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

46 Commits

Author SHA1 Message Date
d6a66860af Prevent divide by zero (#2106)
This forces all explosions to damage entities within the 1 node
range. If that needs to be disabled, the damage_radius needs to
be set to 0.
2018-05-18 12:50:47 +02:00
6d850f23a5 Flower spread ABM: Optimise
Match maximum spread density to maximum mapgen density for flowers.
Place 3 flora nodes at once instead of 1.
Change ABM chance value to 300 to match previous spread rate.
ABM becomes 3 times less intensive.
2018-05-18 12:50:47 +02:00
2c1af0861f Doors: Avoid crash on nil player in 'can dig door' 2018-05-18 12:50:47 +02:00
d2ae721235 Stairs: unbind table groups (#2036)
Unbind table groups for base block, stairs, slabs.
2018-05-18 12:50:18 +02:00
01db55cee5 default:dirt_with_snow: Re-add to soil group
Previously, saplings were not growing if the dirt they are on turned to
'dirt with snow' before growth.
Also for consistency with other dirt nodes.
2018-05-06 20:44:30 +02:00
4ba2b5179e Furnace: Fix being able to cook items without enough fuel
This was triggered when too much time had elapsed when timer was called.
Also, fix timer resolution giving free fuel time.
2018-05-06 20:44:30 +02:00
a5092c0df6 creative: Add missing tooltips. 2018-05-06 20:44:30 +02:00
575c098bae Book textures: Reset colour profiles to remove warnings 2018-05-06 20:44:22 +02:00
cddd59b578 Book textures: Replace with more original textures 2018-05-06 20:40:45 +02:00
7a4b1e0ce1 Default: Make burntimes more rational and consistent 2017-12-05 21:24:02 +01:00
0216fa08ec Add nil checks for placer 2017-11-19 23:03:38 +01:00
ca3e807d35 Creative: Make the placenode registration check for non-player placers 2017-11-19 23:03:38 +01:00
ca38bb2390 Creative: Make handle_node_drops override work for non-player diggers 2017-11-19 23:03:38 +01:00
7d07c52d09 Books: Convert \r to \n
Some files or editors may use \r instand of \n like notepad++. If you copy
text written in notepad++ and pasted into the book. The book will only have
one page.
2017-11-19 23:03:38 +01:00
532013a032 Creative: Cache inventory items on load 2017-11-19 23:03:38 +01:00
a52622669f TNT: Add tnt.boom defaults
This adds def, def.radius and def.damage_radius defaults to the
tnt.boom() function if they aren't specified on call.
2017-11-19 23:03:38 +01:00
ce5e668681 Bones: Return bones when taking the last ItemStack 2017-11-19 23:03:38 +01:00
6530fa914b Flowers: Add waterlily right-click checks
Check for on_rightclick functions of nodes when holding a waterlily.
2017-11-19 23:03:38 +01:00
86eb0e1617 Sfinv: Remove possibility of infinite loop when homepage doesn't exist 2017-11-19 23:03:38 +01:00
93fb9b36ce Sfinv: Rename navigation tabs to reduce chance of a conflict 2017-11-19 23:03:38 +01:00
09e3505ea1 Chests: Fix locked chest protection against explosions (#1886)
Fixes #1885
2017-11-19 23:03:38 +01:00
cecbfc1676 Chests: Fix open chest after player leave (#1884)
This should fix the chest staying open when a player disconnects while inside.
2017-11-19 23:03:38 +01:00
fba6f6a4cf TNT: Add explode_center flag
Add 'explode_centre' flag which when false explodes as normal and when true runs on_blast on centre node as well as dropping items.
2017-11-19 23:03:38 +01:00
6053456af1 Mushroom spread: Optimise and make overridable
Move mushroom spread ABM action into a global and overridable function.
Optimise spread code.
Reduce spread range to reduce spread through walls.
2017-11-19 23:03:38 +01:00
cc2f75b2f9 Register fence: Allow setting nodedefs to 'false' 2017-11-19 23:03:38 +01:00
b6ef71c92e TNT's tnt:boom cleanup (#1868)
The tnt:boom node doesn't actually need the on_construct and on_timer functions to remove the node after 0.4 seconds as the tnt_explode function already does this beforehand.
2017-11-19 23:03:38 +01:00
876da2fbc6 Beds: Do not crash when placing in an unknown node 2017-11-19 23:03:38 +01:00
ea45ca57a5 Lava cooling: Increase interval to 2
An excessive load has been reported caused by the node searching, so even
when no lava is present.
2017-11-19 23:03:34 +01:00
6fa3ebfa75 Carts: Check for last pathfinder predition too Minor fix to reduce cart jitter slightly 2017-11-19 22:57:28 +01:00
efe6fb6dfb TNT: Only burn visually connected powder (#1857) 2017-11-19 22:57:28 +01:00
1aeb2baa91 Creative: Prevent unauthorized item access (#1840) 2017-11-19 22:57:28 +01:00
e4d6425846 Correct farming/stairs dependency (#1838) 2017-11-19 22:57:28 +01:00
81f885795d Crafting: Remove duplicate reversed recipes (#1777)
For axes and hoes only use one recipe that matches the appearance of the texture and in inventory.
2017-11-19 22:53:53 +01:00
f3e29bc2cc Saplings: Reduce grow time to ABM equivalent
Previous times were chosen using statistical maths, but reports suggested
this was too long.
I tested by timing an ABM acting on 100 nodes, with interval and chance equal
to the old sapling ABM.
50 at 4m59s.
99 at 24m58s.
100 at 26m58s.
So choose a grow time between 5 and 25 min for tree and bush saplings.
If 'can grow' is false at grow time the timer is reset to 5 min.
2017-11-19 22:53:53 +01:00
3a72f7b84b Add backface_culling to open chests and fencegates 2017-11-19 22:53:53 +01:00
Foz
20bd4560f8 TNT: Track TNT owner in metadata for protection mods
It is useful for protection mods to know who owns an exploding
TNT block. This allows the blocks destroyed by the TNT to be
limited to the same ones the owner could destroy without using
TNT.

TNT placed within a protected area by the area owner, and later
ignited by another player will destroy within the protected area
nodes the igniter may not otherwise be able to interact with. Any
player could significantly increase the size of an explosion by
placing more TNT in an adjacent unprotected area if the original
TNT block was placed withing 1 node of such a boundary. This
feature sounds dangerous, but we are talking about TNT. Players
should use it carefully.
2017-11-19 22:53:53 +01:00
8991b9fe54 Carts: Do not connect rails with gunpowder (#1812) 2017-11-19 22:53:53 +01:00
aea6c5dd1d Stairs: Add backface culling to stair meshes
If backface culling is not specified for a tile in 'images' it is set to true.
Slabs already have backface culling due to being defined as nodeboxes (which
are then converted to meshnodes).
2017-11-19 22:53:53 +01:00
da41caca66 Chests: Check 'def' of node above chest to avoid crash
In 'chest_lid_obstructed(pos)' check for nil 'def' to avoid a crash caused by
an unknown node above the chest.
2017-11-19 22:53:14 +01:00
103af98864 Books: Also limit the max size of the title
This limits the max size of the full title of the book to `80` letters and
the size of the part thats displayed in the tooltip to `35` letters.
2017-11-19 22:53:14 +01:00
26606b0520 Books: Limit the size of books
Really large books just waste hard drive space and the engine is not designed to
handle that much data in item metadata, this can cause strange things to happen.
2017-11-19 22:52:00 +01:00
706844e8bf Books: Add nil value checks to the book formspec handler 2017-11-19 22:52:00 +01:00
a56274c230 Stairs: Use one recipe matching inventory appearence
No longer have 2 recipes for stairs, choose the one that matches the appearence
in inventory (stair rising toward the right).
Helps to reduce recipe count now that an increasing number of stairs are
being registered.
2017-11-19 22:52:00 +01:00
3512226867 Default: Revert "Default: Shorter and better ABMs"
This reverts commit e523c3a296 to re-enable
the overriding and redefinition of these global functions.
2017-11-19 17:16:32 +01:00
d5b9fee6fe Merge 0.4.16 into stable-0.4 2017-06-03 17:22:59 -04:00
437860feff Merge tag '0.4.15' into stable-0.4
0.4.15
2016-12-22 23:00:57 +01:00
435 changed files with 2951 additions and 12803 deletions

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@ -7,12 +7,11 @@ read_globals = {
"dump", "dump",
"vector", "vector",
"VoxelManip", "VoxelArea", "VoxelManip", "VoxelArea",
"PseudoRandom", "PcgRandom", "PseudoRandom", "ItemStack",
"ItemStack",
"Settings", "Settings",
"unpack", "unpack",
-- Silence errors about custom table methods. -- Silence "accessing undefined field copy of global table".
table = { fields = { "copy", "indexof" } } table = { fields = { "copy" } }
} }
-- Overwrites minetest.handle_node_drops -- Overwrites minetest.handle_node_drops

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@ -1,11 +1,12 @@
language: generic language: generic
sudo: false
addons: addons:
apt: apt:
packages: packages:
- luarocks - luarocks
before_install: before_install:
- luarocks install --local luacheck - luarocks install --local luacheck
script: script:
- $HOME/.luarocks/bin/luacheck ./mods - $HOME/.luarocks/bin/luacheck --no-color ./mods
notifications: notifications:
email: false email: false

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@ -1,34 +0,0 @@
# Minetest Game
The default game bundled in the Minetest engine.
For further information, check [this forum topic](https://forum.minetest.net/viewtopic.php?f=15&t=9724).
Also see the [Minetest Wiki](https://wiki.minetest.net/Subgames/Minetest_Game) for more information.
## Installation
- Unzip the archive, rename the folder to minetest_game and
place it in .. minetest/games/
- GNU/Linux: If you use a system-wide installation place
it in ~/.minetest/games/.
The Minetest engine can be found at
[GitHub](https://github.com/minetest/minetest).
For further information or help, see:
https://wiki.minetest.net/Installing_Mods
## Compatibility
The Minetest Game GitHub master HEAD is generally compatible with the GitHub
master HEAD of the Minetest engine.
Additionally, when the Minetest engine is tagged to be a certain version (e.g.
0.4.10), Minetest Game is tagged with the version too.
When stable releases are made, Minetest Game and the Minetest engine is packaged and made available at
https://minetest.net/downloads/
## Licensing
See `LICENSE.txt`

28
README.txt Normal file
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@ -0,0 +1,28 @@
Minetest Game [minetest_game]
=============================
The main subgame for the Minetest engine
========================================
To use this subgame with the Minetest engine, insert this repository as
/games/minetest_game
The Minetest engine can be found in:
https://github.com/minetest/minetest/
Compatibility
--------------
The Minetest Game github master HEAD is generally compatible with the github
master HEAD of the Minetest engine.
Additionally, when the Minetest engine is tagged to be a certain version (eg.
0.4.10), Minetest Game is tagged with the version too.
When stable releases are made, Minetest Game is packaged and made available in
http://minetest.net/download
and in case the repository has grown too much, it may be reset. In that sense,
this is not a "real" git repository. (Package maintainers please note!)
Licensing
---------
See LICENSE.txt

View File

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

View File

@ -2,11 +2,10 @@ Minetest Game API
================= =================
GitHub Repo: https://github.com/minetest/minetest_game GitHub Repo: https://github.com/minetest/minetest_game
Introduction Introduction
------------ ------------
The Minetest Game game offers multiple new possibilities in addition to the Minetest engine's built-in API, The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes. allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
Please note: Please note:
@ -15,7 +14,6 @@ Please note:
* [#ABC] refers to a section in this document * [#ABC] refers to a section in this document
* [pos] refers to a position table `{x = -5, y = 0, z = 200}` * [pos] refers to a position table `{x = -5, y = 0, z = 200}`
Bucket API Bucket API
---------- ----------
@ -36,7 +34,6 @@ The bucket API allows registering new types of buckets for non-default liquids.
The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source. The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered. When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.
Beds API Beds API
-------- --------
@ -45,7 +42,6 @@ Beds API
def -- See [#Bed definition] def -- See [#Bed definition]
) )
* `beds.can_dig(bed_pos)` Returns a boolean whether the bed at `bed_pos` may be dug
* `beds.read_spawns() ` Returns a table containing players respawn positions * `beds.read_spawns() ` Returns a table containing players respawn positions
* `beds.kick_players()` Forces all players to leave bed * `beds.kick_players()` Forces all players to leave bed
* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
@ -71,17 +67,6 @@ Beds API
} }
} }
Bones API
---------
An ordered list of listnames (default: "main", "craft") of the player inventory,
that will be placed into bones or dropped on player death can be looked up or changed
in `bones.player_inventory_lists`.
e.g. `table.insert(bones.player_inventory_lists, "backpack")`
Creative API Creative API
------------ ------------
@ -103,69 +88,11 @@ 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.
Chests API
----------
The chests API allows the creation of chests, which have their own inventories for holding items.
`default.chest.get_chest_formspec(pos)`
* Returns a formspec for a specific chest.
* `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
`default.chest.chest_lid_obstructed(pos)`
* Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
* `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
`default.chest.chest_lid_close(pn)`
* Closes the chest that a player is currently looking in.
* `pn` The name of the player whose chest is going to be closed
`default.chest.open_chests`
* A table indexed by player name to keep track of who opened what chest.
* Key: The name of the player.
* Value: A table containing information about the chest the player is looking at.
e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
`default.chest.register_chest(name, def)`
* Registers new chest
* `name` Name for chest
* `def` See [#Chest Definition]
### Chest Definition
description = "Chest",
tiles = {
"default_chest_top.png",
"default_chest_top.png",
"default_chest_side.png",
"default_chest_side.png",
"default_chest_front.png",
"default_chest_inside.png"
}, -- Textures which are applied to the chest model.
sounds = default.node_sound_wood_defaults(),
sound_open = "default_chest_open",
sound_close = "default_chest_close",
groups = {choppy = 2, oddly_breakable_by_hand = 2},
protected = false, -- If true, only placer can modify chest.
Doors API Doors API
--------- ---------
The doors mod allows modders to register custom doors and trapdoors. The doors mod allows modders to register custom doors and trapdoors.
`doors.registered_doors[name] = Door definition`
* Table of registered doors, indexed by door name
`doors.registered_trapdoors[name] = Trapdoor definition`
* Table of registered trap doors, indexed by trap door name
`doors.register_door(name, def)` `doors.register_door(name, def)`
* Registers new door * Registers new door
@ -201,28 +128,17 @@ The doors mod allows modders to register custom doors and trapdoors.
has the permissions needed to open this door. If omitted then no has the permissions needed to open this door. If omitted then no
permission checks are performed. permission checks are performed.
`doors.door_toggle(pos, node, clicker)`
* Toggle door open or shut
* `pos` Position of the door
* `node` Node definition
* `clicker` Player definition for the player that clicked on the door
### Door definition ### Door definition
description = "Door description", description = "Door description",
inventory_image = "mod_door_inv.png", inventory_image = "mod_door_inv.png",
groups = {choppy = 2}, groups = {choppy = 2},
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
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)
-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
### Trapdoor definition ### Trapdoor definition
@ -230,20 +146,11 @@ The doors mod allows modders to register custom doors and trapdoors.
inventory_image = "mod_trapdoor_inv.png", inventory_image = "mod_trapdoor_inv.png",
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", tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
-- 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
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)
-- function containing the on_rightclick callback
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback
### Fence gate definition ### Fence gate definition
@ -253,43 +160,6 @@ 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)
-- function containing the on_rightclick callback
Dungeon Loot API
----------------
The mod that places chests with loot in dungeons provides an API to register additional loot.
`dungeon_loot.register(def)`
* Registers one or more loot items
* `def` Can be a single [#Loot definition] or a list of them
`dungeon_loot.registered_loot`
* Table of all registered loot, not to be modified manually
### Loot definition
name = "item:name",
chance = 0.5,
-- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
-- Due to an extra step in the selection process, 0.5 does not(!) mean that
-- on average every second chest will have this item
count = {1, 4},
-- ^ table with minimum and maximum amounts of this item
-- optional, defaults to always single item
y = {-32768, -512},
-- ^ table with minimum and maximum heights this item can be found at
-- optional, defaults to no height restrictions
types = {"desert"},
-- ^ table with types of dungeons this item can be found in
-- supported types: "normal" (the cobble/mossycobble one), "sandstone"
-- "desert" and "ice"
-- optional, defaults to no type restrictions
Fence API Fence API
--------- ---------
@ -312,7 +182,6 @@ Allows creation of new fences with "fencelike" drawtype.
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(), sounds = default.node_sound_wood_defaults(),
Walls API Walls API
--------- ---------
@ -325,7 +194,6 @@ walls.register(name, desc, texture, mat, sounds)
^ mat = "default:stone". Used to auto-generate crafting recipe. ^ mat = "default:stone". Used to auto-generate crafting recipe.
^ sounds = sounds: see [#Default sounds] ^ sounds = sounds: see [#Default sounds]
Farming API Farming API
----------- -----------
@ -359,8 +227,6 @@ 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)
@ -368,12 +234,9 @@ The farming API allows you to easily register plants and hoes.
maxlight = default.LIGHT_MAX -- Maximum light to grow maxlight = default.LIGHT_MAX -- Maximum light to grow
} }
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)`
@ -421,62 +284,8 @@ 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
-----------
The player API can register player models and update the player's appearence
* `player_api.register_model(name, def)`
* Register a new model to be used by players
* name: model filename such as "character.x", "foo.b3d", etc.
* def: See [#Model definition]
* saved to player_api.registered_models
* `player_api.registered_player_models[name]`
* Get a model's definition
* see [#Model definition]
* `player_api.set_model(player, model_name)`
* Change a player's model
* `player`: PlayerRef
* `model_name`: model registered with player_api.register_model()
* `player_api.set_animation(player, anim_name [, speed])`
* Applies an animation to a player
* anim_name: name of the animation.
* speed: frames per second. If nil, default from the model is used
* `player_api.set_textures(player, textures)`
* Sets player textures
* `player`: PlayerRef
* `textures`: array of textures, If `textures` is nil the default
textures from the model def are used
* `player_api.get_animation(player)`
* Returns a table containing fields `model`, `textures` and `animation`.
* Any of the fields of the returned table may be nil.
* player: PlayerRef
### Model Definition
{
animation_speed = 30, -- Default animation speed, in FPS.
textures = {"character.png", }, -- Default array of textures.
visual_size = {x = 1, y = 1}, -- Used to scale the model.
animations = {
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19},
bar = {x = 20, y = 39},
-- ...
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
stepheight = 0.6, -- In nodes
eye_height = 1.47, -- In nodes above feet position
}
TNT API TNT API
------- ----------
`tnt.register_tnt(definition)` `tnt.register_tnt(definition)`
@ -486,7 +295,6 @@ TNT API
* `description` A description for your TNT. * `description` A description for your TNT.
* `radius` The radius within which the TNT can destroy nodes. The default is 3. * `radius` The radius within which the TNT can destroy nodes. The default is 3.
* `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`. * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
* `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
* `disable_drops` Disable drops. By default it is set to false. * `disable_drops` Disable drops. By default it is set to false.
* `ignore_protection` Don't check `minetest.is_protected` before removing a node. * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
* `ignore_on_blast` Don't call `on_blast` even if a node has one. * `ignore_on_blast` Don't call `on_blast` even if a node has one.
@ -594,15 +402,11 @@ set a players home position and teleport a player to home position.
Sfinv API Sfinv API
--------- ---------
It is recommended that you read this link for a good introduction to the
sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
### sfinv Methods ### sfinv Methods
**Pages** **Pages**
* sfinv.set_page(player, pagename) - changes the page * sfinv.set_page(player, pagename) - changes the page
* sfinv.get_page(player) - get the current page name. Will never return nil
* sfinv.get_homepage_name(player) - get the page name of the first page to show to a player * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
* sfinv.register_page(name, def) - register a page, see section below * sfinv.register_page(name, def) - register a page, see section below
* sfinv.override_page(name, def) - overrides fields of an page registered with register_page. * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
@ -699,67 +503,39 @@ And override this function to change the layout:
return table.concat(tmp, "") return table.concat(tmp, "")
end end
Stairs API 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.
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)` `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
* Registers a stair * Registers a stair.
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname" * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil` * `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
* `sounds`: See [#Default sounds] * `sounds`: see [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)` `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
* Registers a slab * Registers a slabs
* `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname" * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble" * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
* `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 slab's definition * `description`: used for the description field in the stair's definition
* `sounds`: See [#Default sounds] * `sounds`: see [#Default sounds]
* `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, full_description)` `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
* Registers an inner corner stair * A wrapper for stairs.register_stair and stairs.register_slab
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
* `groups`: See [Known damage and digging time defining groups]
* `images`: See [Tile definition]
* `description`: Used for the description field in the stair's definition with "Inner" prepended
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
`stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
* Registers an outer corner stair
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
* `groups`: See [Known damage and digging time defining groups]
* `images`: See [Tile definition]
* `description`: Used for the description field in the stair's definition with "Outer" prepended
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)`
* 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 node
* `desc_slab`: Description for slab node * `desc_slab`: Description for slab node
Xpanes API Xpanes API
---------- ----------
@ -773,18 +549,12 @@ Creates panes that automatically connect to each other
### Pane definition ### Pane definition
{ {
textures = { textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
"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
use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
} }
Raillike definitions Raillike definitions
-------------------- --------------------
@ -818,48 +588,64 @@ Sounds inside the default table can be used within the sounds field of node defi
* `default.node_sound_glass_defaults()` * `default.node_sound_glass_defaults()`
* `default.node_sound_metal_defaults()` * `default.node_sound_metal_defaults()`
Default constants Default constants
----------------- -----------------
`default.LIGHT_MAX` The maximum light level (see [Node definition] light_source) `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
Player API
----------
GUI and formspecs The player API can register player models and update the player's appearence
-----------------
`default.get_hotbar_bg(x, y)` `default.player_register_model(name, def)`
* Get the hotbar background as string, containing the formspec elements * Register a new model to be used by players.
* x: Horizontal position in the formspec * name: model filename such as "character.x", "foo.b3d", etc.
* y: Vertical position in the formspec * def: See [#Model definition]
`default.gui_bg` `default.registered_player_models[name]`
* Deprecated, remove from mods. * Get a model's definition
* see [#Model definition]
`default.gui_bg_img` `default.player_set_model(player, model_name)`
* Deprecated, remove from mods. * Change a player's model
* `player`: PlayerRef
* `model_name`: model registered with player_register_model()
`default.gui_slots` `default.player_set_animation(player, anim_name [, speed])`
* Deprecated, remove from mods. * Applies an animation to a player
* anim_name: name of the animation.
* speed: frames per second. If nil, default from the model is used
`default.gui_survival_form` `default.player_set_textures(player, textures)`
* Entire formspec for the survival inventory * Sets player textures
* `player`: PlayerRef
* `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
`default.get_furnace_active_formspec(fuel_percent, item_percent)` default.player_get_animation(player)
* Get the active furnace formspec using the defined GUI elements * Returns a table containing fields `model`, `textures` and `animation`.
* fuel_percent: Percent of how much the fuel is used * Any of the fields of the returned table may be nil.
* item_percent: Percent of how much the item is cooked * player: PlayerRef
`default.get_furnace_inactive_formspec()` ### Model Definition
* Get the inactive furnace formspec using the defined GUI elements
{
animation_speed = 30, -- Default animation speed, in FPS.
textures = {"character.png", }, -- Default array of textures.
visual_size = {x = 1, y = 1}, -- Used to scale the model.
animations = {
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19},
bar = {x = 20, y = 39},
-- ...
},
}
Leafdecay Leafdecay
--------- ---------
@ -898,39 +684,70 @@ callback overridden. All the nodes listed in `leaves` have their
Dyes Dyes
---- ----
Minetest Game dyes are registered with: To make recipes that will work with any dye ever made by anybody, define
them based on groups. You can select any group of groups, based on your need for
amount of colors.
groups = {dye = 1, color_<color> = 1}, ### Color groups
To make recipes that will work with dyes from many mods, define them using the Base color groups:
dye group and the color groups.
Dye color groups: * `basecolor_white`
* `basecolor_grey`
* `basecolor_black`
* `basecolor_red`
* `basecolor_yellow`
* `basecolor_green`
* `basecolor_cyan`
* `basecolor_blue`
* `basecolor_magenta`
* `color_white` Extended color groups ( * means also base color )
* `color_grey`
* `color_dark_grey`
* `color_black`
* `color_red`
* `color_pink`
* `color_orange`
* `color_brown`
* `color_yellow`
* `color_green`
* `color_dark_green`
* `color_blue`
* `color_cyan`
* `color_violet`
* `color_magenta`
Example of one shapeless recipe using the dye group and a color group: * `excolor_white` *
* `excolor_lightgrey`
* `excolor_grey` *
* `excolor_darkgrey`
* `excolor_black` *
* `excolor_red` *
* `excolor_orange`
* `excolor_yellow` *
* `excolor_lime`
* `excolor_green` *
* `excolor_aqua`
* `excolor_cyan` *
* `excolor_sky_blue`
* `excolor_blue` *
* `excolor_violet`
* `excolor_magenta` *
* `excolor_red_violet`
The whole unifieddyes palette as groups:
* `unicolor_<excolor>`
For the following, no white/grey/black is allowed:
* `unicolor_medium_<excolor>`
* `unicolor_dark_<excolor>`
* `unicolor_light_<excolor>`
* `unicolor_<excolor>_s50`
* `unicolor_medium_<excolor>_s50`
* `unicolor_dark_<excolor>_s50`
Example of one shapeless recipe using a color group:
minetest.register_craft({ minetest.register_craft({
type = "shapeless", type = "shapeless",
output = "<mod>:item_yellow", output = '<mod>:item_yellow',
recipe = {"<mod>:item_no_color", "group:dye,color_yellow"}, recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
}) })
### Color lists
* `dye.basecolors` are an array containing the names of available base colors
* `dye.excolors` are an array containing the names of the available extended colors
Trees Trees
----- -----
@ -968,13 +785,6 @@ Trees
* `default.grow_acacia_bush(pos)` * `default.grow_acacia_bush(pos)`
* Grows an acaia bush at pos * Grows an acaia bush at pos
* `default.grow_pine_bush(pos)`
* Grows a pine bush at pos
* `default.grow_blueberry_bush(pos)`
* Grows a blueberry bush at pos
Carts Carts
----- -----
@ -997,7 +807,6 @@ Carts
likely be called many times per second, so the function needs likely be called many times per second, so the function needs
to make sure that the event is handled properly. to make sure that the event is handled properly.
Key API Key API
------- -------

View File

@ -1,21 +1,18 @@
# This file contains settings of Minetest Game that can be changed in # This file contains settings of Minetest Game that can be changed in minetest.conf
# minetest.conf.
# By default, all the settings are commented and not functional. # By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #. # Uncomment settings by removing the preceding #.
# Whether creative mode (fast digging of all blocks, unlimited resources) should # Whether creative mode (fast digging of all blocks, unlimited resources) should be enabled
# be enabled.
#creative_mode = false #creative_mode = false
# Sets the behaviour of the inventory items when a player dies. # Sets the behaviour of the inventory items when a player dies.
# bones: Store items in a bone node but drop items if inside protected area. # "bones": Store all items inside a bone node but drop items if inside protected area
# drop: Drop items on the ground. # "drop": Drop all items on the ground
# keep: Player keeps items. # "keep": Player keeps all items
#bones_mode = bones #bones_mode = "bones"
# The time in seconds after which the bones of a dead player can be looted by # The time in seconds after which the bones of a dead player can be looted by everyone
# everyone. # 0 to disable
# 0 to disable.
#share_bones_time = 1200 #share_bones_time = 1200
# How much earlier the bones of a dead player can be looted by # How much earlier the bones of a dead player can be looted by
@ -23,12 +20,8 @@
# 0 to disable. By default it is "share_bones_time" divide by four. # 0 to disable. By default it is "share_bones_time" divide by four.
#share_bones_time_early = 300 #share_bones_time_early = 300
# Inform player of condition and location of new bones. # Whether fire should be enabled. If disabled, 'basic flame' nodes will disappear.
#bones_position_message = false # 'permanent flame' nodes will remain with either setting.
# Whether fire should be enabled. If disabled, 'basic_flame' nodes will
# disappear.
# 'permanent_flame' nodes will remain with either setting.
#enable_fire = true #enable_fire = true
# Enable flame sound. # Enable flame sound.
@ -37,37 +30,24 @@
# Whether lavacooling should be enabled. # Whether lavacooling should be enabled.
#enable_lavacooling = true #enable_lavacooling = true
# Whether the stuff in initial_stuff should be given to new players. # Whether the stuff in initial_stuff should be given to new players
#give_initial_stuff = false #give_initial_stuff = false
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel, #initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,default:torch 99,default:cobble 99
default:torch 99,default:cobble 99
# Whether the TNT mod should be enabled. # Whether the TNT mod should be enabled
#enable_tnt = <true in singleplayer, false in multiplayer> #enable_tnt = <true in singleplayer, false in multiplayer>
# The radius of a TNT explosion. # The radius of a TNT explosion
#tnt_radius = 3 #tnt_radius = 3
# Enable the stairs mod ABM that replaces the old 'upside down' # Enable the stairs mod ABM that replaces the old 'upside down'
# stair and slab nodes in old maps with the new param2 versions. # stair and slab nodes in old maps with the new param2 versions.
#enable_stairs_replace_abm = false #enable_stairs_replace_abm = false
# Whether to allow respawning in beds. # Whether you allow respawning in beds
# Default value is true. # Default value is true
#enable_bed_respawn = true #enable_bed_respawn = true
# Whether players can skip night by sleeping. # Whether players can skip night by sleeping
# 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
# starting biome, is used.
# Default value is false.
#engine_spawn = false
# Whether river water source nodes create flowing sounds.
# Helps rivers create more sound, especially on level sections.
#river_source_sounds = false

View File

@ -10,16 +10,12 @@ Various Minetest developers and contributors (MIT)
Authors of media (textures) Authors of media (textures)
--------------------------- ---------------------------
BlockMen (CC BY-SA 3.0) BlockMen (CC BY-SA 3.0)
All textures unless otherwise noted
TumeniNodes (CC BY-SA 3.0) This mod adds a bed to Minetest which allows to skip the night.
beds_bed_under.png To sleep, rightclick the bed. If playing in singleplayer mode the night gets skipped
This mod adds a bed to Minetest which allows players to skip the night.
To sleep, right click on the bed. If playing in singleplayer mode the night gets skipped
immediately. If playing multiplayer you get shown how many other players are in bed too, 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 half of the players are lying in bed and use this option. than 50% 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

@ -109,7 +109,7 @@ function beds.register_bed(name, def)
return itemstack return itemstack
end, end,
on_rotate = function(pos, node, user, _, new_param2) on_rotate = function(pos, node, user, mode, new_param2)
local dir = minetest.facedir_to_dir(node.param2) local dir = minetest.facedir_to_dir(node.param2)
local p = vector.add(pos, dir) local p = vector.add(pos, dir)
local node2 = minetest.get_node_or_nil(p) local node2 = minetest.get_node_or_nil(p)
@ -121,7 +121,7 @@ function beds.register_bed(name, def)
minetest.record_protection_violation(p, user:get_player_name()) minetest.record_protection_violation(p, user:get_player_name())
return false return false
end end
if new_param2 % 32 > 3 then if mode ~= screwdriver.ROTATE_FACE then
return false return false
end end
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2)) local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
@ -141,9 +141,6 @@ function beds.register_bed(name, def)
minetest.set_node(newp, {name = name .. "_top", param2 = new_param2}) minetest.set_node(newp, {name = name .. "_top", param2 = new_param2})
return true return true
end, end,
can_dig = function(pos, player)
return beds.can_dig(pos)
end,
}) })
minetest.register_node(name .. "_top", { minetest.register_node(name .. "_top", {
@ -163,12 +160,6 @@ function beds.register_bed(name, def)
on_destruct = function(pos) on_destruct = function(pos)
destruct_bed(pos, 2) destruct_bed(pos, 2)
end, end,
can_dig = function(pos, player)
local node = minetest.get_node(pos)
local dir = minetest.facedir_to_dir(node.param2)
local p = vector.add(pos, dir)
return beds.can_dig(p)
end,
}) })
minetest.register_alias(name, name .. "_bottom") minetest.register_alias(name, name .. "_bottom")

View File

@ -1,30 +1,25 @@
-- 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 = S("Fancy Bed"), description = "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 = {
bottom = { bottom = {
"beds_bed_top1.png", "beds_bed_top1.png",
"beds_bed_under.png", "default_wood.png",
"beds_bed_side1.png", "beds_bed_side1.png",
"beds_bed_side1.png^[transformFX", "beds_bed_side1.png^[transformFX",
"beds_bed_foot.png", "default_wood.png",
"beds_bed_foot.png", "beds_bed_foot.png",
}, },
top = { top = {
"beds_bed_top2.png", "beds_bed_top2.png",
"beds_bed_under.png", "default_wood.png",
"beds_bed_side2.png", "beds_bed_side2.png",
"beds_bed_side2.png^[transformFX", "beds_bed_side2.png^[transformFX",
"beds_bed_head.png", "beds_bed_head.png",
"beds_bed_head.png", "default_wood.png",
} }
}, },
nodebox = { nodebox = {
@ -49,7 +44,7 @@ beds.register_bed("beds:fancy_bed", {
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5}, selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = { recipe = {
{"", "", "group:stick"}, {"", "", "group:stick"},
{"wool:white", "wool:white", "wool:white"}, {"wool:red", "wool:red", "wool:white"},
{"group:wood", "group:wood", "group:wood"}, {"group:wood", "group:wood", "group:wood"},
}, },
}) })
@ -57,13 +52,13 @@ beds.register_bed("beds:fancy_bed", {
-- Simple shaped bed -- Simple shaped bed
beds.register_bed("beds:bed", { beds.register_bed("beds:bed", {
description = S("Simple Bed"), description = "Simple Bed",
inventory_image = "beds_bed.png", inventory_image = "beds_bed.png",
wield_image = "beds_bed.png", wield_image = "beds_bed.png",
tiles = { tiles = {
bottom = { bottom = {
"beds_bed_top_bottom.png^[transformR90", "beds_bed_top_bottom.png^[transformR90",
"beds_bed_under.png", "default_wood.png",
"beds_bed_side_bottom_r.png", "beds_bed_side_bottom_r.png",
"beds_bed_side_bottom_r.png^[transformfx", "beds_bed_side_bottom_r.png^[transformfx",
"beds_transparent.png", "beds_transparent.png",
@ -71,7 +66,7 @@ beds.register_bed("beds:bed", {
}, },
top = { top = {
"beds_bed_top_top.png^[transformR90", "beds_bed_top_top.png^[transformR90",
"beds_bed_under.png", "default_wood.png",
"beds_bed_side_top_r.png", "beds_bed_side_top_r.png",
"beds_bed_side_top_r.png^[transformfx", "beds_bed_side_top_r.png^[transformfx",
"beds_bed_side_top.png", "beds_bed_side_top.png",
@ -84,7 +79,7 @@ beds.register_bed("beds:bed", {
}, },
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5}, selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = { recipe = {
{"wool:white", "wool:white", "wool:white"}, {"wool:red", "wool:red", "wool:white"},
{"group:wood", "group:wood", "group:wood"} {"group:wood", "group:wood", "group:wood"}
}, },
}) })

2
mods/beds/depends.txt Normal file
View File

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

View File

@ -1,28 +1,23 @@
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)
local rotation = minetest.get_node(pos).param2 local n = minetest.get_node(pos)
if rotation > 3 then if n.param2 == 1 then
rotation = rotation % 4 -- Mask colorfacedir values return pi / 2, n.param2
end elseif n.param2 == 3 then
if rotation == 1 then return -pi / 2, n.param2
return pi / 2, rotation elseif n.param2 == 0 then
elseif rotation == 3 then return pi, n.param2
return -pi / 2, rotation
elseif rotation == 0 then
return pi, rotation
else else
return 0, rotation return 0, n.param2
end end
end end
@ -61,14 +56,16 @@ 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 local p = beds.pos[name] or nil
beds.player[name] = nil if beds.player[name] ~= nil then
beds.bed_position[name] = nil beds.player[name] = nil
player_in_bed = player_in_bed - 1
end
-- 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 if p then
player:set_pos(p) player:setpos(p)
end end
-- physics, eye_offset, etc -- physics, eye_offset, etc
@ -81,9 +78,9 @@ local function lay_down(player, pos, bed_pos, state, skip)
-- lay down -- lay down
else else
beds.pos[name] = pos
beds.bed_position[name] = bed_pos
beds.player[name] = 1 beds.player[name] = 1
beds.pos[name] = pos
player_in_bed = player_in_bed + 1
-- physics, eye_offset, etc -- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0}) player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
@ -92,7 +89,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
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} local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
player:set_physics_override(0, 0, 0) player:set_physics_override(0, 0, 0)
player:set_pos(p) player:setpos(p)
default.player_attached[name] = true default.player_attached[name] = true
hud_flags.wielditem = false hud_flags.wielditem = false
default.player_set_animation(player, "lay" , 0) default.player_set_animation(player, "lay" , 0)
@ -101,29 +98,18 @@ local function lay_down(player, pos, bed_pos, state, skip)
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 player_in_bed = get_player_in_bed_count() local form_n
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;" .. esc(S("Good morning.")) .. "]" form_n = beds.formspec .. "label[2.7,11; Good morning.]"
else else
form_n = beds.formspec .. "label[2.2,9;" .. form_n = beds.formspec .. "label[2.2,11;" .. tostring(player_in_bed) ..
esc(S("@1 of @2 players are in bed", player_in_bed, ges)) .. "]" " of " .. tostring(ges) .. " players are in bed]"
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;" .. form_n = form_n .. "button_exit[2,8;4,0.75;force;Force night skip]"
esc(S("Force night skip")) .. "]"
end end
end end
@ -148,14 +134,14 @@ end
function beds.on_rightclick(pos, player) function beds.on_rightclick(pos, player)
local name = player:get_player_name() local name = player:get_player_name()
local ppos = player:get_pos() local ppos = player:getpos()
local tod = minetest.get_timeofday() local tod = minetest.get_timeofday()
if tod > 0.2 and tod < 0.805 then if tod > 0.2 and tod < 0.805 then
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, S("You can only sleep at night.")) minetest.chat_send_player(name, "You can only sleep at night.")
return return
end end
@ -185,15 +171,6 @@ function beds.on_rightclick(pos, player)
end end
end end
function beds.can_dig(bed_pos)
-- Check all players in bed which one is at the expected position
for _, player_bed_pos in pairs(beds.bed_position) do
if vector.equals(bed_pos, player_bed_pos) then
return false
end
end
return true
end
-- Callbacks -- Callbacks
-- Only register respawn callback if respawn enabled -- Only register respawn callback if respawn enabled
@ -203,7 +180,7 @@ if enable_respawn then
local name = player:get_player_name() local name = player:get_player_name()
local pos = beds.spawn[name] local pos = beds.spawn[name]
if pos then if pos then
player:set_pos(pos) player:setpos(pos)
return true return true
end end
end) end)
@ -228,25 +205,16 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "beds_form" then if formname ~= "beds_form" then
return return
end end
-- Because "Force night skip" button is a button_exit, it will set fields.quit
-- and lay_down call will change value of player_in_bed, so it must be taken
-- earlier.
local last_player_in_bed = get_player_in_bed_count()
if fields.quit or fields.leave then if fields.quit or fields.leave then
lay_down(player, nil, nil, false) lay_down(player, nil, nil, false)
update_formspecs(false) update_formspecs(false)
end end
if fields.force then if fields.force then
local is_majority = (#minetest.get_connected_players() / 2) < last_player_in_bed update_formspecs(is_night_skip_enabled())
if is_majority and is_night_skip_enabled() then if is_night_skip_enabled() then
update_formspecs(true)
beds.skip_night() beds.skip_night()
beds.kick_players() beds.kick_players()
else
update_formspecs(false)
end end
end end
end) end)

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@ -1,20 +1,11 @@
-- beds/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("beds")
beds = {} beds = {}
beds.player = {} beds.player = {}
beds.bed_position = {}
beds.pos = {} beds.pos = {}
beds.spawn = {} beds.spawn = {}
beds.get_translator = S
beds.formspec = "size[8,11;true]" .. beds.formspec = "size[8,15;true]" ..
"no_prepend[]" .. "bgcolor[#080808BB; true]" ..
"bgcolor[#080808BB;true]" .. "button_exit[2,12;4,0.75;leave;Leave Bed]"
"button_exit[2,10;4,0.75;leave;" .. S("Leave Bed") .. "]"
local modpath = minetest.get_modpath("beds") local modpath = minetest.get_modpath("beds")

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@ -30,7 +30,6 @@ Licenses of media (textures)
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2014-2016 BlockMen Copyright (C) 2014-2016 BlockMen
Copyright (C) 2018 TumeniNodes
You are free to: You are free to:
Share — copy and redistribute the material in any medium or format. Share — copy and redistribute the material in any medium or format.

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@ -1,8 +0,0 @@
# textdomain: beds
Fancy Bed=Schickes Bett
Simple Bed=Schlichtes Bett
Leave Bed=Bett verlassen
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.

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@ -1,8 +0,0 @@
# textdomain: beds
Fancy Bed=Cama de lujo
Simple Bed=Cama sencilla
Leave Bed=Abandonar cama
Good morning.=Buenos días.
@1 of @2 players are in bed=@1 de @2 jugadores están en cama
Force night skip=Forzar evitar noche
You can only sleep at night.=Sólo puedes dormir por la noche.

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@ -1,8 +0,0 @@
# textdomain: beds
Fancy Bed=Lit chic
Simple Bed=Lit simple
Leave Bed=Se lever du lit
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.

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@ -1,4 +0,0 @@
# textdomain: beds
Fancy Bed=Letto decorato
Simple Bed=Letto semplice
Leave Bed=Alzati dal letto

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@ -1,8 +0,0 @@
# textdomain: beds
Fancy Bed=
Simple Bed=
Leave Bed=
Good morning.=
@1 of @2 players are in bed=
Force night skip=
You can only sleep at night.=

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

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@ -53,7 +53,7 @@ end
function beds.set_spawns() function beds.set_spawns()
for name,_ in pairs(beds.player) do for name,_ in pairs(beds.player) do
local player = minetest.get_player_by_name(name) local player = minetest.get_player_by_name(name)
local p = player:get_pos() local p = player:getpos()
-- but don't change spawn location if borrowing a bed -- but don't change spawn location if borrowing a bed
if not minetest.is_protected(p, name) then if not minetest.is_protected(p, name) then
beds.spawn[name] = p beds.spawn[name] = p

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@ -1,37 +0,0 @@
Minetest Game mod: binoculars
=============================
See license.txt for license information.
Authors of source code
----------------------
paramat (MIT)
Authors of media (textures)
---------------------------
paramat (CC BY-SA 3.0):
binoculars_binoculars.png
Crafting
--------
binoculars:binoculars
default:obsidian_glass O
default:bronze_ingot B
O_O
BBB
O_O
Usage
-----
In survival mode, use of zoom requires the binoculars item in your inventory,
they will allow a 10 degree field of view.
It can take up to 5 seconds for adding to or removal from inventory to have an
effect, however to instantly allow the use of this zoom 'use' (leftclick) the
item.
Zoom with a field of view of 15 degrees is automatically allowed in creative
mode and for any player with the 'creative' privilege.
The 'binoculars.update_player_property()' function is global so can be
redefined by a mod for alternative behaviour.

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@ -1,81 +0,0 @@
-- binoculars/init.lua
-- Mod global namespace
binoculars = {}
-- Load support for MT game translation.
local S = minetest.get_translator("binoculars")
-- Detect creative mod
local creative_mod = minetest.get_modpath("creative")
-- Cache creative mode setting as fallback if creative mod not present
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
-- Update player property
-- Global to allow overriding
function binoculars.update_player_property(player)
local creative_enabled =
(creative_mod and creative.is_enabled_for(player:get_player_name())) or
creative_mode_cache
local new_zoom_fov = 0
if player:get_inventory():contains_item(
"main", "binoculars:binoculars") then
new_zoom_fov = 10
elseif creative_enabled then
new_zoom_fov = 15
end
-- Only set property if necessary to avoid player mesh reload
if player:get_properties().zoom_fov ~= new_zoom_fov then
player:set_properties({zoom_fov = new_zoom_fov})
end
end
-- Set player property 'on joinplayer'
minetest.register_on_joinplayer(function(player)
binoculars.update_player_property(player)
end)
-- Cyclic update of player property
local function cyclic_update()
for _, player in ipairs(minetest.get_connected_players()) do
binoculars.update_player_property(player)
end
minetest.after(4.7, cyclic_update)
end
minetest.after(4.7, cyclic_update)
-- Binoculars item
minetest.register_craftitem("binoculars:binoculars", {
description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"),
inventory_image = "binoculars_binoculars.png",
stack_max = 1,
on_use = function(itemstack, user, pointed_thing)
binoculars.update_player_property(user)
end,
})
-- Crafting
minetest.register_craft({
output = "binoculars:binoculars",
recipe = {
{"default:obsidian_glass", "", "default:obsidian_glass"},
{"default:bronze_ingot", "default:bronze_ingot", "default:bronze_ingot"},
{"default:obsidian_glass", "", "default:obsidian_glass"},
}
})

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@ -1,59 +0,0 @@
License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2017 paramat
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2017 paramat
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

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

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

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

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

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

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@ -1,4 +0,0 @@
name = binoculars
description = Minetest Game mod: binoculars
depends = default
optional_depends = creative

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@ -13,19 +13,3 @@ Textures: Zeg9 (CC BY-SA 3.0)
Model: thetoon and Zeg9 (CC BY-SA 3.0), Model: thetoon and Zeg9 (CC BY-SA 3.0),
modified by PavelS(SokolovPavel) (CC BY-SA 3.0), modified by PavelS(SokolovPavel) (CC BY-SA 3.0),
modified by sofar (CC BY-SA 3.0) modified by sofar (CC BY-SA 3.0)
Controls
--------
Right mouse button = Enter or exit boat when pointing at boat.
Forward = Speed up.
Slow down when moving backwards.
Forward + backward = Enable cruise mode: Boat will accelerate to maximum forward
speed and remain at that speed without needing to hold the
forward key.
Backward = Slow down.
Speed up when moving backwards.
Disable cruise mode.
Left = Turn to the left.
Turn to the right when moving backwards.
Right = Turn to the right.
Turn to the left when moving backwards.

1
mods/boats/depends.txt Normal file
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@ -0,0 +1 @@
default

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@ -1,8 +1,3 @@
-- boats/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("boats")
-- --
-- Helper functions -- Helper functions
-- --
@ -38,21 +33,18 @@ end
-- --
local boat = { local boat = {
initial_properties = { physical = true,
physical = true, -- Warning: Do not change the position of the collisionbox top surface,
-- Warning: Do not change the position of the collisionbox top surface, -- lowering it causes the boat to fall through the world if underwater
-- lowering it causes the boat to fall through the world if underwater collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5}, visual = "mesh",
visual = "mesh", mesh = "boats_boat.obj",
mesh = "boats_boat.obj", textures = {"default_wood.png"},
textures = {"default_wood.png"},
},
driver = nil, driver = nil,
v = 0, v = 0,
last_v = 0, last_v = 0,
removed = false, removed = false
auto = false
} }
@ -61,16 +53,15 @@ function boat.on_rightclick(self, clicker)
return return
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 clicker == self.driver then
self.driver = nil self.driver = nil
self.auto = false
clicker:set_detach() clicker:set_detach()
player_api.player_attached[name] = false default.player_attached[name] = false
player_api.set_animation(clicker, "stand" , 30) default.player_set_animation(clicker, "stand" , 30)
local pos = clicker:get_pos() local pos = clicker:getpos()
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:setpos(pos)
end) end)
elseif not self.driver then elseif not self.driver then
local attach = clicker:get_attach() local attach = clicker:get_attach()
@ -81,25 +72,18 @@ function boat.on_rightclick(self, clicker)
end end
clicker:set_detach() clicker:set_detach()
end end
self.driver = name self.driver = clicker
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, y = 11, z = -3}, {x = 0, y = 0, z = 0})
player_api.player_attached[name] = true default.player_attached[name] = true
minetest.after(0.2, function() minetest.after(0.2, function()
player_api.set_animation(clicker, "sit" , 30) default.player_set_animation(clicker, "sit" , 30)
end) end)
clicker:set_look_horizontal(self.object:get_yaw()) clicker:set_look_horizontal(self.object:getyaw())
end end
end end
-- If driver leaves server while driving boat
function boat.on_detach_child(self, child)
self.driver = nil
self.auto = false
end
function boat.on_activate(self, staticdata, dtime_s) function boat.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal = 1}) self.object:set_armor_groups({immortal = 1})
if staticdata then if staticdata then
@ -118,23 +102,21 @@ function boat.on_punch(self, puncher)
if not puncher or not puncher:is_player() or self.removed then if not puncher or not puncher:is_player() or self.removed then
return return
end end
if self.driver and puncher == self.driver then
local name = puncher:get_player_name()
if self.driver and name == self.driver then
self.driver = nil self.driver = nil
puncher:set_detach() puncher:set_detach()
player_api.player_attached[name] = false default.player_attached[puncher:get_player_name()] = false
end end
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 (creative and creative.is_enabled_for
and creative.is_enabled_for(name)) and creative.is_enabled_for(puncher:get_player_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
if not leftover:is_empty() then if not leftover:is_empty() then
minetest.add_item(self.object:get_pos(), leftover) minetest.add_item(self.object:getpos(), leftover)
end end
end end
-- delay remove to ensure player is detached -- delay remove to ensure player is detached
@ -146,49 +128,38 @@ 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:getvelocity()) * get_sign(self.v)
if self.driver then if self.driver then
local driver_objref = minetest.get_player_by_name(self.driver) local ctrl = self.driver:get_player_control()
if driver_objref then local yaw = self.object:getyaw()
local ctrl = driver_objref:get_player_control() if ctrl.up then
if ctrl.up and ctrl.down then self.v = self.v + 0.1
if not self.auto then elseif ctrl.down then
self.auto = true self.v = self.v - 0.1
minetest.chat_send_player(self.driver, S("Boat cruise mode on")) end
end if ctrl.left then
elseif ctrl.down then if self.v < 0 then
self.v = self.v - dtime * 1.8 self.object:setyaw(yaw - (1 + dtime) * 0.03)
if self.auto then else
self.auto = false self.object:setyaw(yaw + (1 + dtime) * 0.03)
minetest.chat_send_player(self.driver, S("Boat cruise mode off"))
end
elseif ctrl.up or self.auto then
self.v = self.v + dtime * 1.8
end end
if ctrl.left then elseif ctrl.right then
if self.v < -0.001 then if self.v < 0 then
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9) self.object:setyaw(yaw + (1 + dtime) * 0.03)
else else
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9) self.object:setyaw(yaw - (1 + dtime) * 0.03)
end
elseif ctrl.right then
if self.v < -0.001 then
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
else
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
end
end end
end end
end end
local velo = self.object:get_velocity() local velo = self.object:getvelocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then if 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:setpos(self.object:getpos())
return return
end end
local s = get_sign(self.v) local s = get_sign(self.v)
self.v = self.v - dtime * 0.6 * s self.v = self.v - 0.02 * s
if s ~= get_sign(self.v) then if s ~= get_sign(self.v) then
self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:setvelocity({x = 0, y = 0, z = 0})
self.v = 0 self.v = 0
return return
end end
@ -196,7 +167,7 @@ function boat.on_step(self, dtime)
self.v = 5 * get_sign(self.v) self.v = 5 * get_sign(self.v)
end end
local p = self.object:get_pos() local p = self.object:getpos()
p.y = p.y - 0.5 p.y = p.y - 0.5
local new_velo local new_velo
local new_acce = {x = 0, y = 0, z = 0} local new_acce = {x = 0, y = 0, z = 0}
@ -208,13 +179,13 @@ function boat.on_step(self, dtime)
else else
new_acce = {x = 0, y = -9.8, z = 0} new_acce = {x = 0, y = -9.8, z = 0}
end end
new_velo = get_velocity(self.v, self.object:get_yaw(), new_velo = get_velocity(self.v, self.object:getyaw(),
self.object:get_velocity().y) self.object:getvelocity().y)
self.object:set_pos(self.object:get_pos()) self.object:setpos(self.object:getpos())
else else
p.y = p.y + 1 p.y = p.y + 1
if is_water(p) then if is_water(p) then
local y = self.object:get_velocity().y local y = self.object:getvelocity().y
if y >= 5 then if y >= 5 then
y = 5 y = 5
elseif y < 0 then elseif y < 0 then
@ -222,24 +193,24 @@ function boat.on_step(self, dtime)
else else
new_acce = {x = 0, y = 5, z = 0} new_acce = {x = 0, y = 5, z = 0}
end end
new_velo = get_velocity(self.v, self.object:get_yaw(), y) new_velo = get_velocity(self.v, self.object:getyaw(), y)
self.object:set_pos(self.object:get_pos()) self.object:setpos(self.object:getpos())
else else
new_acce = {x = 0, y = 0, z = 0} new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:get_velocity().y) < 1 then if math.abs(self.object:getvelocity().y) < 1 then
local pos = self.object:get_pos() local pos = self.object:getpos()
pos.y = math.floor(pos.y) + 0.5 pos.y = math.floor(pos.y) + 0.5
self.object:set_pos(pos) self.object:setpos(pos)
new_velo = get_velocity(self.v, self.object:get_yaw(), 0) new_velo = get_velocity(self.v, self.object:getyaw(), 0)
else else
new_velo = get_velocity(self.v, self.object:get_yaw(), new_velo = get_velocity(self.v, self.object:getyaw(),
self.object:get_velocity().y) self.object:getvelocity().y)
self.object:set_pos(self.object:get_pos()) self.object:setpos(self.object:getpos())
end end
end end
end end
self.object:set_velocity(new_velo) self.object:setvelocity(new_velo)
self.object:set_acceleration(new_acce) self.object:setacceleration(new_acce)
end end
@ -247,7 +218,7 @@ minetest.register_entity("boats:boat", boat)
minetest.register_craftitem("boats:boat", { minetest.register_craftitem("boats:boat", {
description = S("Boat"), description = "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},
@ -275,7 +246,7 @@ minetest.register_craftitem("boats:boat", {
boat = minetest.add_entity(pointed_thing.under, "boats:boat") boat = minetest.add_entity(pointed_thing.under, "boats:boat")
if boat then if boat then
if placer then if placer then
boat:set_yaw(placer:get_look_horizontal()) boat:setyaw(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 (creative and creative.is_enabled_for and

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

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Modo crucero en bote activado
Boat cruise mode off=Modo crucero en bote desactivado
Boat=Bote

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

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Modalità movimento automatico barca attivata
Boat cruise mode off=Modalità movimento automatico barca disattivata
Boat=Barca

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

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

1
mods/bones/depends.txt Normal file
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@ -0,0 +1 @@
default

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@ -1,13 +1,6 @@
-- 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 = {}
local function is_owner(pos, name) local function is_owner(pos, name)
local owner = minetest.get_meta(pos):get_string("owner") local owner = minetest.get_meta(pos):get_string("owner")
if owner == "" or owner == name or minetest.check_player_privs(name, "protection_bypass") then if owner == "" or owner == name or minetest.check_player_privs(name, "protection_bypass") then
@ -18,6 +11,9 @@ end
local bones_formspec = local bones_formspec =
"size[8,9]" .. "size[8,9]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
"list[current_name;main;0,0.3;8,4;]" .. "list[current_name;main;0,0.3;8,4;]" ..
"list[current_player;main;0,4.85;8,1;]" .. "list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" .. "list[current_player;main;0,6.08;8,3;8]" ..
@ -29,7 +25,7 @@ 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 = S("Bones"), description = "Bones",
tiles = { tiles = {
"bones_top.png^[transform2", "bones_top.png^[transform2",
"bones_bottom.png", "bones_bottom.png",
@ -121,7 +117,7 @@ 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", S("@1's old bones", meta:get_string("owner"))) meta:set_string("infotext", meta:get_string("owner") .. "'s old bones")
meta:set_string("owner", "") meta:set_string("owner", "")
else else
meta:set_int("time", time) meta:set_int("time", time)
@ -161,7 +157,7 @@ end
local drop = function(pos, itemstack) local drop = function(pos, itemstack)
local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count())) local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
if obj then if obj then
obj:set_velocity({ obj:setvelocity({
x = math.random(-10, 10) / 9, x = math.random(-10, 10) / 9,
y = 5, y = 5,
z = math.random(-10, 10) / 9, z = math.random(-10, 10) / 9,
@ -169,18 +165,6 @@ local drop = function(pos, itemstack)
end end
end end
local player_inventory_lists = { "main", "craft" }
bones.player_inventory_lists = player_inventory_lists
local function is_all_empty(player_inv)
for _, list_name in ipairs(player_inventory_lists) do
if not player_inv:is_empty(list_name) then
return false
end
end
return true
end
minetest.register_on_dieplayer(function(player) 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"
@ -188,32 +172,21 @@ minetest.register_on_dieplayer(function(player)
bones_mode = "bones" bones_mode = "bones"
end end
local bones_position_message = minetest.settings:get_bool("bones_position_message") == true
local player_name = player:get_player_name()
local pos = vector.round(player:get_pos())
local pos_string = minetest.pos_to_string(pos)
-- return if keep inventory set or in creative mode -- 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 (creative and creative.is_enabled_for
and creative.is_enabled_for(player:get_player_name())) then and creative.is_enabled_for(player:get_player_name())) then
minetest.log("action", player_name .. " dies at " .. pos_string ..
". No bones placed")
if bones_position_message then
minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
end
return return
end end
local player_inv = player:get_inventory() local player_inv = player:get_inventory()
if is_all_empty(player_inv) then if player_inv:is_empty("main") and
minetest.log("action", player_name .. " dies at " .. pos_string .. player_inv:is_empty("craft") then
". No bones placed")
if bones_position_message then
minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
end
return return
end end
local pos = vector.round(player:getpos())
local player_name = player:get_player_name()
-- check if it's possible to place bones, if not find space near player -- check if it's possible to place bones, if not find space near player
if bones_mode == "bones" and not may_replace(pos, player) then if bones_mode == "bones" and not may_replace(pos, player) then
local air = minetest.find_node_near(pos, 1, {"air"}) local air = minetest.find_node_near(pos, 1, {"air"})
@ -225,51 +198,49 @@ minetest.register_on_dieplayer(function(player)
end end
if bones_mode == "drop" then if bones_mode == "drop" then
for _, list_name in ipairs(player_inventory_lists) do
for i = 1, player_inv:get_size(list_name) do -- drop inventory items
drop(pos, player_inv:get_stack(list_name, i)) for i = 1, player_inv:get_size("main") do
end drop(pos, player_inv:get_stack("main", i))
player_inv:set_list(list_name, {})
end end
player_inv:set_list("main", {})
-- drop crafting grid items
for i = 1, player_inv:get_size("craft") do
drop(pos, player_inv:get_stack("craft", i))
end
player_inv:set_list("craft", {})
drop(pos, ItemStack("bones:bones")) drop(pos, ItemStack("bones:bones"))
minetest.log("action", player_name .. " dies at " .. pos_string ..
". Inventory dropped")
if bones_position_message then
minetest.chat_send_player(player_name, S("@1 died at @2, and dropped their inventory.", player_name, pos_string))
end
return return
end end
local param2 = minetest.dir_to_facedir(player:get_look_dir()) local param2 = minetest.dir_to_facedir(player:get_look_dir())
minetest.set_node(pos, {name = "bones:bones", param2 = param2}) minetest.set_node(pos, {name = "bones:bones", param2 = param2})
minetest.log("action", player_name .. " dies at " .. pos_string ..
". Bones placed")
if bones_position_message then
minetest.chat_send_player(player_name, S("@1 died at @2, and bones were placed.", player_name, pos_string))
end
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local inv = meta:get_inventory() local inv = meta:get_inventory()
inv:set_size("main", 8 * 4) inv:set_size("main", 8 * 4)
inv:set_list("main", player_inv:get_list("main"))
for _, list_name in ipairs(player_inventory_lists) do for i = 1, player_inv:get_size("craft") do
for i = 1, player_inv:get_size(list_name) do local stack = player_inv:get_stack("craft", i)
local stack = player_inv:get_stack(list_name, i) if inv:room_for_item("main", stack) then
if inv:room_for_item("main", stack) then inv:add_item("main", stack)
inv:add_item("main", stack) else
else -- no space left --drop if no space left
drop(pos, stack) drop(pos, stack)
end
end end
player_inv:set_list(list_name, {})
end end
player_inv:set_list("main", {})
player_inv:set_list("craft", {})
meta:set_string("formspec", bones_formspec) meta:set_string("formspec", bones_formspec)
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", S("@1's fresh bones", player_name)) meta:set_string("infotext", player_name .. "'s fresh bones")
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)
@ -279,6 +250,6 @@ 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", S("@1's bones", player_name)) meta:set_string("infotext", player_name.."'s bones")
end end
end) end)

View File

@ -1,8 +0,0 @@
# 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

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@ -1,8 +0,0 @@
# 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

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@ -1,8 +0,0 @@
# 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

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@ -1,8 +0,0 @@
# textdomain: bones
Bones=Ossa
@1's old bones=Ossa vecchie di @1
@1 died at @2.=@1 è morto alla posizione @2.
@1 died at @2, and dropped their inventory.=@1 è morto alla posizione @2, e ha lasciato a terra il contenuto del suo inventario.
@1 died at @2, and bones were placed.=@1 è morto alla posizione @2, e vi sono state posizionate delle ossa.
@1's fresh bones=Ossa fresche di @1
@1's bones=Ossa di @1

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@ -1,8 +0,0 @@
# textdomain: bones
Bones=
@1's old bones=
@1 died at @2.=
@1 died at @2, and dropped their inventory.=
@1 died at @2, and bones were placed.=
@1's fresh bones=
@1's bones=

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

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@ -4,9 +4,9 @@ See license.txt for license information.
Authors of source code Authors of source code
---------------------- ----------------------
Kahrl <kahrl@gmx.net> (LGPLv2.1+) Kahrl <kahrl@gmx.net> (LGPL 2.1)
celeron55, Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+) celeron55, Perttu Ahola <celeron55@gmail.com> (LGPL 2.1)
Various Minetest developers and contributors (LGPLv2.1+) Various Minetest developers and contributors (LGPL 2.1)
Authors of media (textures) Authors of media (textures)
--------------------------- ---------------------------

2
mods/bucket/depends.txt Normal file
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@ -0,0 +1,2 @@
default

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@ -1,19 +1,15 @@
-- Minetest 0.4 mod: bucket -- Minetest 0.4 mod: bucket
-- 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("bucket")
minetest.register_alias("bucket", "bucket:bucket_empty") minetest.register_alias("bucket", "bucket:bucket_empty")
minetest.register_alias("bucket_water", "bucket:bucket_water") minetest.register_alias("bucket_water", "bucket:bucket_water")
minetest.register_alias("bucket_lava", "bucket:bucket_lava") minetest.register_alias("bucket_lava", "bucket:bucket_lava")
minetest.register_craft({ minetest.register_craft({
output = "bucket:bucket_empty 1", output = 'bucket:bucket_empty 1',
recipe = { recipe = {
{"default:steel_ingot", "", "default:steel_ingot"}, {'default:steel_ingot', '', 'default:steel_ingot'},
{"", "default:steel_ingot", ""}, {'', 'default:steel_ingot', ''},
} }
}) })
@ -115,9 +111,9 @@ function bucket.register_liquid(source, flowing, itemname, inventory_image, name
end end
minetest.register_craftitem("bucket:bucket_empty", { minetest.register_craftitem("bucket:bucket_empty", {
description = S("Empty Bucket"), description = "Empty Bucket",
inventory_image = "bucket.png", inventory_image = "bucket.png",
groups = {tool = 1}, stack_max = 99,
liquids_pointable = true, liquids_pointable = true,
on_use = function(itemstack, user, pointed_thing) on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type == "object" then if pointed_thing.type == "object" then
@ -152,7 +148,7 @@ minetest.register_craftitem("bucket:bucket_empty", {
if inv:room_for_item("main", {name=liquiddef.itemname}) then if inv:room_for_item("main", {name=liquiddef.itemname}) then
inv:add_item("main", liquiddef.itemname) inv:add_item("main", liquiddef.itemname)
else else
local pos = user:get_pos() local pos = user:getpos()
pos.y = math.floor(pos.y + 0.5) pos.y = math.floor(pos.y + 0.5)
minetest.add_item(pos, liquiddef.itemname) minetest.add_item(pos, liquiddef.itemname)
end end
@ -189,23 +185,17 @@ bucket.register_liquid(
"default:water_flowing", "default:water_flowing",
"bucket:bucket_water", "bucket:bucket_water",
"bucket_water.png", "bucket_water.png",
S("Water Bucket"), "Water Bucket",
{tool = 1, water_bucket = 1} {water_bucket = 1}
) )
-- River water source is 'liquid_renewable = false' to avoid horizontal spread
-- of water sources in sloping rivers that can cause water to overflow
-- riverbanks and cause floods.
-- River water source is instead made renewable by the 'force renew' option
-- used here.
bucket.register_liquid( bucket.register_liquid(
"default:river_water_source", "default:river_water_source",
"default:river_water_flowing", "default:river_water_flowing",
"bucket:bucket_river_water", "bucket:bucket_river_water",
"bucket_river_water.png", "bucket_river_water.png",
S("River Water Bucket"), "River Water Bucket",
{tool = 1, water_bucket = 1}, {water_bucket = 1},
true true
) )
@ -214,8 +204,7 @@ bucket.register_liquid(
"default:lava_flowing", "default:lava_flowing",
"bucket:bucket_lava", "bucket:bucket_lava",
"bucket_lava.png", "bucket_lava.png",
S("Lava Bucket"), "Lava Bucket"
{tool = 1}
) )
minetest.register_craft({ minetest.register_craft({

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@ -1,5 +0,0 @@
# textdomain: bucket
Empty Bucket=Leerer Eimer
Water Bucket=Wassereimer
River Water Bucket=Flusswassereimer
Lava Bucket=Lavaeimer

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@ -1,5 +0,0 @@
# textdomain: bucket
Empty Bucket=Cubo vacío
Water Bucket=Cubo con agua
River Water Bucket=Cubo con agua de río
Lava Bucket=Cubo con lava

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@ -1,5 +0,0 @@
# textdomain: bucket
Empty Bucket=Seau vide
Water Bucket=Seau d'eau
River Water Bucket=Seau d'eau de rivière
Lava Bucket=Seau de lave

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@ -1,5 +0,0 @@
# textdomain: bucket
Empty Bucket=Secchio vuoto
Water Bucket=Secchio d'acqua
River Water Bucket=Secchio d'acqua di fiume
Lava Bucket=Secchio di lava

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@ -1,5 +0,0 @@
# textdomain: bucket
Empty Bucket=
Water Bucket=
River Water Bucket=
Lava Bucket=

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

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@ -1,14 +0,0 @@
Minetest Game mod: Butterflies
==============================
Adds butterflies to the world on mapgen, which can be caught in a net if the
fireflies mod is also enabled.
Authors of source code
----------------------
Shara RedCat (MIT)
Authors of media (textures)
---------------------------
Shara RedCat (CC BY-SA 3.0):
butterflies_butterfly_*.png
butterflies_butterfly_*_animated.png

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@ -1,137 +0,0 @@
-- butterflies/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("butterflies")
-- register butterflies
local butter_list = {
{"white", S("White Butterfly")},
{"red", S("Red Butterfly")},
{"violet", S("Violet Butterfly")}
}
for i in ipairs (butter_list) do
local name = butter_list[i][1]
local desc = butter_list[i][2]
minetest.register_node("butterflies:butterfly_"..name, {
description = desc,
drawtype = "plantlike",
tiles = {{
name = "butterflies_butterfly_"..name.."_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3
},
}},
inventory_image = "butterflies_butterfly_"..name..".png",
wield_image = "butterflies_butterfly_"..name..".png",
waving = 1,
paramtype = "light",
sunlight_propagates = true,
buildable_to = true,
walkable = false,
groups = {catchable = 1},
selection_box = {
type = "fixed",
fixed = {-0.1, -0.1, -0.1, 0.1, 0.1, 0.1},
},
floodable = true,
on_place = function(itemstack, placer, pointed_thing)
local player_name = placer:get_player_name()
local pos = pointed_thing.above
if not minetest.is_protected(pos, player_name) and
not minetest.is_protected(pointed_thing.under, player_name) and
minetest.get_node(pos).name == "air" then
minetest.set_node(pos, {name = "butterflies:butterfly_"..name})
minetest.get_node_timer(pos):start(1)
itemstack:take_item()
end
return itemstack
end,
on_timer = function(pos, elapsed)
if minetest.get_node_light(pos) < 11 then
minetest.set_node(pos, {name = "butterflies:hidden_butterfly_"..name})
end
minetest.get_node_timer(pos):start(30)
end
})
minetest.register_node("butterflies:hidden_butterfly_"..name, {
drawtype = "airlike",
inventory_image = "butterflies_butterfly_"..name..".png",
wield_image = "butterflies_butterfly_"..name..".png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
pointable = false,
diggable = false,
drop = "",
groups = {not_in_creative_inventory = 1},
floodable = true,
on_place = function(itemstack, placer, pointed_thing)
local player_name = placer:get_player_name()
local pos = pointed_thing.above
if not minetest.is_protected(pos, player_name) and
not minetest.is_protected(pointed_thing.under, player_name) and
minetest.get_node(pos).name == "air" then
minetest.set_node(pos, {name = "butterflies:hidden_butterfly_"..name})
minetest.get_node_timer(pos):start(1)
itemstack:take_item()
end
return itemstack
end,
on_timer = function(pos, elapsed)
if minetest.get_node_light(pos) >= 11 then
minetest.set_node(pos, {name = "butterflies:butterfly_"..name})
end
minetest.get_node_timer(pos):start(30)
end
})
end
-- register decoration
minetest.register_decoration({
name = "butterflies:butterfly",
deco_type = "simple",
place_on = {"default:dirt_with_grass"},
place_offset_y = 2,
sidelen = 80,
fill_ratio = 0.005,
biomes = {"grassland", "deciduous_forest", "floatland_grassland"},
y_max = 31000,
y_min = 1,
decoration = {
"butterflies:butterfly_white",
"butterflies:butterfly_red",
"butterflies:butterfly_violet"
},
spawn_by = "group:flower",
num_spawn_by = 1
})
-- get decoration ID
local butterflies = minetest.get_decoration_id("butterflies:butterfly")
minetest.set_gen_notify({decoration = true}, {butterflies})
-- start nodetimers
minetest.register_on_generated(function(minp, maxp, blockseed)
local gennotify = minetest.get_mapgen_object("gennotify")
local poslist = {}
for _, pos in ipairs(gennotify["decoration#"..butterflies] or {}) do
local deco_pos = {x = pos.x, y = pos.y + 3, z = pos.z}
table.insert(poslist, deco_pos)
end
if #poslist ~= 0 then
for i = 1, #poslist do
local pos = poslist[i]
minetest.get_node_timer(pos):start(1)
end
end
end)

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@ -1,58 +0,0 @@
License of source code
----------------------
The MIT License (MIT)
Copyright (c) 2018 Shara RedCat
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2018 Shara RedCat
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

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

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

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

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

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

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

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@ -6,8 +6,7 @@ itself is based on (and fully compatible with) the carts mod [2].
The model was originally designed by stujones11 [3] (CC-0). The model was originally designed by stujones11 [3] (CC-0).
Cart textures are based on original work from PixelBOX by Gambit (permissive Cart textures are based on original work from PixelBOX (WTFPL).
license).
[1] https://github.com/SmallJoker/boost_cart/ [1] https://github.com/SmallJoker/boost_cart/

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@ -1,17 +1,10 @@
-- carts/cart_entity.lua
-- support for MT game translation.
local S = carts.get_translator
local cart_entity = { local cart_entity = {
initial_properties = { physical = false, -- otherwise going uphill breaks
physical = false, -- otherwise going uphill breaks collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, visual = "mesh",
visual = "mesh", mesh = "carts_cart.b3d",
mesh = "carts_cart.b3d", visual_size = {x=1, y=1},
visual_size = {x=1, y=1}, textures = {"carts_cart.png"},
textures = {"carts_cart.png"},
},
driver = nil, driver = nil,
punched = false, -- used to re-send velocity and position punched = false, -- used to re-send velocity and position
@ -34,10 +27,6 @@ function cart_entity:on_rightclick(clicker)
elseif not self.driver then elseif not self.driver then
self.driver = player_name self.driver = player_name
carts:manage_attachment(clicker, self.object) carts:manage_attachment(clicker, self.object)
-- player_api does not update the animation
-- when the player is attached, reset to default animation
player_api.set_animation(clicker, "stand")
end end
end end
@ -47,32 +36,29 @@ function cart_entity:on_activate(staticdata, dtime_s)
return return
end end
local data = minetest.deserialize(staticdata) local data = minetest.deserialize(staticdata)
if type(data) ~= "table" then if not data or type(data) ~= "table" then
return return
end end
self.railtype = data.railtype self.railtype = data.railtype
if data.old_dir then if data.old_dir then
self.old_dir = data.old_dir self.old_dir = data.old_dir
end end
if data.old_vel then
self.old_vel = data.old_vel
end
end end
function cart_entity:get_staticdata() function cart_entity:get_staticdata()
return minetest.serialize({ return minetest.serialize({
railtype = self.railtype, railtype = self.railtype,
old_dir = self.old_dir old_dir = self.old_dir,
old_vel = self.old_vel
}) })
end end
-- 0.5.x and later: When the driver leaves
function cart_entity:on_detach_child(child)
if child and child:get_player_name() == self.driver then
self.driver = nil
end
end
function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction) function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
local pos = self.object:get_pos() local pos = self.object:getpos()
local vel = self.object:get_velocity() local vel = self.object:getvelocity()
if not self.railtype or vector.equals(vel, {x=0, y=0, z=0}) then if not self.railtype or vector.equals(vel, {x=0, y=0, z=0}) then
local node = minetest.get_node(pos).name local node = minetest.get_node(pos).name
self.railtype = minetest.get_item_group(node, "connect_to_raillike") self.railtype = minetest.get_item_group(node, "connect_to_raillike")
@ -95,12 +81,12 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
-- Detach driver and items -- Detach driver and items
if self.driver then if self.driver then
if self.old_pos then if self.old_pos then
self.object:set_pos(self.old_pos) self.object:setpos(self.old_pos)
end end
local player = minetest.get_player_by_name(self.driver) local player = minetest.get_player_by_name(self.driver)
carts:manage_attachment(player, nil) carts:manage_attachment(player, nil)
end end
for _, obj_ in ipairs(self.attached_items) do for _,obj_ in ipairs(self.attached_items) do
if obj_ then if obj_ then
obj_:set_detach() obj_:set_detach()
end end
@ -113,7 +99,7 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
local leftover = inv:add_item("main", "carts:cart") local leftover = inv:add_item("main", "carts:cart")
-- If no room in inventory add a replacement cart to the world -- If no room in inventory add a replacement cart to the world
if not leftover:is_empty() then if not leftover:is_empty() then
minetest.add_item(self.object:get_pos(), leftover) minetest.add_item(self.object:getpos(), leftover)
end end
end end
self.object:remove() self.object:remove()
@ -166,7 +152,7 @@ local function rail_sound(self, dtime)
self.sound_handle = nil self.sound_handle = nil
minetest.after(0.2, minetest.sound_stop, handle) minetest.after(0.2, minetest.sound_stop, handle)
end end
local vel = self.object:get_velocity() local vel = self.object:getvelocity()
local speed = vector.length(vel) local speed = vector.length(vel)
if speed > 0 then if speed > 0 then
self.sound_handle = minetest.sound_play( self.sound_handle = minetest.sound_play(
@ -183,23 +169,32 @@ local function get_railparams(pos)
return carts.railparams[node.name] or {} return carts.railparams[node.name] or {}
end end
local v3_len = vector.length
local function rail_on_step(self, dtime) local function rail_on_step(self, dtime)
local vel = self.object:get_velocity() local vel = self.object:getvelocity()
if self.punched then if self.punched then
vel = vector.add(vel, self.velocity) vel = vector.add(vel, self.velocity)
self.object:set_velocity(vel) self.object:setvelocity(vel)
self.old_dir.y = 0 self.old_dir.y = 0
elseif vector.equals(vel, {x=0, y=0, z=0}) then elseif vector.equals(vel, {x=0, y=0, z=0}) then
return return
end end
local pos = self.object:get_pos() local pos = self.object:getpos()
local cart_dir = carts:velocity_to_dir(vel)
local same_dir = vector.equals(cart_dir, self.old_dir)
local update = {} local update = {}
if self.old_pos and not self.punched and same_dir then -- stop cart if velocity vector flips
if self.old_vel and self.old_vel.y == 0 and
(self.old_vel.x * vel.x < 0 or self.old_vel.z * vel.z < 0) then
self.old_vel = {x = 0, y = 0, z = 0}
self.old_pos = pos
self.object:setvelocity(vector.new())
self.object:setacceleration(vector.new())
rail_on_step_event(get_railparams(pos).on_step, self, dtime)
return
end
self.old_vel = vector.new(vel)
if self.old_pos and not self.punched then
local flo_pos = vector.round(pos) local flo_pos = vector.round(pos)
local flo_old = vector.round(self.old_pos) local flo_old = vector.round(self.old_pos)
if vector.equals(flo_pos, flo_old) then if vector.equals(flo_pos, flo_old) then
@ -218,29 +213,20 @@ local function rail_on_step(self, dtime)
end end
end end
local stop_wiggle = false if self.old_pos then
if self.old_pos and same_dir then -- Detection for "skipping" nodes
-- Detection for "skipping" nodes (perhaps use average dtime?) local found_path = carts:pathfinder(
-- It's sophisticated enough to take the acceleration in account pos, self.old_pos, self.old_dir, ctrl, self.old_switch, self.railtype
local acc = self.object:get_acceleration()
local distance = dtime * (v3_len(vel) + 0.5 * dtime * v3_len(acc))
local new_pos, new_dir = carts:pathfinder(
pos, self.old_pos, self.old_dir, distance, ctrl,
self.old_switch, self.railtype
) )
if new_pos then if not found_path then
-- No rail found: set to the expected position -- No rail found: reset back to the expected position
pos = new_pos pos = vector.new(self.old_pos)
update.pos = true update.pos = true
cart_dir = new_dir
end end
elseif self.old_pos and self.old_dir.y ~= 1 and not self.punched then
-- Stop wiggle
stop_wiggle = true
end end
local cart_dir = carts:velocity_to_dir(vel)
local railparams local railparams
-- dir: New moving direction of the cart -- dir: New moving direction of the cart
@ -248,25 +234,16 @@ local function rail_on_step(self, dtime)
local dir, switch_keys = carts:get_rail_direction( local dir, switch_keys = carts:get_rail_direction(
pos, cart_dir, ctrl, self.old_switch, self.railtype pos, cart_dir, ctrl, self.old_switch, self.railtype
) )
local dir_changed = not vector.equals(dir, self.old_dir)
local new_acc = {x=0, y=0, z=0} local new_acc = {x=0, y=0, z=0}
if stop_wiggle or vector.equals(dir, {x=0, y=0, z=0}) then if vector.equals(dir, {x=0, y=0, z=0}) then
vel = {x = 0, y = 0, z = 0} vel = {x = 0, y = 0, z = 0}
local pos_r = vector.round(pos) pos = vector.round(pos)
if not carts:is_rail(pos_r, self.railtype)
and self.old_pos then
pos = self.old_pos
elseif not stop_wiggle then
pos = pos_r
else
pos.y = math.floor(pos.y + 0.5)
end
update.pos = true update.pos = true
update.vel = true update.vel = true
else else
-- Direction change detected -- Direction change detected
if dir_changed then if not vector.equals(dir, self.old_dir) then
vel = vector.multiply(dir, math.abs(vel.x + vel.z)) vel = vector.multiply(dir, math.abs(vel.x + vel.z))
update.vel = true update.vel = true
if dir.y ~= self.old_dir.y then if dir.y ~= self.old_dir.y then
@ -317,9 +294,9 @@ local function rail_on_step(self, dtime)
end end
end end
self.object:set_acceleration(new_acc) self.object:setacceleration(new_acc)
self.old_pos = vector.round(pos) self.old_pos = vector.new(pos)
if not vector.equals(dir, {x=0, y=0, z=0}) and not stop_wiggle then if not vector.equals(dir, {x=0, y=0, z=0}) then
self.old_dir = vector.new(dir) self.old_dir = vector.new(dir)
end end
self.old_switch = switch_keys self.old_switch = switch_keys
@ -355,7 +332,7 @@ local function rail_on_step(self, dtime)
elseif self.old_dir.z < 0 then elseif self.old_dir.z < 0 then
yaw = 1 yaw = 1
end end
self.object:set_yaw(yaw * math.pi) self.object:setyaw(yaw * math.pi)
local anim = {x=0, y=0} local anim = {x=0, y=0}
if dir.y == -1 then if dir.y == -1 then
@ -365,15 +342,9 @@ local function rail_on_step(self, dtime)
end end
self.object:set_animation(anim, 1, 0) self.object:set_animation(anim, 1, 0)
if update.vel then self.object:setvelocity(vel)
self.object:set_velocity(vel)
end
if update.pos then if update.pos then
if dir_changed then self.object:setpos(pos)
self.object:set_pos(pos)
else
self.object:move_to(pos)
end
end end
-- call event handler -- call event handler
@ -388,7 +359,7 @@ end
minetest.register_entity("carts:cart", cart_entity) minetest.register_entity("carts:cart", cart_entity)
minetest.register_craftitem("carts:cart", { minetest.register_craftitem("carts:cart", {
description = S("Cart") .. "\n" .. S("(Sneak+Click to pick up)"), description = "Cart (Sneak+Click to pick up)",
inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_side.png", "carts_cart_side.png"), inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_side.png", "carts_cart_side.png"),
wield_image = "carts_cart_side.png", wield_image = "carts_cart_side.png",
on_place = function(itemstack, placer, pointed_thing) on_place = function(itemstack, placer, pointed_thing)

1
mods/carts/depends.txt Normal file
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@ -0,0 +1 @@
default

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@ -12,13 +12,13 @@ function carts:manage_attachment(player, obj)
end end
local status = obj ~= nil local status = obj ~= nil
local player_name = player:get_player_name() local player_name = player:get_player_name()
if player_api.player_attached[player_name] == status then if default.player_attached[player_name] == status then
return return
end end
player_api.player_attached[player_name] = status default.player_attached[player_name] = status
if status then if status then
player:set_attach(obj, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0}) player:set_attach(obj, "", {x=0, y=6, z=0}, {x=0, y=0, z=0})
player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0}) player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0})
else else
player:set_detach() player:set_detach()
@ -99,16 +99,6 @@ function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
right.z = -dir.x right.z = -dir.x
end end
local straight_priority = ctrl and dir.y ~= 0
-- Normal, to disallow rail switching up- & downhill
if straight_priority then
cur = self:check_front_up_down(pos, dir, true, railtype)
if cur then
return cur
end
end
if ctrl then if ctrl then
if old_switch == 1 then if old_switch == 1 then
left_check = false left_check = false
@ -116,14 +106,14 @@ function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
right_check = false right_check = false
end end
if ctrl.left and left_check then if ctrl.left and left_check then
cur = self:check_front_up_down(pos, left, false, railtype) cur = carts:check_front_up_down(pos, left, false, railtype)
if cur then if cur then
return cur, 1 return cur, 1
end end
left_check = false left_check = false
end end
if ctrl.right and right_check then if ctrl.right and right_check then
cur = self:check_front_up_down(pos, right, false, railtype) cur = carts:check_front_up_down(pos, right, false, railtype)
if cur then if cur then
return cur, 2 return cur, 2
end end
@ -132,11 +122,9 @@ function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
end end
-- Normal -- Normal
if not straight_priority then cur = carts:check_front_up_down(pos, dir, true, railtype)
cur = self:check_front_up_down(pos, dir, true, railtype) if cur then
if cur then return cur
return cur
end
end end
-- Left, if not already checked -- Left, if not already checked
@ -170,37 +158,33 @@ function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
return {x=0, y=0, z=0} return {x=0, y=0, z=0}
end end
function carts:pathfinder(pos_, old_pos, old_dir, distance, ctrl, function carts:pathfinder(pos_, old_pos, old_dir, ctrl, pf_switch, railtype)
pf_switch, railtype) if vector.equals(old_pos, pos_) then
return true
local pos = vector.round(pos_)
if vector.equals(old_pos, pos) then
return
end end
local pos = vector.round(pos_)
local pf_pos = vector.round(old_pos) local pf_pos = vector.round(old_pos)
local pf_dir = vector.new(old_dir) local pf_dir = vector.new(old_dir)
distance = math.min(carts.path_distance_max,
math.floor(distance + 1))
for i = 1, distance do for i = 1, 3 do
pf_dir, pf_switch = self:get_rail_direction( pf_dir, pf_switch = carts:get_rail_direction(
pf_pos, pf_dir, ctrl, pf_switch or 0, railtype) pf_pos, pf_dir, ctrl, pf_switch, railtype)
if vector.equals(pf_dir, {x=0, y=0, z=0}) then if vector.equals(pf_dir, {x=0, y=0, z=0}) then
-- No way forwards -- No way forwards
return pf_pos, pf_dir return false
end end
pf_pos = vector.add(pf_pos, pf_dir) pf_pos = vector.add(pf_pos, pf_dir)
if vector.equals(pf_pos, pos) then if vector.equals(pf_pos, pos) then
-- Success! Cart moved on correctly -- Success! Cart moved on correctly
return return true
end end
end end
-- Not found. Put cart to predicted position -- Cart not found
return pf_pos, pf_dir return false
end end
function carts:register_rail(name, def_overwrite, railparams) function carts:register_rail(name, def_overwrite, railparams)

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@ -1,21 +1,20 @@
-- carts/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("carts")
carts = {} carts = {}
carts.modpath = minetest.get_modpath("carts") carts.modpath = minetest.get_modpath("carts")
carts.railparams = {} carts.railparams = {}
carts.get_translator = S
-- Maximal speed of the cart in m/s (min = -1) -- Maximal speed of the cart in m/s (min = -1)
carts.speed_max = 7 carts.speed_max = 7
-- Set to -1 to disable punching the cart from inside (min = -1) -- Set to -1 to disable punching the cart from inside (min = -1)
carts.punch_speed_max = 5 carts.punch_speed_max = 5
-- Maximal distance for the path correction (for dtime peaks)
carts.path_distance_max = 3
dofile(carts.modpath.."/functions.lua") dofile(carts.modpath.."/functions.lua")
dofile(carts.modpath.."/rails.lua") dofile(carts.modpath.."/rails.lua")
-- Support for non-default games
if not default.player_attached then
default.player_attached = {}
end
dofile(carts.modpath.."/cart_entity.lua") dofile(carts.modpath.."/cart_entity.lua")

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@ -1,6 +0,0 @@
# textdomain: carts
Cart=Lore
(Sneak+Click to pick up)=(Schleichen u. Klicken zum Aufheben)
Rail=Schiene
Powered Rail=Antriebsschiene
Brake Rail=Bremsschiene

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@ -1,6 +0,0 @@
# textdomain: carts
Cart=Vagoneta
(Sneak+Click to pick up)=(Agacharse+Clic para recoger)
Rail=Raíl
Powered Rail=Raíl energizado
Brake Rail=Raíl de frenado

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@ -1,6 +0,0 @@
# textdomain: carts
Cart=Chariot
(Sneak+Click to pick up)=(Se baisser + clic pour ramasser)
Rail=Rail
Powered Rail=Rail de traction
Brake Rail=Rail de freinage

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@ -1,6 +0,0 @@
# textdomain: carts
Cart=Vagone
(Sneak+Click to pick up)=(Strisciare+Click per raccoglierlo)
Rail=Binario
Powered Rail=Binario alimentato
Brake Rail=Binario freno

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@ -1,6 +0,0 @@
# textdomain: carts
Cart=
(Sneak+Click to pick up)=
Rail=
Powered Rail=
Brake Rail=

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@ -1,3 +0,0 @@
name = carts
description = Carts (formerly boost_cart)
depends = default, player_api

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@ -1,10 +1,5 @@
-- carts/rails.lua
-- support for MT game translation.
local S = carts.get_translator
carts:register_rail("carts:rail", { carts:register_rail("carts:rail", {
description = S("Rail"), description = "Rail",
tiles = { tiles = {
"carts_rail_straight.png", "carts_rail_curved.png", "carts_rail_straight.png", "carts_rail_curved.png",
"carts_rail_t_junction.png", "carts_rail_crossing.png" "carts_rail_t_junction.png", "carts_rail_crossing.png"
@ -27,7 +22,7 @@ minetest.register_alias("default:rail", "carts:rail")
carts:register_rail("carts:powerrail", { carts:register_rail("carts:powerrail", {
description = S("Powered Rail"), description = "Powered rail",
tiles = { tiles = {
"carts_rail_straight_pwr.png", "carts_rail_curved_pwr.png", "carts_rail_straight_pwr.png", "carts_rail_curved_pwr.png",
"carts_rail_t_junction_pwr.png", "carts_rail_crossing_pwr.png" "carts_rail_t_junction_pwr.png", "carts_rail_crossing_pwr.png"
@ -46,7 +41,7 @@ minetest.register_craft({
carts:register_rail("carts:brakerail", { carts:register_rail("carts:brakerail", {
description = S("Brake Rail"), description = "Brake rail",
tiles = { tiles = {
"carts_rail_straight_brk.png", "carts_rail_curved_brk.png", "carts_rail_straight_brk.png", "carts_rail_curved_brk.png",
"carts_rail_t_junction_brk.png", "carts_rail_crossing_brk.png" "carts_rail_t_junction_brk.png", "carts_rail_crossing_brk.png"

View File

@ -9,9 +9,4 @@ Jean-Patrick G. (kilbith) <jeanpatrick.guerrero@gmail.com> (MIT)
Author of media (textures) Author of media (textures)
-------------------------- --------------------------
paramat (CC BY-SA 3.0): Jean-Patrick G. (kilbith) <jeanpatrick.guerrero@gmail.com> (CC BY-SA 3.0)
* creative_prev_icon.png
* creative_next_icon.png
* creative_search_icon.png
* creative_clear_icon.png
* creative_trash_icon.png derived from a texture by kilbith (CC BY-SA 3.0)

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

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@ -1,37 +1,9 @@
-- creative/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("creative")
creative = {} creative = {}
creative.get_translator = S
local function update_sfinv(name)
minetest.after(0, function()
local player = minetest.get_player_by_name(name)
if player then
if sfinv.get_page(player):sub(1, 9) == "creative:" then
sfinv.set_page(player, sfinv.get_homepage_name(player))
else
sfinv.set_player_inventory_formspec(player)
end
end
end)
end
minetest.register_privilege("creative", {
description = S("Allow player to use creative inventory"),
give_to_singleplayer = false,
give_to_admin = false,
on_grant = update_sfinv,
on_revoke = update_sfinv,
})
local creative_mode_cache = minetest.settings:get_bool("creative_mode") local creative_mode_cache = minetest.settings:get_bool("creative_mode")
function creative.is_enabled_for(name) function creative.is_enabled_for(name)
return creative_mode_cache or return creative_mode_cache
minetest.check_player_privs(name, {creative = true})
end end
dofile(minetest.get_modpath("creative") .. "/inventory.lua") dofile(minetest.get_modpath("creative") .. "/inventory.lua")
@ -46,8 +18,10 @@ if creative_mode_cache then
local digtime = 42 local digtime = 42
local caps = {times = {digtime, digtime, digtime}, uses = 0, maxlevel = 256} local caps = {times = {digtime, digtime, digtime}, uses = 0, maxlevel = 256}
-- Override the hand tool minetest.register_item(":", {
minetest.override_item("", { type = "none",
wield_image = "wieldhand.png",
wield_scale = {x = 1, y = 1, z = 2.5},
range = 10, range = 10,
tool_capabilities = { tool_capabilities = {
full_punch_interval = 0.5, full_punch_interval = 0.5,
@ -58,9 +32,6 @@ if creative_mode_cache then
snappy = caps, snappy = caps,
choppy = caps, choppy = caps,
oddly_breakable_by_hand = caps, oddly_breakable_by_hand = caps,
-- dig_immediate group doesn't use value 1. Value 3 is instant dig
dig_immediate =
{times = {[2] = digtime, [3] = 0}, uses = 0, maxlevel = 256},
}, },
damage_groups = {fleshy = 10}, damage_groups = {fleshy = 10},
} }

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@ -1,8 +1,3 @@
-- creative/inventory.lua
-- support for MT game translation.
local S = creative.get_translator
local player_inventory = {} local player_inventory = {}
local inventory_cache = {} local inventory_cache = {}
@ -108,29 +103,32 @@ function creative.register_tab(name, title, items)
local start_i = inv.start_i or 0 local start_i = inv.start_i or 0
local pagenum = math.floor(start_i / (3*8) + 1) local pagenum = math.floor(start_i / (3*8) + 1)
local pagemax = math.ceil(inv.size / (3*8)) local pagemax = math.ceil(inv.size / (3*8))
local esc = minetest.formspec_escape
return sfinv.make_formspec(player, context, return sfinv.make_formspec(player, context,
"label[6.2,3.35;" .. minetest.colorize("#FFFF00", tostring(pagenum)) .. " / " .. tostring(pagemax) .. "]" .. "label[6.2,3.35;" .. minetest.colorize("#FFFF00", tostring(pagenum)) .. " / " .. tostring(pagemax) .. "]" ..
[[ [[
image[4.06,3.4;0.8,0.8;creative_trash_icon.png] image[4.06,3.4;0.8,0.8;creative_trash_icon.png]
listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF] listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF]
list[current_player;main;0,4.7;8,1;]
list[current_player;main;0,5.85;8,3;8]
list[detached:creative_trash;main;4,3.3;1,1;] list[detached:creative_trash;main;4,3.3;1,1;]
listring[] listring[]
image_button[5.4,3.25;0.8,0.8;creative_prev_icon.png;creative_prev;] button[5.4,3.2;0.8,0.9;creative_prev;<]
image_button[7.2,3.25;0.8,0.8;creative_next_icon.png;creative_next;] button[7.25,3.2;0.8,0.9;creative_next;>]
image_button[2.1,3.25;0.8,0.8;creative_search_icon.png;creative_search;] button[2.1,3.4;0.8,0.5;creative_search;?]
image_button[2.75,3.25;0.8,0.8;creative_clear_icon.png;creative_clear;] button[2.75,3.4;0.8,0.5;creative_clear;X]
tooltip[creative_search;Search]
tooltip[creative_clear;Reset]
tooltip[creative_prev;Previous page]
tooltip[creative_next;Next page]
listring[current_player;main]
field_close_on_enter[creative_filter;false]
]] .. ]] ..
"tooltip[creative_search;" .. esc(S("Search")) .. "]" .. "field[0.3,3.5;2.2,1;creative_filter;;" .. minetest.formspec_escape(inv.filter) .. "]" ..
"tooltip[creative_clear;" .. esc(S("Reset")) .. "]" ..
"tooltip[creative_prev;" .. esc(S("Previous page")) .. "]" ..
"tooltip[creative_next;" .. esc(S("Next page")) .. "]" ..
"listring[current_player;main]" ..
"field_close_on_enter[creative_filter;false]" ..
"field[0.3,3.5;2.2,1;creative_filter;;" .. esc(inv.filter) .. "]" ..
"listring[detached:creative_" .. player_name .. ";main]" .. "listring[detached:creative_" .. player_name .. ";main]" ..
"list[detached:creative_" .. player_name .. ";main;0,0;8,3;" .. tostring(start_i) .. "]" .. "list[detached:creative_" .. player_name .. ";main;0,0;8,3;" .. tostring(start_i) .. "]" ..
creative.formspec_add, true) default.get_hotbar_bg(0,4.7) ..
default.gui_bg .. default.gui_bg_img .. default.gui_slots
.. creative.formspec_add, false)
end, end,
on_enter = function(self, player, context) on_enter = function(self, player, context)
local player_name = player:get_player_name() local player_name = player:get_player_name()
@ -180,10 +178,10 @@ function creative.register_tab(name, title, items)
}) })
end end
creative.register_tab("all", S("All"), minetest.registered_items) creative.register_tab("all", "All", minetest.registered_items)
creative.register_tab("nodes", S("Nodes"), minetest.registered_nodes) creative.register_tab("nodes", "Nodes", minetest.registered_nodes)
creative.register_tab("tools", S("Tools"), minetest.registered_tools) creative.register_tab("tools", "Tools", minetest.registered_tools)
creative.register_tab("craftitems", S("Items"), minetest.registered_craftitems) creative.register_tab("craftitems", "Items", minetest.registered_craftitems)
local old_homepage_name = sfinv.get_homepage_name local old_homepage_name = sfinv.get_homepage_name
function sfinv.get_homepage_name(player) function sfinv.get_homepage_name(player)

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@ -30,7 +30,6 @@ Licenses of media (textures)
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2016 Jean-Patrick G. (kilbith) <jeanpatrick.guerrero@gmail.com> Copyright (C) 2016 Jean-Patrick G. (kilbith) <jeanpatrick.guerrero@gmail.com>
Copyright (C) 2018 paramat
You are free to: You are free to:
Share — copy and redistribute the material in any medium or format. Share — copy and redistribute the material in any medium or format.

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@ -1,10 +0,0 @@
# textdomain: creative
Allow player to use creative inventory=Spieler erlauben, das Kreativinventar zu benutzen
Search=Suchen
Reset=Zurücksetzen
Previous page=Vorherige Seite
Next page=Nächste Seite
All=Alles
Nodes=Blöcke
Tools=Werkzeuge
Items=Gegenstände

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@ -1,10 +0,0 @@
# textdomain: creative
Allow player to use creative inventory=Permitir al jugador usar el inventario creativo
Search=Buscar
Reset=Resetear
Previous page=Pág. siguiente
Next page=Pág. anterior
All=Todos
Nodes=Nodos
Tools=Herramientas
Items=Objetos

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@ -1,10 +0,0 @@
# textdomain: creative
Allow player to use creative inventory=Permettre aux joueurs d'utiliser l'inventaire du mode créatif
Search=Rechercher
Reset=Réinitialiser
Previous page=Page précédente
Next page=Page suivante
All=Tout
Nodes=Nœuds
Tools=Outils
Items=Article

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@ -1,10 +0,0 @@
# textdomain: creative
Allow player to use creative inventory=Permette al giocatore di usare l'inventario creativo
Search=Cerca
Reset=Azzera
Previous page=Pagina precedente
Next page=Pagina successiva
All=Tutto
Nodes=Nodi
Tools=Strumenti
Items=Oggetti

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@ -1,10 +0,0 @@
# textdomain: creative
Allow player to use creative inventory=
Search=
Reset=
Previous page=
Next page=
All=
Nodes=
Tools=
Items=

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

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