Compare commits
2 Commits
Author | SHA1 | Date | |
---|---|---|---|
8678265125 | |||
df387e2394 |
@ -3,7 +3,7 @@ allow_defined_top = true
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read_globals = {
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"DIR_DELIM",
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"minetest",
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"minetest", "core",
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"dump",
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"vector",
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"VoxelManip", "VoxelArea",
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@ -12,16 +12,11 @@ read_globals = {
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"Settings",
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"unpack",
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-- Silence errors about custom table methods.
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table = { fields = { "copy", "indexof" } },
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-- Silence warnings about accessing undefined fields of global 'math'
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math = { fields = { "sign" } }
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table = { fields = { "copy", "indexof" } }
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}
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-- Overwrites minetest.handle_node_drops
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files["mods/creative/init.lua"].globals = { "minetest" }
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-- Overwrites minetest.calculate_knockback
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files["mods/player_api/api.lua"].globals = { "minetest" }
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-- Don't report on legacy definitions of globals.
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files["mods/default/legacy.lua"].global = false
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|
@ -1,4 +1,5 @@
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language: generic
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sudo: false
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addons:
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apt:
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packages:
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@ -6,6 +7,6 @@ addons:
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before_install:
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- luarocks install --local luacheck
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script:
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- $HOME/.luarocks/bin/luacheck ./mods
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- $HOME/.luarocks/bin/luacheck --no-color ./mods
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notifications:
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email: false
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|
35
README.md
@ -1,35 +0,0 @@
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# Minetest Game
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The default game bundled in the Minetest engine.
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For further information, check
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[this forum topic](https://forum.minetest.net/viewtopic.php?f=15&t=9724).
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Also see the [Minetest Wiki](https://wiki.minetest.net/Subgames/Minetest_Game)
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for more information.
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## Installation
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- Unzip the archive, rename the folder to minetest_game and
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place it in .. minetest/games/
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- GNU/Linux: If you use a system-wide installation place
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it in ~/.minetest/games/.
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The Minetest engine can be found at [GitHub](https://github.com/minetest/minetest).
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For further information or help, see:
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https://wiki.minetest.net/Installing_Mods
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## Compatibility
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The Minetest Game GitHub master HEAD is generally compatible with the GitHub
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master HEAD of the Minetest engine.
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Additionally, when the Minetest engine is tagged to be a certain version (e.g.
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0.4.10), Minetest Game is tagged with the version too.
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When stable releases are made, Minetest Game and the Minetest engine is packaged
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and made available at [www.minetest.net](https://www.minetest.net/downloads/).
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## Licensing
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See `LICENSE.txt`
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28
README.txt
Normal file
@ -0,0 +1,28 @@
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Minetest Game [minetest_game]
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=============================
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The main game for the Minetest engine
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=====================================
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To use this game with the Minetest engine, insert this repository as
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/games/minetest_game
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The Minetest engine can be found in:
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https://github.com/minetest/minetest/
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Compatibility
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--------------
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The Minetest Game github master HEAD is generally compatible with the github
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master HEAD of the Minetest engine.
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Additionally, when the Minetest engine is tagged to be a certain version (eg.
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0.4.10), Minetest Game is tagged with the version too.
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When stable releases are made, Minetest Game is packaged and made available in
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http://minetest.net/downloads/
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and in case the repository has grown too much, it may be reset. In that sense,
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this is not a "real" git repository. (Package maintainers please note!)
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Licensing
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---------
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See LICENSE.txt
|
@ -1,3 +1,3 @@
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name = Minetest Game
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author = Minetest
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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.
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author = minetest
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description = Bundled by default with Minetest, and aims to be lightweight, moddable, and fairly playable without mods.
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|
125
game_api.txt
@ -93,21 +93,16 @@ For example,
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is used to show all tools. Name is used in the sfinv page name, title is the
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human readable title.
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Creative provides `creative.is_enabled_for(name)`, which is identical in
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functionality to the engine's `minetest.creative_is_enabled(name)`.
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Its use is deprecated and it should also not be overriden.
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`is_enabled_for` is used to check whether a player is in creative mode:
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creative.is_enabled_for(name)
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Override this to allow per-player game modes.
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The contents of `creative.formspec_add` is appended to every creative inventory
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page. Mods can use it to add additional formspec elements onto the default
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creative inventory formspec to be drawn after each update.
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Group overrides can be used for any registered item, node or tool. Use one of
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the groups stated below to pick which category it will appear in.
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node = 1 -- Appears in the Nodes category
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tool = 1 -- Appears in the Tools category
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craftitem = 1 -- Appears in the Items category
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Chests API
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----------
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@ -134,12 +129,12 @@ The chests API allows the creation of chests, which have their own inventories f
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* A table indexed by player name to keep track of who opened what chest.
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* Key: The name of the player.
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* Value: A table containing information about the chest the player is looking at.
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e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }`
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e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
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`default.chest.register_chest(name, def)`
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* Registers new chest
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* `name` Name for chest e.g. "default:chest"
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* `name` Name for chest
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* `def` See [#Chest Definition]
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### Chest Definition
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@ -219,8 +214,6 @@ The doors mod allows modders to register custom doors and trapdoors.
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inventory_image = "mod_door_inv.png",
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groups = {choppy = 2},
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tiles = {"mod_door.png"}, -- UV map.
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-- The front and back of the door must be identical in appearence as they swap on
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-- open/close.
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recipe = craftrecipe,
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sounds = default.node_sound_wood_defaults(), -- optional
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sound_open = sound play for open door, -- optional
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@ -235,12 +228,7 @@ The doors mod allows modders to register custom doors and trapdoors.
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inventory_image = "mod_trapdoor_inv.png",
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groups = {choppy = 2},
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tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
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tile_side = "doors_trapdoor_side.png",
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-- The texture for the four sides of the trapdoor.
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-- The texture should have the trapdoor side drawn twice, in the lowest and highest
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-- 1/8ths of the texture, both upright. The area between is not used.
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-- The lower 1/8th will be used for the closed trapdoor, the higher 1/8th will be used
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-- for the open trapdoor.
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tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
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sounds = default.node_sound_wood_defaults(), -- optional
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sound_open = sound play for open door, -- optional
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sound_close = sound play for close door, -- optional
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@ -281,7 +269,7 @@ The mod that places chests with loot in dungeons provides an API to register add
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name = "item:name",
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chance = 0.5,
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-- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
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-- Due to an extra step in the selection process, 0.5 does not(!) mean that
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-- due to an extra step in the selection process, 0.5 does not(!) mean that
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-- on average every second chest will have this item
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count = {1, 4},
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-- ^ table with minimum and maximum amounts of this item
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@ -291,8 +279,7 @@ The mod that places chests with loot in dungeons provides an API to register add
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-- optional, defaults to no height restrictions
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types = {"desert"},
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-- ^ table with types of dungeons this item can be found in
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-- supported types: "normal" (the cobble/mossycobble one), "sandstone"
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-- "desert" and "ice"
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-- supported types: "normal" (the cobble/mossycobble one), "sandstone", "desert"
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-- optional, defaults to no type restrictions
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@ -364,8 +351,6 @@ The farming API allows you to easily register plants and hoes.
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{
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description = "", -- Description of seed item
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harvest_description = "", -- Description of harvest item
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-- (optional, derived automatically if not provided)
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inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
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steps = 8, -- How many steps the plant has to grow, until it can be harvested
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-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
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@ -377,8 +362,6 @@ The farming API allows you to easily register plants and hoes.
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Fire API
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--------
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Add group flammable when registering a node to make fire seek for it.
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Add it to an item to make it burn up when dropped in lava or fire.
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New node def property:
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`on_burn(pos)`
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@ -426,65 +409,57 @@ Give Initial Stuff API
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^ Adds items to the list of items to be given
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Player API
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----------
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Players API
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-----------
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The player API can register player models and update the player's appearance.
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The player API can register player models and update the player's appearence
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* `player_api.register_model(name, def)`
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* Register a new model to be used by players
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* `name`: model filename such as "character.x", "foo.b3d", etc.
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* `def`: see [#Model definition]
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* Saved to player_api.registered_models
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* name: model filename such as "character.x", "foo.b3d", etc.
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* def: See [#Model definition]
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* saved to player_api.registered_models
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* `player_api.registered_models[name]`
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* Get a model's definition
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* `name`: model filename
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* See [#Model definition]
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* `player_api.registered_player_models[name]`
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* Get a model's definition
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* see [#Model definition]
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* `player_api.set_model(player, model_name)`
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* Change a player's model
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* `player`: PlayerRef
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* `model_name`: model registered with player_api.register_model()
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* `player_api.set_animation(player, anim_name, speed)`
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* `player_api.set_animation(player, anim_name [, speed])`
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* Applies an animation to a player
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* `player`: PlayerRef
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* `anim_name`: name of the animation
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* `speed`: frames per second. If nil, the default from the model def is used
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* anim_name: name of the animation.
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* speed: frames per second. If nil, default from the model is used
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* `player_api.set_textures(player, textures)`
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* Sets player textures
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* `player`: PlayerRef
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* `textures`: array of textures. If nil, the default from the model def is used
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* `textures`: array of textures, If `textures` is nil the default
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textures from the model def are used
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* `player_api.get_animation(player)`
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* Returns a table containing fields `model`, `textures` and `animation`
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* Any of the fields of the returned table may be nil
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* `player`: PlayerRef
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* `player_api.player_attached`
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* A table that maps a player name to a boolean
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* If the value for a given player is set to true, the default player animations
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(walking, digging, ...) will no longer be updated, and knockback from damage is
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prevented for that player
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* Example of usage: A mod sets a player's value to true when attached to a vehicle
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* Returns a table containing fields `model`, `textures` and `animation`.
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* Any of the fields of the returned table may be nil.
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* player: PlayerRef
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|
||||
### Model Definition
|
||||
|
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{
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animation_speed = 30, -- Default animation speed, in FPS
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textures = {"character.png", }, -- Default array of textures
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visual_size = {x = 1, y = 1}, -- Used to scale the model
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animation_speed = 30, -- Default animation speed, in FPS.
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textures = {"character.png", }, -- Default array of textures.
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visual_size = {x = 1, y = 1}, -- Used to scale the model.
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animations = {
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-- <anim_name> = {x = <start_frame>, y = <end_frame>},
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foo = {x = 0, y = 19},
|
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bar = {x = 20, y = 39},
|
||||
-- ...
|
||||
-- ...
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||||
},
|
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
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stepheight = 0.6, -- In nodes
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eye_height = 1.47, -- In nodes above feet position
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stepheight = 0.6, -- In nodes
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eye_height = 1.47, -- In nodes above feet position
|
||||
}
|
||||
|
||||
|
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@ -741,42 +716,34 @@ delivered with Minetest Game, to keep them compatible with other mods.
|
||||
* `sounds`: See [#Default sounds]
|
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* `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
|
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* `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]
|
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* `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`.
|
||||
|
BIN
menu/header.png
Before Width: | Height: | Size: 935 B After Width: | Height: | Size: 1.9 KiB |
@ -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
|
||||
|
@ -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
|
||||
|
@ -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 = {
|
||||
|
@ -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
@ -0,0 +1,2 @@
|
||||
default
|
||||
wool
|
@ -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
|
||||
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
|
||||
beds.bed_position[name] = nil
|
||||
-- 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)
|
||||
|
@ -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")
|
||||
|
||||
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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=
|
@ -1,3 +0,0 @@
|
||||
name = beds
|
||||
description = Minetest Game mod: beds
|
||||
depends = default, wool
|
@ -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
|
||||
|
Before Width: | Height: | Size: 490 B After Width: | Height: | Size: 540 B |
Before Width: | Height: | Size: 486 B After Width: | Height: | Size: 537 B |
Before Width: | Height: | Size: 340 B After Width: | Height: | Size: 390 B |
Before Width: | Height: | Size: 343 B After Width: | Height: | Size: 387 B |
Before Width: | Height: | Size: 248 B After Width: | Height: | Size: 296 B |
Before Width: | Height: | Size: 265 B After Width: | Height: | Size: 316 B |
Before Width: | Height: | Size: 431 B After Width: | Height: | Size: 561 B |
Before Width: | Height: | Size: 427 B After Width: | Height: | Size: 537 B |
Before Width: | Height: | Size: 464 B After Width: | Height: | Size: 611 B |
Before Width: | Height: | Size: 446 B After Width: | Height: | Size: 596 B |
Before Width: | Height: | Size: 474 B After Width: | Height: | Size: 583 B |
Before Width: | Height: | Size: 547 B After Width: | Height: | Size: 616 B |
Before Width: | Height: | Size: 425 B After Width: | Height: | Size: 495 B |
Before Width: | Height: | Size: 490 B After Width: | Height: | Size: 556 B |
Before Width: | Height: | Size: 251 B After Width: | Height: | Size: 304 B |
Before Width: | Height: | Size: 83 B After Width: | Height: | Size: 143 B |
2
mods/binoculars/depends.txt
Normal file
@ -0,0 +1,2 @@
|
||||
default
|
||||
creative?
|
@ -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,
|
||||
|
||||
|
@ -1,3 +0,0 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Fernglas
|
||||
Use with 'Zoom' key=Mit „Zoom“-Taste benutzen
|
@ -1,3 +0,0 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Prismáticos
|
||||
Use with 'Zoom' key=Usar con la tecla 'Zoom'
|
@ -1,3 +0,0 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Jumelles
|
||||
Use with 'Zoom' key=Utiliser avec le bouton « Zoom »
|
@ -1,3 +0,0 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Teropong
|
||||
Use with 'Zoom' key=Pakai dengan tombol 'Zoom'
|
@ -1,3 +0,0 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Binocolo
|
||||
Use with 'Zoom' key=Usalo col tasto 'Ingrandimento'
|
@ -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
|
@ -1,3 +0,0 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Binokular
|
||||
Use with 'Zoom' key=Guna dengan kekunci 'Zum'
|
@ -1,3 +0,0 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Binóculos
|
||||
Use with 'Zoom' key=Use com a tecla de 'Zoom'
|
@ -1,3 +0,0 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Бинокль
|
||||
Use with 'Zoom' key=Используется с привилегией 'Zoom'
|
@ -1,3 +0,0 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Kikare
|
||||
Use with 'Zoom' key=Används med 'Zoom' knappen
|
@ -1,3 +0,0 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=Ďalekohľad
|
||||
Use with 'Zoom' key=Použi s klávesou "Priblíž"
|
@ -1,3 +0,0 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=望远镜
|
||||
Use with 'Zoom' key=与“缩放”键一起使用
|
@ -1,3 +0,0 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=望遠鏡
|
||||
Use with 'Zoom' key=與“縮放”鍵一起使用
|
@ -1,3 +0,0 @@
|
||||
# textdomain: binoculars
|
||||
Binoculars=
|
||||
Use with 'Zoom' key=
|
@ -1,3 +0,0 @@
|
||||
name = binoculars
|
||||
description = Minetest Game mod: binoculars
|
||||
depends = default
|
2
mods/boats/depends.txt
Normal file
@ -0,0 +1,2 @@
|
||||
default
|
||||
player_api
|
@ -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
|
||||
|
@ -1,4 +0,0 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Schneller Bootsmodus an
|
||||
Boat cruise mode off=Schneller Bootsmodus aus
|
||||
Boat=Boot
|
@ -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
|
@ -1,4 +0,0 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Bateau mode rapide activé
|
||||
Boat cruise mode off=Bateau mode rapide désactivé
|
||||
Boat=Bateau
|
@ -1,4 +0,0 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Mode perahu jelajah nyala
|
||||
Boat cruise mode off=Mode perahu jelajah mati
|
||||
Boat=Perahu
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -1,4 +0,0 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Båtkryssningsläge på
|
||||
Boat cruise mode off=Båtkryssningsläge av
|
||||
Boat=Båt
|
@ -1,4 +0,0 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=Cestovný režim loďky zapnutý
|
||||
Boat cruise mode off=Cestovný režim loďky vypnutý
|
||||
Boat=Loďka
|
@ -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
|
@ -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
|
@ -1,4 +0,0 @@
|
||||
# textdomain: boats
|
||||
Boat cruise mode on=
|
||||
Boat cruise mode off=
|
||||
Boat=
|
@ -1,3 +0,0 @@
|
||||
name = boats
|
||||
description = Minetest Game mod: boats
|
||||
depends = default, player_api
|
1
mods/bones/depends.txt
Normal file
@ -0,0 +1 @@
|
||||
default
|
@ -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)
|
||||
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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=
|
@ -1,3 +0,0 @@
|
||||
name = bones
|
||||
description = Minetest Game mod: bones
|
||||
depends = default
|
Before Width: | Height: | Size: 349 B After Width: | Height: | Size: 740 B |
Before Width: | Height: | Size: 339 B After Width: | Height: | Size: 656 B |
Before Width: | Height: | Size: 341 B After Width: | Height: | Size: 637 B |