod that places chests with loot in dungeons provides an API to register add
-- optional, defaults to no height restrictions -- optional, defaults to no height restrictions
types = {"desert"}, types = {"desert"},
-- ^ table with types of dungeons this item can be found in -- ^ table with types of dungeons this item can be found in
-- supported types: "normal" (the cobble/mossycobble one), "sandstone", "desert" -- supported types: "normal" (the cobble/mossycobble one), "sandstone"
-- "desert" and "ice"
-- optional, defaults to no type restrictions -- optional, defaults to no type restrictions
@ -351,6 +373,8 @@ The farming API allows you to easily register plants and hoes.
{ {
description = "", -- Description of seed item 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 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 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) -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
@ -362,6 +386,8 @@ The farming API allows you to easily register plants and hoes.
Fire API 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: New node def property:
`on_burn(pos)` `on_burn(pos)`
@ -409,57 +435,83 @@ Give Initial Stuff API
^ Adds items to the list of items to be given ^ Adds items to the list of items to be given
Players API Player API
----------- ----------
The player API can register player models and update the player's appearence The player API can register player models and update the player's appearance.
* `player_api.globalstep(dtime, ...)`
* The function called by the globalstep that controls player animations.
You can override this to replace the globalstep with your own implementation.
* Receives all args that minetest.register_globalstep() passes
* `player_api.register_model(name, def)` * `player_api.register_model(name, def)`
* Register a new model to be used by players * Register a new model to be used by players
* name: model filename such as "character.x", "foo.b3d", etc. * `name`: model filename such as "character.x", "foo.b3d", etc.
* def: See [#Model definition] * `def`: see [#Model definition]
* saved to player_api.registered_models * Saved to player_api.registered_models
* `player_api.registered_player_models[name]` * `player_api.registered_models[name]`
* Get a model's definition * Get a model's definition
* see [#Model definition] * `name`: model filename
* See [#Model definition]
* `player_api.set_model(player, model_name)` * `player_api.set_model(player, model_name)`
* Change a player's model * Change a player's model
* `player`: PlayerRef * `player`: PlayerRef
* `model_name`: model registered with player_api.register_model() * `model_name`: model registered with `player_api.register_model`
* `player_api.set_animation(player, anim_name [, speed])` * `player_api.set_animation(player, anim_name, speed)`
* Applies an animation to a player * Applies an animation to a player if speed or anim_name differ from the currently playing animation
* anim_name: name of the animation. * `player`: PlayerRef
* speed: frames per second. If nil, default from the model is used * `anim_name`: name of the animation
* `speed`: keyframes per second. If nil, the default from the model def is used
* `player_api.set_textures(player, textures)` * `player_api.set_textures(player, textures)`
* Sets player textures * Sets player textures
* `player`: PlayerRef * `player`: PlayerRef
* `textures`: array of textures, If `textures` is nil the default * `textures`: array of textures. If nil, the default from the model def is used
textures from the model def are used
* `player_api.set_textures(player, index, texture)`
* Sets one of the player textures
* `player`: PlayerRef
* `index`: Index into array of all textures
* `texture`: the texture string
* `player_api.get_animation(player)` * `player_api.get_animation(player)`
* Returns a table containing fields `model`, `textures` and `animation`. * Returns a table containing fields `model`, `textures` and `animation`
* Any of the fields of the returned table may be nil. * Any of the fields of the returned table may be nil
* player: PlayerRef * `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 ### Model Definition
{ {
animation_speed = 30, -- Default animation speed, in FPS. animation_speed = 30, -- Default animation speed, in keyframes per second
textures = {"character.png", }, -- Default array of textures. textures = {"character.png"}, -- Default array of textures
visual_size = {x = 1, y = 1}, -- Used to scale the model.
animations = { animations = {
-- <anim_name> = {x = <start_frame>, y = <end_frame>}, -- [anim_name] = {
foo = {x = 0, y = 19}, -- x = <start_frame>,
bar = {x = 20, y = 39}, -- y = <end_frame>,
-- ... -- collisionbox = <model collisionbox>, -- (optional)
-- eye_height = <model eye height>, -- (optional)
-- -- suspend client side animations while this one is active (optional)
-- override_local = <true/false>
-- },
stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
sit = ... -- used by boats and other MTG mods
}, },
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position -- Default object properties, see lua_api.txt
stepheight = 0.6, -- In nodes visual_size = {x = 1, y = 1},
eye_height = 1.47, -- In nodes above feet position collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
stepheight = 0.6,
eye_height = 1.47
} }
@ -694,6 +746,12 @@ Stairs API
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
delivered with Minetest Game, to keep them compatible with other mods. delivered with Minetest Game, to keep them compatible with other mods.
The following node attributes are sourced from the recipeitem:
* use_texture_alpha
* sunlight_propagates
* light_source
* If the recipeitem is a fuel, the stair/slab is also registered as a fuel of proportionate burntime.
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)` `stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
* Registers a stair * Registers a stair
@ -716,34 +774,42 @@ delivered with Minetest Game, to keep them compatible with other mods.
* `sounds`: See [#Default sounds] * `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition] * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
`stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex)` `stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
* Registers an inner corner stair * Registers an inner corner stair
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname" * `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` * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
* `groups`: See [Known damage and digging time defining groups] * `groups`: See [Known damage and digging time defining groups]
* `images`: See [Tile definition] * `images`: See [Tile definition]
* `description`: Used for the description field in the stair's definition * `description`: Used for the description field in the stair's definition with "Inner" prepended
* `sounds`: See [#Default sounds] * `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition] * `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)` `stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
* Registers an outer corner stair * Registers an outer corner stair
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname" * `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` * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
* `groups`: See [Known damage and digging time defining groups] * `groups`: See [Known damage and digging time defining groups]
* `images`: See [Tile definition] * `images`: See [Tile definition]
* `description`: Used for the description field in the stair's definition * `description`: Used for the description field in the stair's definition with "Outer" prepended
* `sounds`: See [#Default sounds] * `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition] * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)` ```
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab,
sounds, worldaligntex, desc_stair_inner, desc_stair_outer)
```
* A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer * 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 * Uses almost the same arguments as stairs.register_stair
* `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed * `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed unless
`desc_stair_inner` or `desc_stair_outer` are specified, which are used instead.
* `desc_slab`: Description for slab node * `desc_slab`: Description for slab node
* `desc_stair_inner`: Description for inner stair node
* `desc_stair_outer`: Description for outer stair node
Xpanes API Xpanes API
@ -759,7 +825,11 @@ Creates panes that automatically connect to each other
### Pane definition ### 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] groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
sounds = SoundSpec, -- See [#Default sounds] sounds = SoundSpec, -- See [#Default sounds]
recipe = {{"","","","","","","","",""}}, -- Recipe field only recipe = {{"","","","","","","","",""}}, -- Recipe field only
@ -1037,3 +1107,41 @@ for the wielded skeleton key.
if `nil` is returned, it is assumed that the wielder did not have 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. 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`.
Log API
-------
Logs action of the player with a node at a certain position.
By default only actions of real players are logged.
Actions of non-players (usually machines) are logged only when
setting `log_non_player_actions` is enabled.
A player is considered non-player if `player:is_player()` returns
`false` or `player.is_fake_player` is truthy. The use of
`is_fake_player` is an unofficial standard between mods.
These non-players are marked by the content of `is_fake_player`
(if it is a string) or a "*" in brackets after the player name in
the log.
`default.log_player_action(player, ...)`
* `player` The player who performed the action
* `message_parts` Any mumber of message parts describing the action
in 3rd person singular present tense. It can also
contain a `pos` which is logged as "(X,Y,Z)"
`default.set_inventory_action_loggers(def, name)`
* sets the callbacks `on_metadata_inventory_move`,
`on_metadata_inventory_put` and `on_metadata_inventory_take`
that log corresponding actions
* `def` See [Node definition]
* `name` Description of the node in the log message

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.9 KiB

After

Width:  |  Height:  |  Size: 935 B

View File

@ -60,7 +60,21 @@ default:torch 99,default:cobble 99
# Default value is true. # Default value is true.
#enable_bed_night_skip = 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 # Whether the engine's spawn search, which does not check for a suitable
# starting biome, is used. # starting biome, is used.
# Default value is false. # Default value is false.
#engine_spawn = 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 and shadow intensity variation by the 'weather' mod.
# Non-functional in V6 or Singlenode mapgens.
#enable_weather = true
# If enabled, non-player actions are logged
#log_non_player_actions = false

View File

@ -15,11 +15,11 @@ BlockMen (CC BY-SA 3.0)
TumeniNodes (CC BY-SA 3.0) TumeniNodes (CC BY-SA 3.0)
beds_bed_under.png beds_bed_under.png
This mod adds a bed to Minetest which allows to skip the night. This mod adds a bed to Minetest which allows players to skip the night.
To sleep, rightclick the bed. If playing in singleplayer mode the night gets skipped 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, 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 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 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 it) your respawn point is set to the beds location and you will respawn there after

View File

@ -17,6 +17,8 @@ local function destruct_bed(pos, n)
reverse = not reverse reverse = not reverse
minetest.remove_node(other) minetest.remove_node(other)
minetest.check_for_falling(other) minetest.check_for_falling(other)
beds.remove_spawns_at(pos)
beds.remove_spawns_at(other)
else else
reverse = not reverse reverse = not reverse
end end
@ -29,6 +31,7 @@ function beds.register_bed(name, def)
wield_image = def.wield_image, wield_image = def.wield_image,
drawtype = "nodebox", drawtype = "nodebox",
tiles = def.tiles.bottom, tiles = def.tiles.bottom,
use_texture_alpha = "clip",
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false, is_ground_content = false,
@ -93,8 +96,7 @@ function beds.register_bed(name, def)
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir}) minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
minetest.set_node(botpos, {name = name .. "_top", param2 = dir}) minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
if not (creative and creative.is_enabled_for if not minetest.is_creative_enabled(player_name) then
and creative.is_enabled_for(player_name)) then
itemstack:take_item() itemstack:take_item()
end end
return itemstack return itemstack
@ -149,11 +151,13 @@ function beds.register_bed(name, def)
minetest.register_node(name .. "_top", { minetest.register_node(name .. "_top", {
drawtype = "nodebox", drawtype = "nodebox",
tiles = def.tiles.top, tiles = def.tiles.top,
use_texture_alpha = "clip",
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false, is_ground_content = false,
pointable = false, pointable = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2}, groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2,
not_in_creative_inventory = 1},
sounds = def.sounds or default.node_sound_wood_defaults(), sounds = def.sounds or default.node_sound_wood_defaults(),
drop = name .. "_bottom", drop = name .. "_bottom",
node_box = { node_box = {

View File

@ -1,7 +1,12 @@
-- beds/beds.lua
-- support for MT game translation.
local S = beds.get_translator
-- Fancy shaped bed -- Fancy shaped bed
beds.register_bed("beds:fancy_bed", { beds.register_bed("beds:fancy_bed", {
description = "Fancy Bed", description = S("Fancy Bed"),
inventory_image = "beds_bed_fancy.png", inventory_image = "beds_bed_fancy.png",
wield_image = "beds_bed_fancy.png", wield_image = "beds_bed_fancy.png",
tiles = { tiles = {
@ -52,7 +57,7 @@ beds.register_bed("beds:fancy_bed", {
-- Simple shaped bed -- Simple shaped bed
beds.register_bed("beds:bed", { beds.register_bed("beds:bed", {
description = "Simple Bed", description = S("Simple Bed"),
inventory_image = "beds_bed.png", inventory_image = "beds_bed.png",
wield_image = "beds_bed.png", wield_image = "beds_bed.png",
tiles = { tiles = {
@ -74,10 +79,10 @@ beds.register_bed("beds:bed", {
} }
}, },
nodebox = { nodebox = {
bottom = {-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, 0.06, 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 = { recipe = {
{"wool:white", "wool:white", "wool:white"}, {"wool:white", "wool:white", "wool:white"},
{"group:wood", "group:wood", "group:wood"} {"group:wood", "group:wood", "group:wood"}

View File

@ -1,2 +0,0 @@
default
wool

View File

@ -1,11 +1,13 @@
local pi = math.pi local pi = math.pi
local player_in_bed = 0
local is_sp = minetest.is_singleplayer() local is_sp = minetest.is_singleplayer()
local enable_respawn = minetest.settings:get_bool("enable_bed_respawn") local enable_respawn = minetest.settings:get_bool("enable_bed_respawn")
if enable_respawn == nil then if enable_respawn == nil then
enable_respawn = true enable_respawn = true
end end
-- support for MT game translation.
local S = beds.get_translator
-- Helper functions -- Helper functions
local function get_look_yaw(pos) local function get_look_yaw(pos)
@ -58,63 +60,105 @@ local function lay_down(player, pos, bed_pos, state, skip)
-- stand up -- stand up
if state ~= nil and not state then if state ~= nil and not state then
local p = beds.pos[name] or nil if not beds.player[name] then
if beds.player[name] ~= nil then -- player not in bed, do nothing
beds.player[name] = nil return false
beds.bed_position[name] = nil
player_in_bed = player_in_bed - 1
end end
beds.bed_position[name] = nil
-- skip here to prevent sending player specific changes (used for leaving players) -- skip here to prevent sending player specific changes (used for leaving players)
if skip then if skip then
return return
end end
if p then player:set_pos(beds.pos[name])
player:set_pos(p)
end
-- physics, eye_offset, etc -- physics, eye_offset, etc
local physics_override = beds.player[name].physics_override
beds.player[name] = nil
player:set_physics_override({
speed = physics_override.speed,
jump = physics_override.jump,
gravity = physics_override.gravity
})
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0}) player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_look_horizontal(math.random(1, 180) / 100) player:set_look_horizontal(math.random(1, 180) / 100)
default.player_attached[name] = false player_api.player_attached[name] = false
player:set_physics_override(1, 1, 1)
hud_flags.wielditem = true hud_flags.wielditem = true
default.player_set_animation(player, "stand" , 30) player_api.set_animation(player, "stand" , 30)
-- lay down -- lay down
else 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
-- Check if player is attached to an object
if player:get_attach() then
return false
end
if beds.player[name] then
-- player already in bed, do nothing
return false
end
beds.pos[name] = pos beds.pos[name] = pos
beds.bed_position[name] = bed_pos beds.bed_position[name] = bed_pos
player_in_bed = player_in_bed + 1 beds.player[name] = {physics_override = player:get_physics_override()}
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
local yaw, param2 = get_look_yaw(bed_pos) local yaw, param2 = get_look_yaw(bed_pos)
player:set_look_horizontal(yaw) player:set_look_horizontal(yaw)
local dir = minetest.facedir_to_dir(param2) 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} -- p.y is just above the nodebox height of the 'Simple Bed' (the highest bed),
player:set_physics_override(0, 0, 0) -- 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:set_pos(p)
default.player_attached[name] = true player_api.player_attached[name] = true
hud_flags.wielditem = false hud_flags.wielditem = false
default.player_set_animation(player, "lay" , 0) player_api.set_animation(player, "lay" , 0)
end end
player:hud_set_flags(hud_flags) player:hud_set_flags(hud_flags)
end 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 function update_formspecs(finished)
local ges = #minetest.get_connected_players() 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 is_majority = (ges / 2) < player_in_bed
local form_n
local esc = minetest.formspec_escape
if finished then if finished then
form_n = beds.formspec .. "label[2.7,9; Good morning.]" form_n = beds.formspec .. "label[2.7,9;" .. esc(S("Good morning.")) .. "]"
else else
form_n = beds.formspec .. "label[2.2,9;" .. tostring(player_in_bed) .. form_n = beds.formspec .. "label[2.2,9;" ..
" of " .. tostring(ges) .. " players are in bed]" esc(S("@1 of @2 players are in bed", player_in_bed, ges)) .. "]"
if is_majority and is_night_skip_enabled() then if is_majority and is_night_skip_enabled() then
form_n = form_n .. "button_exit[2,6;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
end end
@ -146,7 +190,7 @@ function beds.on_rightclick(pos, player)
if beds.player[name] then if beds.player[name] then
lay_down(player, nil, nil, false) lay_down(player, nil, nil, false)
end 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 return
end end
@ -215,6 +259,19 @@ minetest.register_on_leaveplayer(function(player)
end end
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) minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "beds_form" then if formname ~= "beds_form" then
return return
@ -223,7 +280,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
-- Because "Force night skip" button is a button_exit, it will set fields.quit -- 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 -- and lay_down call will change value of player_in_bed, so it must be taken
-- earlier. -- earlier.
local last_player_in_bed = player_in_bed local last_player_in_bed = get_player_in_bed_count()
if fields.quit or fields.leave then if fields.quit or fields.leave then
lay_down(player, nil, nil, false) lay_down(player, nil, nil, false)

View File

@ -1,13 +1,20 @@
-- beds/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("beds")
local esc = minetest.formspec_escape
beds = {} beds = {}
beds.player = {} beds.player = {}
beds.bed_position = {} beds.bed_position = {}
beds.pos = {} beds.pos = {}
beds.spawn = {} beds.spawn = {}
beds.get_translator = S
beds.formspec = "size[8,11;true]" .. beds.formspec = "size[8,11;true]" ..
"no_prepend[]" .. "no_prepend[]" ..
"bgcolor[#080808BB;true]" .. "bgcolor[#080808BB;true]" ..
"button_exit[2,10;4,0.75;leave;Leave Bed]" "button_exit[2,10;4,0.75;leave;" .. esc(S("Leave Bed")) .. "]"
local modpath = minetest.get_modpath("beds") local modpath = minetest.get_modpath("beds")

View 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

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Luksa Lito
Simple Bed=Simpla Lito
This bed is already occupied!=Tiu lito jam estas okupata!
You have to stop moving before going to bed!=Vi ĉesu moviĝi por enlitiĝi!
Good morning.=Bonan matenon.
@1 of @2 players are in bed=@1 el @2 ludantoj estas en lito
Force night skip=Devigi noktan salton
You can only sleep at night.=Vi povas dormi nur nokte.
Leave Bed=Ellitiĝi

View 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

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Lit chic
Simple Bed=Lit simple
This bed is already occupied!=Ce lit est déjà occupé !
You have to stop moving before going to bed!=Vous devez arrêter de bouger avant de vous coucher !
Good morning.=Bonjour.
@1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit
Force night skip=Forcer le passage de la nuit
You can only sleep at night.=Vous ne pouvez dormir que la nuit.
Leave Bed=Se lever du lit

View 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

View 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

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=ファンシーなベッド
Simple Bed=シンプルなベッド
This bed is already occupied!=ベッドはすでに使われています!
You have to stop moving before going to bed!=寝るときは動かないでください!
Good morning.=おはようございます。
@1 of @2 players are in bed=ベッドに@1 / @2人います
Force night skip=強制的に夜をスキップします
You can only sleep at night.=夜しか寝れません。
Leave Bed=ベッドから出ます

View 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

View 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

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Fantazyjne łóżko
Simple Bed=Proste łóżko
This bed is already occupied!=To łóżko jest już zajęte!
You have to stop moving before going to bed!=Musisz się zatrzymać aby wejść do łóżka
Good morning.=Dzień dobry.
@1 of @2 players are in bed=@1 z @2 graczy śpią
Force night skip=Wymuś pominięcie nocy
You can only sleep at night.=Możesz spać tylko w nocy.
Leave Bed=Opuść łóżko

View 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

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Детализированная Кровать
Simple Bed=Обычная Кровать
This bed is already occupied!=Эта кровать уже занята!
You have to stop moving before going to bed!=Нельзя воспользоваться кроватью на ходу!
Good morning.=Доброе утро.
@1 of @2 players are in bed=@1 из @2 игроков в кровати
Force night skip=Пропустить ночь
You can only sleep at night.=Вы можете спать только ночью.
Leave Bed=Встать с кровати

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Pekná posteľ
Simple Bed=Jednoduchá posteľ
This bed is already occupied!=Táto posteľ je už obsadená
You have to stop moving before going to bed!=Predtým ako si ľahneš do postele, sa musíš prestať pohybovať!
Good morning.=Dobré ráno.
@1 of @2 players are in bed=@1 z @2 hráčov sú v posteli
Force night skip=Nútene preskočiť noc
You can only sleep at night.=Môžeš spať len v noci.
Leave Bed=Opusti posteľ

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Fin säng
Simple Bed=Enkel säng
This bed is already occupied!=Den här sängen används redan!
You have to stop moving before going to bed!=Du måste stanna innan du kan lägga dig!
Good morning.=God morgon.
@1 of @2 players are in bed=@1 av @2 spelare försöker sova.
Force night skip=Tvinga att hoppa över natt
You can only sleep at night.=Du kan bara sova på natten.
Leave Bed=Lämna säng

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Деталізована Постіль
Simple Bed=Звичайна Постіль
This bed is already occupied!=Ця постіль вже зайнята!
You have to stop moving before going to bed!=Не можна скористатись постіллю на ходу!
Good morning.=Доброго ранку.
@1 of @2 players are in bed=@1 з @2 гравців в ліжку
Force night skip=Пропустити ніч
You can only sleep at night.=Ви можете спати тільки вночі.
Leave Bed=Встати з ліжка

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=花式床
Simple Bed=简易床
This bed is already occupied!=床上已有人!
You have to stop moving before going to bed!=上床前要停止移动!
Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=强制跳过夜晚
You can only sleep at night.=你只能在晚上睡觉。
Leave Bed=离开床

View 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

View 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
View File

@ -0,0 +1,3 @@
name = beds
description = Minetest Game mod: beds
depends = default, wool

View File

@ -61,3 +61,12 @@ function beds.set_spawns()
end end
beds.save_spawns() beds.save_spawns()
end 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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 540 B

After

Width:  |  Height:  |  Size: 490 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 537 B

After

Width:  |  Height:  |  Size: 486 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 390 B

After

Width:  |  Height:  |  Size: 340 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 387 B

After

Width:  |  Height:  |  Size: 343 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 296 B

After

Width:  |  Height:  |  Size: 248 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 316 B

After

Width:  |  Height:  |  Size: 265 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 561 B

After

Width:  |  Height:  |  Size: 431 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 537 B

After

Width:  |  Height:  |  Size: 427 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 611 B

After

Width:  |  Height:  |  Size: 464 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 596 B

After

Width:  |  Height:  |  Size: 446 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 583 B

After

Width:  |  Height:  |  Size: 474 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 616 B

After

Width:  |  Height:  |  Size: 547 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 495 B

After

Width:  |  Height:  |  Size: 425 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 556 B

After

Width:  |  Height:  |  Size: 490 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 304 B

After

Width:  |  Height:  |  Size: 251 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 143 B

After

Width:  |  Height:  |  Size: 83 B

View File

@ -1,2 +0,0 @@
default
creative?

View File

@ -1,27 +1,23 @@
-- binoculars/init.lua
-- Mod global namespace -- Mod global namespace
binoculars = {} binoculars = {}
-- Load support for MT game translation.
-- Detect creative mod local S = minetest.get_translator("binoculars")
local creative_mod = minetest.get_modpath("creative")
-- Cache creative mode setting as fallback if creative mod not present
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
-- Update player property -- Update player property
-- Global to allow overriding -- Global to allow overriding
function binoculars.update_player_property(player) function binoculars.update_player_property(player)
local creative_enabled =
(creative_mod and creative.is_enabled_for(player:get_player_name())) or
creative_mode_cache
local new_zoom_fov = 0 local new_zoom_fov = 0
if player:get_inventory():contains_item( if player:get_inventory():contains_item(
"main", "binoculars:binoculars") then "main", "binoculars:binoculars") then
new_zoom_fov = 10 new_zoom_fov = 10
elseif creative_enabled then elseif minetest.is_creative_enabled(player:get_player_name()) then
new_zoom_fov = 15 new_zoom_fov = 15
end end
@ -54,9 +50,10 @@ minetest.after(4.7, cyclic_update)
-- Binoculars item -- Binoculars item
minetest.register_craftitem("binoculars:binoculars", { minetest.register_craftitem("binoculars:binoculars", {
description = "Binoculars\nUse with 'Zoom' key", description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"),
inventory_image = "binoculars_binoculars.png", inventory_image = "binoculars_binoculars.png",
stack_max = 1, stack_max = 1,
groups = {tool = 1},
on_use = function(itemstack, user, pointed_thing) on_use = function(itemstack, user, pointed_thing)
binoculars.update_player_property(user) binoculars.update_player_property(user)

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Fernglas
Use with 'Zoom' key=Mit „Zoom“-Taste benutzen

View File

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

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Prismáticos
Use with 'Zoom' key=Usar con la tecla 'Zoom'

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Jumelles
Use with 'Zoom' key=Utiliser avec le bouton « Zoom »

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Teropong
Use with 'Zoom' key=Pakai dengan tombol 'Zoom'

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binocolo
Use with 'Zoom' key=Usalo col tasto 'Ingrandimento'

View File

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

View 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

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binokular
Use with 'Zoom' key=Guna dengan kekunci 'Zum'

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Lornetka
Use with 'Zoom' key=Aby użyć naciśnij 'Zoom'

View File

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

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Бинокль
Use with 'Zoom' key=Используется с привилегией 'Zoom'

View File

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

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Kikare
Use with 'Zoom' key=Använd med 'Zoom'-knappen

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Бінокль
Use with 'Zoom' key=Використовується з правами 'Zoom'

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=望远镜
Use with 'Zoom' key=与“缩放”键一起使用

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=望遠鏡
Use with 'Zoom' key=與“縮放”鍵一起使用

View File

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=
Use with 'Zoom' key=

3
mods/binoculars/mod.conf Normal file
View File

@ -0,0 +1,3 @@
name = binoculars
description = Minetest Game mod: binoculars
depends = default

View File

@ -1,2 +0,0 @@
default
player_api

View File

@ -1,3 +1,8 @@
-- boats/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("boats")
-- --
-- Helper functions -- Helper functions
-- --
@ -8,15 +13,6 @@ local function is_water(pos)
end 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 function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v local z = math.cos(yaw) * v
@ -57,31 +53,24 @@ function boat.on_rightclick(self, clicker)
end end
local name = clicker:get_player_name() local name = clicker:get_player_name()
if self.driver and name == self.driver then if self.driver and name == self.driver then
self.driver = nil -- Cleanup happens in boat.on_detach_child
self.auto = false
clicker:set_detach() clicker:set_detach()
player_api.player_attached[name] = false
player_api.set_animation(clicker, "stand" , 30) player_api.set_animation(clicker, "stand", 30)
local pos = clicker:get_pos() local pos = clicker:get_pos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z} pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
minetest.after(0.1, function() minetest.after(0.1, function()
clicker:set_pos(pos) clicker:set_pos(pos)
end) end)
elseif not self.driver then elseif not self.driver then
local attach = clicker:get_attach()
if attach and attach:get_luaentity() then
local luaentity = attach:get_luaentity()
if luaentity.driver then
luaentity.driver = nil
end
clicker:set_detach()
end
self.driver = name
clicker:set_attach(self.object, "", clicker:set_attach(self.object, "",
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0}) {x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
self.driver = name
player_api.player_attached[name] = true player_api.player_attached[name] = true
minetest.after(0.2, function() minetest.after(0.2, function()
player_api.set_animation(clicker, "sit" , 30) player_api.set_animation(clicker, "sit", 30)
end) end)
clicker:set_look_horizontal(self.object:get_yaw()) clicker:set_look_horizontal(self.object:get_yaw())
end end
@ -90,8 +79,12 @@ end
-- If driver leaves server while driving boat -- If driver leaves server while driving boat
function boat.on_detach_child(self, child) function boat.on_detach_child(self, child)
self.driver = nil if child and child:get_player_name() == self.driver then
self.auto = false player_api.player_attached[child:get_player_name()] = false
self.driver = nil
self.auto = false
end
end end
@ -123,8 +116,7 @@ function boat.on_punch(self, puncher)
if not self.driver then if not self.driver then
self.removed = true self.removed = true
local inv = puncher:get_inventory() local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for if not minetest.is_creative_enabled(name)
and creative.is_enabled_for(name))
or not inv:contains_item("main", "boats:boat") then or not inv:contains_item("main", "boats:boat") then
local leftover = inv:add_item("main", "boats:boat") local leftover = inv:add_item("main", "boats:boat")
-- if no room in inventory add a replacement boat to the world -- if no room in inventory add a replacement boat to the world
@ -141,7 +133,7 @@ end
function boat.on_step(self, dtime) function boat.on_step(self, dtime)
self.v = get_v(self.object:get_velocity()) * get_sign(self.v) self.v = get_v(self.object:get_velocity()) * math.sign(self.v)
if self.driver then if self.driver then
local driver_objref = minetest.get_player_by_name(self.driver) local driver_objref = minetest.get_player_by_name(self.driver)
if driver_objref then if driver_objref then
@ -149,16 +141,16 @@ function boat.on_step(self, dtime)
if ctrl.up and ctrl.down then if ctrl.up and ctrl.down then
if not self.auto then if not self.auto then
self.auto = true self.auto = true
minetest.chat_send_player(self.driver, "[boats] Cruise on") minetest.chat_send_player(self.driver, S("Boat cruise mode on"))
end end
elseif ctrl.down then elseif ctrl.down then
self.v = self.v - dtime * 1.8 self.v = self.v - dtime * 2.0
if self.auto then if self.auto then
self.auto = false self.auto = false
minetest.chat_send_player(self.driver, "[boats] Cruise off") minetest.chat_send_player(self.driver, S("Boat cruise mode off"))
end end
elseif ctrl.up or self.auto then elseif ctrl.up or self.auto then
self.v = self.v + dtime * 1.8 self.v = self.v + dtime * 2.0
end end
if ctrl.left then if ctrl.left then
if self.v < -0.001 then if self.v < -0.001 then
@ -176,19 +168,19 @@ function boat.on_step(self, dtime)
end end
end end
local velo = self.object:get_velocity() local velo = self.object:get_velocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then if not self.driver and
self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:set_pos(self.object:get_pos()) self.object:set_pos(self.object:get_pos())
return return
end end
local s = get_sign(self.v) -- We need to preserve velocity sign to properly apply drag force
self.v = self.v - dtime * 0.6 * s -- while moving backward
if s ~= get_sign(self.v) then local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v)
self.object:set_velocity({x = 0, y = 0, z = 0}) -- If drag is larger than velocity, then stop horizontal movement
if math.abs(self.v) <= math.abs(drag) then
self.v = 0 self.v = 0
return else
end self.v = self.v - drag
if math.abs(self.v) > 5 then
self.v = 5 * get_sign(self.v)
end end
local p = self.object:get_pos() local p = self.object:get_pos()
@ -242,7 +234,7 @@ minetest.register_entity("boats:boat", boat)
minetest.register_craftitem("boats:boat", { minetest.register_craftitem("boats:boat", {
description = "Boat", description = S("Boat"),
inventory_image = "boats_inventory.png", inventory_image = "boats_inventory.png",
wield_image = "boats_wield.png", wield_image = "boats_wield.png",
wield_scale = {x = 2, y = 2, z = 1}, wield_scale = {x = 2, y = 2, z = 1},
@ -273,8 +265,7 @@ minetest.register_craftitem("boats:boat", {
boat:set_yaw(placer:get_look_horizontal()) boat:set_yaw(placer:get_look_horizontal())
end end
local player_name = placer and placer:get_player_name() or "" local player_name = placer and placer:get_player_name() or ""
if not (creative and creative.is_enabled_for and if not minetest.is_creative_enabled(player_name) then
creative.is_enabled_for(player_name)) then
itemstack:take_item() itemstack:take_item()
end end
end end

View File

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Schneller Bootsmodus an
Boat cruise mode off=Schneller Bootsmodus aus
Boat=Boot

View File

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=La kroza maniero de la boato estas ŝaltita.
Boat cruise mode off=La kroza maniero de la boato estas malŝaltita.
Boat=Boato

View 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

View 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

View 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

View 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

View File

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=クルージングモード・オン
Boat cruise mode off=クルージングモード・オフ
Boat=ボート

View 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

View 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

View File

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Tryb rejsu łodką włączony
Boat cruise mode off=Tryb rejsu łodką wyłączony
Boat=Łódka

View 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

View 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

View File

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Cestovný režim loďky je zapnutý
Boat cruise mode off=Cestovný režim loďky je vypnutý
Boat=Loďka

View File

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Båtkryssningsläge på
Boat cruise mode off=Båtkryssningsläge av
Boat=Båt

View File

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Режим мандрування на човні увімкнено
Boat cruise mode off=Режим мандрування на човні вимкнено
Boat=Човен

View 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

View 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

View File

@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=
Boat cruise mode off=
Boat=

3
mods/boats/mod.conf Normal file
View File

@ -0,0 +1,3 @@
name = boats
description = Minetest Game mod: boats
depends = default, player_api

View File

@ -1 +0,0 @@
default

View File

@ -1,6 +1,11 @@
-- bones/init.lua
-- Minetest 0.4 mod: bones -- Minetest 0.4 mod: bones
-- See README.txt for licensing and other information. -- See README.txt for licensing and other information.
-- Load support for MT game translation.
local S = minetest.get_translator("bones")
bones = {} bones = {}
local function is_owner(pos, name) local function is_owner(pos, name)
@ -24,7 +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 local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4
minetest.register_node("bones:bones", { minetest.register_node("bones:bones", {
description = "Bones", description = S("Bones"),
tiles = { tiles = {
"bones_top.png^[transform2", "bones_top.png^[transform2",
"bones_bottom.png", "bones_bottom.png",
@ -116,7 +121,7 @@ minetest.register_node("bones:bones", {
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local time = meta:get_int("time") + elapsed local time = meta:get_int("time") + elapsed
if time >= share_bones_time then 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", "") meta:set_string("owner", "")
else else
meta:set_int("time", time) meta:set_int("time", time)
@ -136,8 +141,18 @@ local function may_replace(pos, player)
return false return false
end end
-- allow replacing air and liquids -- allow replacing air
if node_name == "air" or node_definition.liquidtype ~= "none" then if node_name == "air" then
return true
end
-- don't replace nodes inside protections
if minetest.is_protected(pos, player:get_player_name()) then
return false
end
-- allow replacing liquids
if node_definition.liquidtype ~= "none" then
return true return true
end end
@ -149,8 +164,7 @@ local function may_replace(pos, player)
-- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones? -- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones?
-- flowers being squished by bones are more realistical than a squished stone, too -- flowers being squished by bones are more realistical than a squished stone, too
-- exception are of course any protected buildable_to return node_definition.buildable_to
return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
end end
local drop = function(pos, itemstack) local drop = function(pos, itemstack)
@ -177,7 +191,6 @@ local function is_all_empty(player_inv)
end end
minetest.register_on_dieplayer(function(player) minetest.register_on_dieplayer(function(player)
local bones_mode = minetest.settings:get("bones_mode") or "bones" local bones_mode = minetest.settings:get("bones_mode") or "bones"
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
bones_mode = "bones" bones_mode = "bones"
@ -189,12 +202,11 @@ minetest.register_on_dieplayer(function(player)
local pos_string = minetest.pos_to_string(pos) local pos_string = minetest.pos_to_string(pos)
-- return if keep inventory set or in creative mode -- return if keep inventory set or in creative mode
if bones_mode == "keep" or (creative and creative.is_enabled_for if bones_mode == "keep" or minetest.is_creative_enabled(player_name) then
and creative.is_enabled_for(player:get_player_name())) then
minetest.log("action", player_name .. " dies at " .. pos_string .. minetest.log("action", player_name .. " dies at " .. pos_string ..
". No bones placed") ". No bones placed")
if bones_position_message then if bones_position_message then
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string .. ".") minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
end end
return return
end end
@ -204,7 +216,7 @@ minetest.register_on_dieplayer(function(player)
minetest.log("action", player_name .. " dies at " .. pos_string .. minetest.log("action", player_name .. " dies at " .. pos_string ..
". No bones placed") ". No bones placed")
if bones_position_message then if bones_position_message then
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string .. ".") minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
end end
return return
end end
@ -230,8 +242,7 @@ minetest.register_on_dieplayer(function(player)
minetest.log("action", player_name .. " dies at " .. pos_string .. minetest.log("action", player_name .. " dies at " .. pos_string ..
". Inventory dropped") ". Inventory dropped")
if bones_position_message then if bones_position_message then
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string .. minetest.chat_send_player(player_name, S("@1 died at @2, and dropped their inventory.", player_name, pos_string))
", and dropped their inventory.")
end end
return return
end end
@ -242,8 +253,7 @@ minetest.register_on_dieplayer(function(player)
minetest.log("action", player_name .. " dies at " .. pos_string .. minetest.log("action", player_name .. " dies at " .. pos_string ..
". Bones placed") ". Bones placed")
if bones_position_message then if bones_position_message then
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string .. minetest.chat_send_player(player_name, S("@1 died at @2, and bones were placed.", player_name, pos_string))
", and bones were placed.")
end end
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
@ -266,7 +276,7 @@ minetest.register_on_dieplayer(function(player)
meta:set_string("owner", player_name) meta:set_string("owner", player_name)
if share_bones_time ~= 0 then 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 if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then
meta:set_int("time", 0) meta:set_int("time", 0)
@ -276,6 +286,6 @@ minetest.register_on_dieplayer(function(player)
minetest.get_node_timer(pos):start(10) minetest.get_node_timer(pos):start(10)
else else
meta:set_string("infotext", player_name.."'s bones") meta:set_string("infotext", S("@1's bones", player_name))
end end
end) end)

View 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

View File

@ -0,0 +1,8 @@
# textdomain: bones
Bones=Ostoj
@1's old bones=La malfreŝaj ostoj de @1
@1 died at @2.=@1 mortis ĉe @2
@1 died at @2, and dropped their inventory.=@1 mortis ĉe @2, kaj delasis sian stokon.
@1 died at @2, and bones were placed.=@1 mortis ĉe @2, kaj ostoj estas demetitaj.
@1's fresh bones=La freŝaj ostoj de @1
@1's bones=La ostoj de @1

View 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

View 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

View 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

Some files were not shown because too many files have changed in this diff Show More