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

2 Commits
5.4.0 ... 5.0.1

Author SHA1 Message Date
8678265125 Dungeon loot: Avoid empty 'if' branch to satisfy lua check 2019-03-31 22:26:33 +02:00
df387e2394 Dungeon loot: Don't crash on unknown items
fixes #2228
2019-03-31 22:26:32 +02:00
836 changed files with 2326 additions and 12962 deletions

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

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@ -1,4 +1,5 @@
language: generic
sudo: false
addons:
apt:
packages:
@ -6,6 +7,6 @@ addons:
before_install:
- luarocks install --local luacheck
script:
- $HOME/.luarocks/bin/luacheck ./mods
- $HOME/.luarocks/bin/luacheck --no-color ./mods
notifications:
email: false

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@ -1,35 +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 [www.minetest.net](https://www.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 game for the Minetest engine
=====================================
To use this game with the Minetest engine, insert this repository as
/games/minetest_game
The Minetest engine can be found in:
https://github.com/minetest/minetest/
Compatibility
--------------
The Minetest Game github master HEAD is generally compatible with the github
master HEAD of the Minetest engine.
Additionally, when the Minetest engine is tagged to be a certain version (eg.
0.4.10), Minetest Game is tagged with the version too.
When stable releases are made, Minetest Game is packaged and made available in
http://minetest.net/downloads/
and in case the repository has grown too much, it may be reset. In that sense,
this is not a "real" git repository. (Package maintainers please note!)
Licensing
---------
See LICENSE.txt

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@ -1,3 +1,3 @@
name = Minetest Game
author = Minetest
description = A basic exploration, mining, crafting and building sandbox game with no NPCs, monsters or animals. Minetest Game is usually used with mods added and many mods are available for this game. Reliably maintained by Minetest Engine core developers.
author = minetest
description = Bundled by default with Minetest, and aims to be lightweight, moddable, and fairly playable without mods.

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@ -93,21 +93,16 @@ For example,
is used to show all tools. Name is used in the sfinv page name, title is the
human readable title.
Creative provides `creative.is_enabled_for(name)`, which is identical in
functionality to the engine's `minetest.creative_is_enabled(name)`.
Its use is deprecated and it should also not be overriden.
`is_enabled_for` is used to check whether a player is in creative mode:
creative.is_enabled_for(name)
Override this to allow per-player game modes.
The contents of `creative.formspec_add` is appended to every creative inventory
page. Mods can use it to add additional formspec elements onto the default
creative inventory formspec to be drawn after each update.
Group overrides can be used for any registered item, node or tool. Use one of
the groups stated below to pick which category it will appear in.
node = 1 -- Appears in the Nodes category
tool = 1 -- Appears in the Tools category
craftitem = 1 -- Appears in the Items category
Chests API
----------
@ -134,12 +129,12 @@ The chests API allows the creation of chests, which have their own inventories f
* A table indexed by player name to keep track of who opened what chest.
* Key: The name of the player.
* Value: A table containing information about the chest the player is looking at.
e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }`
e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
`default.chest.register_chest(name, def)`
* Registers new chest
* `name` Name for chest e.g. "default:chest"
* `name` Name for chest
* `def` See [#Chest Definition]
### Chest Definition
@ -219,8 +214,6 @@ The doors mod allows modders to register custom doors and trapdoors.
inventory_image = "mod_door_inv.png",
groups = {choppy = 2},
tiles = {"mod_door.png"}, -- UV map.
-- The front and back of the door must be identical in appearence as they swap on
-- open/close.
recipe = craftrecipe,
sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional
@ -235,12 +228,7 @@ The doors mod allows modders to register custom doors and trapdoors.
inventory_image = "mod_trapdoor_inv.png",
groups = {choppy = 2},
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
tile_side = "doors_trapdoor_side.png",
-- The 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.
tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional
@ -281,7 +269,7 @@ The mod that places chests with loot in dungeons provides an API to register add
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
-- 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
@ -291,8 +279,7 @@ The mod that places chests with loot in dungeons provides an API to register add
-- 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"
-- supported types: "normal" (the cobble/mossycobble one), "sandstone", "desert"
-- optional, defaults to no type restrictions
@ -364,8 +351,6 @@ The farming API allows you to easily register plants and hoes.
{
description = "", -- Description of seed item
harvest_description = "", -- Description of harvest item
-- (optional, derived automatically if not provided)
inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
steps = 8, -- How many steps the plant has to grow, until it can be harvested
-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
@ -377,8 +362,6 @@ The farming API allows you to easily register plants and hoes.
Fire API
--------
Add group flammable when registering a node to make fire seek for it.
Add it to an item to make it burn up when dropped in lava or fire.
New node def property:
`on_burn(pos)`
@ -426,56 +409,48 @@ Give Initial Stuff API
^ Adds items to the list of items to be given
Player API
----------
Players API
-----------
The player API can register player models and update the player's appearance.
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
* name: model filename such as "character.x", "foo.b3d", etc.
* def: See [#Model definition]
* saved to player_api.registered_models
* `player_api.registered_models[name]`
* `player_api.registered_player_models[name]`
* Get a model's definition
* `name`: model filename
* See [#Model 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)`
* `player_api.set_animation(player, anim_name [, speed])`
* Applies an animation to a player
* `player`: PlayerRef
* `anim_name`: name of the animation
* `speed`: frames per second. If nil, the default from the model def is used
* 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 nil, the default from the model def is used
* `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
* `player_api.player_attached`
* A table that maps a player name to a boolean
* If the value for a given player is set to true, the default player animations
(walking, digging, ...) will no longer be updated, and knockback from damage is
prevented for that player
* Example of usage: A mod sets a player's value to true when attached to a vehicle
* 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
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},
@ -741,42 +716,34 @@ delivered with Minetest Game, to keep them compatible with other mods.
* `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_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
* Registers an inner corner stair
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
* `groups`: See [Known damage and digging time defining groups]
* `images`: See [Tile definition]
* `description`: Used for the description field in the stair's definition with "Inner" prepended
* `description`: Used for the description field in the stair's definition
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `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)`
`stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
* 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
* `description`: Used for the description field in the stair's definition
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
```
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab,
sounds, worldaligntex, desc_stair_inner, desc_stair_outer)
```
`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
* `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed unless
`desc_stair_inner` or `desc_stair_outer` are specified, which are used instead.
* `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed
* `desc_slab`: Description for slab node
* `desc_stair_inner`: Description for inner stair node
* `desc_stair_outer`: Description for outer stair node
Xpanes API
@ -792,11 +759,7 @@ Creates panes that automatically connect to each other
### Pane definition
{
textures = {
"texture for front and back",
(unused),
"texture for the 4 edges"
}, -- More tiles aren't supported
textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
sounds = SoundSpec, -- See [#Default sounds]
recipe = {{"","","","","","","","",""}}, -- Recipe field only
@ -1074,11 +1037,3 @@ for the wielded skeleton key.
if `nil` is returned, it is assumed that the wielder did not have
permissions to create a key for this node, and no key is created.
`default.register_craft_metadata_copy(ingredient, result)`
----------------------------------------------------------
This function registers a shapeless recipe that takes `ingredient`
and `result` as input and outputs `result`.
The metadata of the input `result` is copied to the output `result`.

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@ -60,18 +60,7 @@ default:torch 99,default:cobble 99
# Default value is true.
#enable_bed_night_skip = true
# If enabled, fences and walls cannot be jumped over.
#enable_fence_tall = false
# Whether the engine's spawn search, which does not check for a suitable
# starting biome, is used.
# Default value is false.
#engine_spawn = false
# Whether river water source nodes create flowing sounds.
# Helps rivers create more sound, especially on level sections.
#river_source_sounds = false
# Enable cloud variation by the 'weather' mod.
# Non-functional in V6 or Singlenode mapgens.
#enable_weather = true

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@ -15,11 +15,11 @@ BlockMen (CC BY-SA 3.0)
TumeniNodes (CC BY-SA 3.0)
beds_bed_under.png
This mod adds a bed to Minetest which allows players to skip the night.
To sleep, right click on the bed. If playing in singleplayer mode the night gets skipped
This mod adds a bed to Minetest which allows to skip the night.
To sleep, rightclick the bed. If playing in singleplayer mode the night gets skipped
immediately. If playing multiplayer you get shown how many other players are in bed too,
if all players are sleeping the night gets skipped. The night skip can be forced if more
than 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
it) your respawn point is set to the beds location and you will respawn there after

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

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@ -1,12 +1,7 @@
-- beds/beds.lua
-- support for MT game translation.
local S = beds.get_translator
-- Fancy shaped bed
beds.register_bed("beds:fancy_bed", {
description = S("Fancy Bed"),
description = "Fancy Bed",
inventory_image = "beds_bed_fancy.png",
wield_image = "beds_bed_fancy.png",
tiles = {
@ -57,7 +52,7 @@ beds.register_bed("beds:fancy_bed", {
-- Simple shaped bed
beds.register_bed("beds:bed", {
description = S("Simple Bed"),
description = "Simple Bed",
inventory_image = "beds_bed.png",
wield_image = "beds_bed.png",
tiles = {
@ -79,10 +74,10 @@ beds.register_bed("beds:bed", {
}
},
nodebox = {
bottom = {-0.5, -0.5, -0.5, 0.5, 0.0625, 0.5},
top = {-0.5, -0.5, -0.5, 0.5, 0.0625, 0.5},
bottom = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
top = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.0625, 1.5},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = {
{"wool:white", "wool:white", "wool:white"},
{"group:wood", "group:wood", "group:wood"}

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

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@ -1,13 +1,11 @@
local pi = math.pi
local player_in_bed = 0
local is_sp = minetest.is_singleplayer()
local enable_respawn = minetest.settings:get_bool("enable_bed_respawn")
if enable_respawn == nil then
enable_respawn = true
end
-- support for MT game translation.
local S = beds.get_translator
-- Helper functions
local function get_look_yaw(pos)
@ -60,102 +58,63 @@ local function lay_down(player, pos, bed_pos, state, skip)
-- stand up
if state ~= nil and not state then
if not beds.player[name] then
-- player not in bed, do nothing
return false
end
local p = beds.pos[name] or nil
if beds.player[name] ~= nil then
beds.player[name] = nil
beds.bed_position[name] = nil
player_in_bed = player_in_bed - 1
end
-- skip here to prevent sending player specific changes (used for leaving players)
if skip then
return
end
player:set_pos(beds.pos[name])
if p then
player:set_pos(p)
end
-- physics, eye_offset, etc
local physics_override = beds.player[name].physics_override
beds.player[name] = nil
player:set_physics_override({
speed = physics_override.speed,
jump = physics_override.jump,
gravity = physics_override.gravity
})
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_look_horizontal(math.random(1, 180) / 100)
player_api.player_attached[name] = false
default.player_attached[name] = false
player:set_physics_override(1, 1, 1)
hud_flags.wielditem = true
player_api.set_animation(player, "stand" , 30)
default.player_set_animation(player, "stand" , 30)
-- lay down
else
-- Check if bed is occupied
for _, other_pos in pairs(beds.bed_position) do
if vector.distance(bed_pos, other_pos) < 0.1 then
minetest.chat_send_player(name, S("This bed is already occupied!"))
return false
end
end
-- Check if player is moving
if vector.length(player:get_velocity()) > 0.001 then
minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
return false
end
if beds.player[name] then
-- player already in bed, do nothing
return false
end
beds.player[name] = 1
beds.pos[name] = pos
beds.bed_position[name] = bed_pos
beds.player[name] = {physics_override = player:get_physics_override()}
player_in_bed = player_in_bed + 1
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
local yaw, param2 = get_look_yaw(bed_pos)
player:set_look_horizontal(yaw)
local dir = minetest.facedir_to_dir(param2)
-- p.y is just above the nodebox height of the 'Simple Bed' (the highest bed),
-- to avoid sinking down through the bed.
local p = {
x = bed_pos.x + dir.x / 2,
y = bed_pos.y + 0.07,
z = bed_pos.z + dir.z / 2
}
player:set_physics_override({speed = 0, jump = 0, gravity = 0})
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_pos(p)
player_api.player_attached[name] = true
default.player_attached[name] = true
hud_flags.wielditem = false
player_api.set_animation(player, "lay" , 0)
default.player_set_animation(player, "lay" , 0)
end
player:hud_set_flags(hud_flags)
end
local function get_player_in_bed_count()
local c = 0
for _, _ in pairs(beds.player) do
c = c + 1
end
return c
end
local function update_formspecs(finished)
local ges = #minetest.get_connected_players()
local player_in_bed = get_player_in_bed_count()
local form_n
local is_majority = (ges / 2) < player_in_bed
local form_n
local esc = minetest.formspec_escape
if finished then
form_n = beds.formspec .. "label[2.7,9;" .. esc(S("Good morning.")) .. "]"
form_n = beds.formspec .. "label[2.7,9; Good morning.]"
else
form_n = beds.formspec .. "label[2.2,9;" ..
esc(S("@1 of @2 players are in bed", player_in_bed, ges)) .. "]"
form_n = beds.formspec .. "label[2.2,9;" .. tostring(player_in_bed) ..
" of " .. tostring(ges) .. " players are in bed]"
if is_majority and is_night_skip_enabled() then
form_n = form_n .. "button_exit[2,6;4,0.75;force;" ..
esc(S("Force night skip")) .. "]"
form_n = form_n .. "button_exit[2,6;4,0.75;force;Force night skip]"
end
end
@ -187,7 +146,7 @@ function beds.on_rightclick(pos, player)
if beds.player[name] then
lay_down(player, nil, nil, false)
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
end
@ -256,19 +215,6 @@ minetest.register_on_leaveplayer(function(player)
end
end)
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local in_bed = beds.player
local pos = player:get_pos()
local yaw = get_look_yaw(pos)
if in_bed[name] then
lay_down(player, nil, pos, false)
player:set_look_horizontal(yaw)
player:set_pos(pos)
end
end)
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "beds_form" then
return
@ -277,7 +223,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
-- Because "Force night skip" button is a button_exit, it will set fields.quit
-- 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()
local last_player_in_bed = player_in_bed
if fields.quit or fields.leave then
lay_down(player, nil, nil, false)

View File

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

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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Schickes Bett
Simple Bed=Schlichtes Bett
This bed is already occupied!=Dieses Bett ist bereits belegt!
You have to stop moving before going to bed!=Sie müssen stehen bleiben, bevor Sie zu Bett gehen können!
Good morning.=Guten Morgen.
@1 of @2 players are in bed=@1 von @2 Spielern sind im Bett
Force night skip=Überspringen der Nacht erzwingen
You can only sleep at night.=Sie können nur nachts schlafen.
Leave Bed=Bett verlassen

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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Cama de lujo
Simple Bed=Cama sencilla
This bed is already occupied!=Esta cama esta ocupada
You have to stop moving before going to bed!=Deja de moverte o no podras acostarte
Good morning.=Buenos días.
@1 of @2 players are in bed=@1 de @2 jugadores están durmiendo
Force night skip=Forzar hacer de dia
You can only sleep at night.=Sólo puedes dormir por la noche.
Leave Bed=Levantarse

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

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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Ranjang Mewah
Simple Bed=Ranjang Sederhana
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 dari @2 pemain sedang tidur
Force night skip=Paksa lewati malam
You can only sleep at night.=Anda hanya dapat tidur pada waktu malam.
Leave Bed=Tinggalkan Ranjang

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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Letto decorato
Simple Bed=Letto semplice
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=
@1 of @2 players are in bed=
Force night skip=
You can only sleep at night.=
Leave Bed=Alzati dal letto

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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=lo selja'i ckana
Simple Bed=lo sampu ckana
This bed is already occupied!=.i lo ti ckana cu canlu
You have to stop moving before going to bed!=lo nu do cando cu sarcu lo nu do sipna
Good morning.=.i .uise'inai cerni
@1 of @2 players are in bed=.i @1 cmima be lu'i @2 le pilno cu vreta lo ckana
Force night skip=bapli le nu co'u nicte
You can only sleep at night.=.i steci le ka nicte kei fa le ka do kakne le ka sipna ca pa ckaji be ce'u
Leave Bed=cliva lo ckana

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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Katil Beragam
Simple Bed=Katil Biasa
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur
Force night skip=Paksa langkau malam
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
Leave Bed=Bangun

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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Cama Bonita
Simple Bed=Cama Simples
This bed is already occupied!=Esta cama já está ocupada!
You have to stop moving before going to bed!=Você precisa parar de se mover antes de ir para cama!
Good morning.=Bom dia.
@1 of @2 players are in bed=@1 de @2 jogadores estão na cama
Force night skip=Forçar o amanhecer
You can only sleep at night.=Você só pode dormir à noite
Leave Bed=Sair da Cama

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

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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Fin säng
Simple Bed=Enkel Säng
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.= God morgon.
@1 of @2 players are in bed=@1 av @2 spelar försöker sover.
Force night skip=Tvinga över natten
You can only sleep at night.=Du kan bara sova på natten.
Leave Bed=Lämna Säng

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

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

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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=花式床
Simple Bed=簡易床
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=強制跳過夜晚
You can only sleep at night.=你只能在晚上睡覺。
Leave Bed=離開床

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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=
Simple Bed=
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=
@1 of @2 players are in bed=
Force night skip=
You can only sleep at night.=
Leave Bed=

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

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@ -61,12 +61,3 @@ function beds.set_spawns()
end
beds.save_spawns()
end
function beds.remove_spawns_at(pos)
for name, p in pairs(beds.spawn) do
if vector.equals(vector.round(p), pos) then
beds.spawn[name] = nil
end
end
beds.save_spawns()
end

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

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@ -1,23 +1,27 @@
-- 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 minetest.is_creative_enabled(player:get_player_name()) then
elseif creative_enabled then
new_zoom_fov = 15
end
@ -50,7 +54,7 @@ minetest.after(4.7, cyclic_update)
-- Binoculars item
minetest.register_craftitem("binoculars:binoculars", {
description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"),
description = "Binoculars\nUse with 'Zoom' key",
inventory_image = "binoculars_binoculars.png",
stack_max = 1,

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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=Teropong
Use with 'Zoom' key=Pakai dengan tombol '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=lo reldarvistci
Use with 'Zoom' key=.i tu'a le jvinu banro batke cu tadji lo nu pilno

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

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

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

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

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

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

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

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

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

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

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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
--
@ -13,6 +8,15 @@ local function is_water(pos)
end
local function get_sign(i)
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
@ -119,7 +123,8 @@ function boat.on_punch(self, puncher)
if not self.driver then
self.removed = true
local inv = puncher:get_inventory()
if not minetest.is_creative_enabled(name)
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(name))
or not inv:contains_item("main", "boats:boat") then
local leftover = inv:add_item("main", "boats:boat")
-- if no room in inventory add a replacement boat to the world
@ -136,7 +141,7 @@ end
function boat.on_step(self, dtime)
self.v = get_v(self.object:get_velocity()) * math.sign(self.v)
self.v = get_v(self.object:get_velocity()) * get_sign(self.v)
if self.driver then
local driver_objref = minetest.get_player_by_name(self.driver)
if driver_objref then
@ -144,16 +149,16 @@ function boat.on_step(self, dtime)
if ctrl.up and ctrl.down then
if not self.auto then
self.auto = true
minetest.chat_send_player(self.driver, S("Boat cruise mode on"))
minetest.chat_send_player(self.driver, "[boats] Cruise on")
end
elseif ctrl.down then
self.v = self.v - dtime * 2.0
self.v = self.v - dtime * 1.8
if self.auto then
self.auto = false
minetest.chat_send_player(self.driver, S("Boat cruise mode off"))
minetest.chat_send_player(self.driver, "[boats] Cruise off")
end
elseif ctrl.up or self.auto then
self.v = self.v + dtime * 2.0
self.v = self.v + dtime * 1.8
end
if ctrl.left then
if self.v < -0.001 then
@ -171,19 +176,19 @@ function boat.on_step(self, dtime)
end
end
local velo = self.object:get_velocity()
if not self.driver and
self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
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())
return
end
-- We need to preserve velocity sign to properly apply drag force
-- while moving backward
local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v)
-- If drag is larger than velocity, then stop horizontal movement
if math.abs(self.v) <= math.abs(drag) then
local s = get_sign(self.v)
self.v = self.v - dtime * 0.6 * s
if s ~= get_sign(self.v) then
self.object:set_velocity({x = 0, y = 0, z = 0})
self.v = 0
else
self.v = self.v - drag
return
end
if math.abs(self.v) > 5 then
self.v = 5 * get_sign(self.v)
end
local p = self.object:get_pos()
@ -237,7 +242,7 @@ minetest.register_entity("boats:boat", boat)
minetest.register_craftitem("boats:boat", {
description = S("Boat"),
description = "Boat",
inventory_image = "boats_inventory.png",
wield_image = "boats_wield.png",
wield_scale = {x = 2, y = 2, z = 1},
@ -268,7 +273,8 @@ minetest.register_craftitem("boats:boat", {
boat:set_yaw(placer:get_look_horizontal())
end
local player_name = placer and placer:get_player_name() or ""
if not minetest.is_creative_enabled(player_name) then
if not (creative and creative.is_enabled_for and
creative.is_enabled_for(player_name)) then
itemstack:take_item()
end
end

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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=Mode perahu jelajah nyala
Boat cruise mode off=Mode perahu jelajah mati
Boat=Perahu

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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=.i lo bloti cu zmiku le ka klama
Boat cruise mode off=.i lo bloti cu macnu le ka klama
Boat=lo bloti

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Mod bot layar makan angin dibolehkan
Boat cruise mode off=Mod bot layar makan angin dilumpuhkan
Boat=Bot

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Modo de cruseiro do barco ligado
Boat cruise mode off=Modo de cruseiro do barco desligado
Boat=Barco

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Режим путешествия на лодке включен
Boat cruise mode off=Режим путешествия на лодке выключен
Boat=Лодка

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

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

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=巡航模式开启
Boat cruise mode off=巡航模式关闭
Boat=船

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=巡航模式開啟
Boat cruise mode off=巡航模式關閉
Boat=船

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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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@ -1,11 +1,6 @@
-- bones/init.lua
-- Minetest 0.4 mod: bones
-- See README.txt for licensing and other information.
-- Load support for MT game translation.
local S = minetest.get_translator("bones")
bones = {}
local function is_owner(pos, name)
@ -29,7 +24,7 @@ local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or
local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4
minetest.register_node("bones:bones", {
description = S("Bones"),
description = "Bones",
tiles = {
"bones_top.png^[transform2",
"bones_bottom.png",
@ -121,7 +116,7 @@ minetest.register_node("bones:bones", {
local meta = minetest.get_meta(pos)
local time = meta:get_int("time") + elapsed
if time >= share_bones_time then
meta:set_string("infotext", S("@1's old bones", meta:get_string("owner")))
meta:set_string("infotext", meta:get_string("owner") .. "'s old bones")
meta:set_string("owner", "")
else
meta:set_int("time", time)
@ -141,18 +136,8 @@ local function may_replace(pos, player)
return false
end
-- allow replacing air
if node_name == "air" then
return true
end
-- don't replace nodes inside protections
if minetest.is_protected(pos, player:get_player_name()) then
return false
end
-- allow replacing liquids
if node_definition.liquidtype ~= "none" then
-- allow replacing air and liquids
if node_name == "air" or node_definition.liquidtype ~= "none" then
return true
end
@ -164,7 +149,8 @@ local function may_replace(pos, player)
-- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones?
-- flowers being squished by bones are more realistical than a squished stone, too
return node_definition.buildable_to
-- exception are of course any protected buildable_to
return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
end
local drop = function(pos, itemstack)
@ -191,6 +177,7 @@ local function is_all_empty(player_inv)
end
minetest.register_on_dieplayer(function(player)
local bones_mode = minetest.settings:get("bones_mode") or "bones"
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
bones_mode = "bones"
@ -202,11 +189,12 @@ minetest.register_on_dieplayer(function(player)
local pos_string = minetest.pos_to_string(pos)
-- return if keep inventory set or in creative mode
if bones_mode == "keep" or minetest.is_creative_enabled(player_name) then
if bones_mode == "keep" or (creative and creative.is_enabled_for
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))
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string .. ".")
end
return
end
@ -216,7 +204,7 @@ minetest.register_on_dieplayer(function(player)
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))
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string .. ".")
end
return
end
@ -242,7 +230,8 @@ minetest.register_on_dieplayer(function(player)
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))
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string ..
", and dropped their inventory.")
end
return
end
@ -253,7 +242,8 @@ minetest.register_on_dieplayer(function(player)
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))
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string ..
", and bones were placed.")
end
local meta = minetest.get_meta(pos)
@ -276,7 +266,7 @@ minetest.register_on_dieplayer(function(player)
meta:set_string("owner", player_name)
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
meta:set_int("time", 0)
@ -286,6 +276,6 @@ minetest.register_on_dieplayer(function(player)
minetest.get_node_timer(pos):start(10)
else
meta:set_string("infotext", S("@1's bones", player_name))
meta:set_string("infotext", player_name.."'s bones")
end
end)

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@ -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=Tulang
@1's old bones=Tulang lama @1
@1 died at @2.=@1 mati di @2.
@1 died at @2, and dropped their inventory.=@1 mati di @2 dan meninggalkan barangnya.
@1 died at @2, and bones were placed.=@1 mati di @2 dan tulangnya diletakkan.
@1's fresh bones=Tulang segar @1
@1's bones=Tulang @1

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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=lo bongu gunma
@1's old bones=.i ti tolci'o ke bongu gunma po'a la'o zo'i.@1.zo'i
@1 died at @2.=.i la'o zo'i.@1.zo'i pu morsi di'o lo me zoi pos.@2.pos.
@1 died at @2, and dropped their inventory.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije ly. te farlu lo me le dacti liste po ly.
@1 died at @2, and bones were placed.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije lo bongu gunma pu se punji
@1's fresh bones=.i ti cnino ke bongu gunma po'a la'o zo'i.@1.zo'i
@1's bones=.i ti bongu gunma po'a la'o zo'i.@1.zo'i

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@ -1,8 +0,0 @@
# textdomain: bones
Bones=Tulang
@1's old bones=Tulang lama @1
@1 died at @2.=@1 mati di @2.
@1 died at @2, and dropped their inventory.=@1 mati di @2, dan menjatuhkan inventorinya.
@1 died at @2, and bones were placed.=@1 mati di @2, dan tulang diletakkan.
@1's fresh bones=Tulang segar @1
@1's bones=Tulang @1

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@ -1,8 +0,0 @@
# textdomain: bones
Bones=Ossos
@1's old bones=Ossos antigos de @1
@1 died at @2.=@1 morreu em @2.
@1 died at @2, and dropped their inventory.=@1 morreu em @2, e seu inventário foi derrubado.
@1 died at @2, and bones were placed.=@1 morreu em @2, e os ossos foram colocados.
@1's fresh bones=Ossos recentes de @1
@1's bones=Ossos de @1

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@ -1,8 +0,0 @@
# textdomain: bones
Bones=Кости
@1's old bones=Старые кости @1
@1 died at @2.=@1 умер в @2.
@1 died at @2, and dropped their inventory.=@1 умер в @2 и потерял содержимое своего инвентаря.
@1 died at @2, and bones were placed.=@1 умер в @2, помещены кости.
@1's fresh bones=новые кости @1
@1's bones=кости @1

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@ -1,8 +0,0 @@
# textdomain: bones
Bones=Ben
@1's old bones=@1s Gamla ben
@1 died at @2.=@1 dog på @a.
@1 died at @2, and dropped their inventory.=@1 dog på @a, och tappade deras saker.
@1 died at @2, and bones were placed.=@1 dog på @2, och deras ben var placerade.
@1's fresh bones=@1s färska ben
@1's bones=@1s ben

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@ -1,8 +0,0 @@
# textdomain: bones
Bones=Kosti
@1's old bones=Staré kosti hráča @1
@1 died at @2.=@1 zomrel na pozícií @2.
@1 died at @2, and dropped their inventory.=@1 zomrel na pozícií @2 a vysypal svoj inventár.
@1 died at @2, and bones were placed.=@1 zomrel na pozícií @2 a ostali po ňom kosti.
@1's fresh bones=Čerstvé kosti hráča @1
@1's bones=Kosti hráča @1

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@ -1,8 +0,0 @@
# textdomain: bones
Bones=骨骸
@1's old bones=@1的旧骨骸
@1 died at @2.=@1在@2死亡。
@1 died at @2, and dropped their inventory.=@1在@2死亡丢掉了物品栏。
@1 died at @2, and bones were placed.=@1在@2死亡骨骸被放置。
@1's fresh bones=@1的新鲜骨骸
@1's bones=@1的骨骸

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@ -1,8 +0,0 @@
# textdomain: bones
Bones=骨骸
@1's old bones=@1的舊骨骸
@1 died at @2.=@1在@2死亡。
@1 died at @2, and dropped their inventory.=@1在@2死亡丟掉了物品欄。
@1 died at @2, and bones were placed.=@1在@2死亡骨骸被放置。
@1's fresh bones=@1的新鮮骨骸
@1's bones=@1的骨骸

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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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