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Author SHA1 Message Date
sofar
d6a66860af Prevent divide by zero (#2106)
This forces all explosions to damage entities within the 1 node
range. If that needs to be disabled, the damage_radius needs to
be set to 0.
2018-05-18 12:50:47 +02:00
paramat
6d850f23a5 Flower spread ABM: Optimise
Match maximum spread density to maximum mapgen density for flowers.
Place 3 flora nodes at once instead of 1.
Change ABM chance value to 300 to match previous spread rate.
ABM becomes 3 times less intensive.
2018-05-18 12:50:47 +02:00
paramat
2c1af0861f Doors: Avoid crash on nil player in 'can dig door' 2018-05-18 12:50:47 +02:00
Jat15
d2ae721235 Stairs: unbind table groups (#2036)
Unbind table groups for base block, stairs, slabs.
2018-05-18 12:50:18 +02:00
paramat
01db55cee5 default:dirt_with_snow: Re-add to soil group
Previously, saplings were not growing if the dirt they are on turned to
'dirt with snow' before growth.
Also for consistency with other dirt nodes.
2018-05-06 20:44:30 +02:00
Ekdohibs
4ba2b5179e Furnace: Fix being able to cook items without enough fuel
This was triggered when too much time had elapsed when timer was called.
Also, fix timer resolution giving free fuel time.
2018-05-06 20:44:30 +02:00
Diego Martínez
a5092c0df6 creative: Add missing tooltips. 2018-05-06 20:44:30 +02:00
paramat
575c098bae Book textures: Reset colour profiles to remove warnings 2018-05-06 20:44:22 +02:00
paramat
cddd59b578 Book textures: Replace with more original textures 2018-05-06 20:40:45 +02:00
ezhh
7a4b1e0ce1 Default: Make burntimes more rational and consistent 2017-12-05 21:24:02 +01:00
DTA7
0216fa08ec Add nil checks for placer 2017-11-19 23:03:38 +01:00
raymoo
ca3e807d35 Creative: Make the placenode registration check for non-player placers 2017-11-19 23:03:38 +01:00
raymoo
ca38bb2390 Creative: Make handle_node_drops override work for non-player diggers 2017-11-19 23:03:38 +01:00
Coder12a
7d07c52d09 Books: Convert \r to \n
Some files or editors may use \r instand of \n like notepad++. If you copy
text written in notepad++ and pasted into the book. The book will only have
one page.
2017-11-19 23:03:38 +01:00
SmallJoker
532013a032 Creative: Cache inventory items on load 2017-11-19 23:03:38 +01:00
tenplus1
a52622669f TNT: Add tnt.boom defaults
This adds def, def.radius and def.damage_radius defaults to the
tnt.boom() function if they aren't specified on call.
2017-11-19 23:03:38 +01:00
SmallJoker
ce5e668681 Bones: Return bones when taking the last ItemStack 2017-11-19 23:03:38 +01:00
tenplus1
6530fa914b Flowers: Add waterlily right-click checks
Check for on_rightclick functions of nodes when holding a waterlily.
2017-11-19 23:03:38 +01:00
rubenwardy
86eb0e1617 Sfinv: Remove possibility of infinite loop when homepage doesn't exist 2017-11-19 23:03:38 +01:00
rubenwardy
93fb9b36ce Sfinv: Rename navigation tabs to reduce chance of a conflict 2017-11-19 23:03:38 +01:00
danielmeek32
09e3505ea1 Chests: Fix locked chest protection against explosions (#1886)
Fixes #1885
2017-11-19 23:03:38 +01:00
tenplus1
cecbfc1676 Chests: Fix open chest after player leave (#1884)
This should fix the chest staying open when a player disconnects while inside.
2017-11-19 23:03:38 +01:00
tenplus1
fba6f6a4cf TNT: Add explode_center flag
Add 'explode_centre' flag which when false explodes as normal and when true runs on_blast on centre node as well as dropping items.
2017-11-19 23:03:38 +01:00
tenplus1
6053456af1 Mushroom spread: Optimise and make overridable
Move mushroom spread ABM action into a global and overridable function.
Optimise spread code.
Reduce spread range to reduce spread through walls.
2017-11-19 23:03:38 +01:00
Hybrid Dog
cc2f75b2f9 Register fence: Allow setting nodedefs to 'false' 2017-11-19 23:03:38 +01:00
tenplus1
b6ef71c92e TNT's tnt:boom cleanup (#1868)
The tnt:boom node doesn't actually need the on_construct and on_timer functions to remove the node after 0.4 seconds as the tnt_explode function already does this beforehand.
2017-11-19 23:03:38 +01:00
SmallJoker
876da2fbc6 Beds: Do not crash when placing in an unknown node 2017-11-19 23:03:38 +01:00
paramat
ea45ca57a5 Lava cooling: Increase interval to 2
An excessive load has been reported caused by the node searching, so even
when no lava is present.
2017-11-19 23:03:34 +01:00
SmallJoker
6fa3ebfa75 Carts: Check for last pathfinder predition too Minor fix to reduce cart jitter slightly 2017-11-19 22:57:28 +01:00
SmallJoker
efe6fb6dfb TNT: Only burn visually connected powder (#1857) 2017-11-19 22:57:28 +01:00
SmallJoker
1aeb2baa91 Creative: Prevent unauthorized item access (#1840) 2017-11-19 22:57:28 +01:00
Ezhh
e4d6425846 Correct farming/stairs dependency (#1838) 2017-11-19 22:57:28 +01:00
Paramat
81f885795d Crafting: Remove duplicate reversed recipes (#1777)
For axes and hoes only use one recipe that matches the appearance of the texture and in inventory.
2017-11-19 22:53:53 +01:00
paramat
f3e29bc2cc Saplings: Reduce grow time to ABM equivalent
Previous times were chosen using statistical maths, but reports suggested
this was too long.
I tested by timing an ABM acting on 100 nodes, with interval and chance equal
to the old sapling ABM.
50 at 4m59s.
99 at 24m58s.
100 at 26m58s.
So choose a grow time between 5 and 25 min for tree and bush saplings.
If 'can grow' is false at grow time the timer is reset to 5 min.
2017-11-19 22:53:53 +01:00
DS-Minetest
3a72f7b84b Add backface_culling to open chests and fencegates 2017-11-19 22:53:53 +01:00
Foz
20bd4560f8 TNT: Track TNT owner in metadata for protection mods
It is useful for protection mods to know who owns an exploding
TNT block. This allows the blocks destroyed by the TNT to be
limited to the same ones the owner could destroy without using
TNT.

TNT placed within a protected area by the area owner, and later
ignited by another player will destroy within the protected area
nodes the igniter may not otherwise be able to interact with. Any
player could significantly increase the size of an explosion by
placing more TNT in an adjacent unprotected area if the original
TNT block was placed withing 1 node of such a boundary. This
feature sounds dangerous, but we are talking about TNT. Players
should use it carefully.
2017-11-19 22:53:53 +01:00
SmallJoker
8991b9fe54 Carts: Do not connect rails with gunpowder (#1812) 2017-11-19 22:53:53 +01:00
Johannes Fritz
aea6c5dd1d Stairs: Add backface culling to stair meshes
If backface culling is not specified for a tile in 'images' it is set to true.
Slabs already have backface culling due to being defined as nodeboxes (which
are then converted to meshnodes).
2017-11-19 22:53:53 +01:00
paramat
da41caca66 Chests: Check 'def' of node above chest to avoid crash
In 'chest_lid_obstructed(pos)' check for nil 'def' to avoid a crash caused by
an unknown node above the chest.
2017-11-19 22:53:14 +01:00
red-001
103af98864 Books: Also limit the max size of the title
This limits the max size of the full title of the book to `80` letters and
the size of the part thats displayed in the tooltip to `35` letters.
2017-11-19 22:53:14 +01:00
red-001
26606b0520 Books: Limit the size of books
Really large books just waste hard drive space and the engine is not designed to
handle that much data in item metadata, this can cause strange things to happen.
2017-11-19 22:52:00 +01:00
red-001
706844e8bf Books: Add nil value checks to the book formspec handler 2017-11-19 22:52:00 +01:00
paramat
a56274c230 Stairs: Use one recipe matching inventory appearence
No longer have 2 recipes for stairs, choose the one that matches the appearence
in inventory (stair rising toward the right).
Helps to reduce recipe count now that an increasing number of stairs are
being registered.
2017-11-19 22:52:00 +01:00
vorunbekannt75@web.de
3512226867 Default: Revert "Default: Shorter and better ABMs"
This reverts commit e523c3a296 to re-enable
the overriding and redefinition of these global functions.
2017-11-19 17:16:32 +01:00
ShadowNinja
d5b9fee6fe Merge 0.4.16 into stable-0.4 2017-06-03 17:22:59 -04:00
sfan5
437860feff Merge tag '0.4.15' into stable-0.4
0.4.15
2016-12-22 23:00:57 +01:00
1086 changed files with 4480 additions and 24564 deletions

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@ -1,13 +0,0 @@
name: luacheck
on: [push, pull_request]
jobs:
luacheck:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Luacheck
uses: lunarmodules/luacheck@master
with:
args: mods

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@ -1,11 +0,0 @@
name: test
on: [push, pull_request]
jobs:
test:
runs-on: ubuntu-latest
timeout-minutes: 5
steps:
- uses: actions/checkout@v4
- run: ./utils/test/run.sh

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@ -1,31 +1,21 @@
unused_args = false unused_args = false
allow_defined_top = true allow_defined_top = true
globals = {
"default"
}
read_globals = { read_globals = {
"DIR_DELIM", "DIR_DELIM",
"minetest", "minetest", "core",
"dump", "dump",
"vector", "vector",
"VoxelManip", "VoxelArea", "VoxelManip", "VoxelArea",
"PseudoRandom", "PcgRandom", "PseudoRandom", "ItemStack",
"ItemStack",
"Settings", "Settings",
"unpack", "unpack",
-- Silence errors about custom table methods. -- Silence "accessing undefined field copy of global table".
table = { fields = { "copy", "indexof" } }, table = { fields = { "copy" } }
-- Silence warnings about accessing undefined fields of global 'math'
math = { fields = { "sign" } }
} }
-- Overwrites minetest.handle_node_drops -- Overwrites minetest.handle_node_drops
files["mods/creative/init.lua"].globals = { "minetest" } files["mods/creative/init.lua"].globals = { "minetest" }
-- Overwrites minetest.calculate_knockback
files["mods/player_api/api.lua"].globals = { "minetest" }
-- Don't report on legacy definitions of globals. -- Don't report on legacy definitions of globals.
files["mods/default/legacy.lua"].global = false files["mods/default/legacy.lua"].global = false

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

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@ -1,46 +0,0 @@
# Minetest Game
[![ContentDB](https://content.minetest.net/packages/Minetest/minetest_game/shields/title/)](https://content.minetest.net/packages/Minetest/minetest_game/)
Minetest Game (abbreviated MTG) is a simple and peaceful sandbox game, with no
real goals or built-in enemy mobs.
While it provides a basic gameplay experience out of the box, it is best played
with mods.
Minetest Game is in perpetual maintenance-only mode, meaning it will not see new
gameplay features or anything else that breaks compatibility (see
[#2710](https://github.com/minetest/minetest_game/issues/2710)).
## Installation
### ContentDB
* Content > Browse Online Content
* Search for "[Minetest Game](https://content.minetest.net/packages/Minetest/minetest_game/)"
* Click Install
### Manually
- Unzip the archive, rename the folder to `minetest_game` and
place it in `.../minetest/games/`
- GNU/Linux: If you use a system-wide installation place it in `~/.minetest/games/`.
The Minetest engine can be found at [GitHub](https://github.com/minetest/minetest).
For further information or help, see: [Installing Mods](https://wiki.minetest.net/Installing_Mods).
## Compatibility
As of January 2024 Minetest Game follows a **rolling release** model with new changes being automatically
published on ContentDB every day.
There are no stable releases or tags, all existing ones are considered legacy.
Minetest Game is always compatible to the latest stable release of the engine.
Older releases may be supported too depending on circumstances.
## Licensing
See `LICENSE.txt`

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

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@ -1,4 +1 @@
title = Minetest Game 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.
min_minetest_version = 5.8

View File

@ -2,11 +2,10 @@ Minetest Game API
================= =================
GitHub Repo: https://github.com/minetest/minetest_game GitHub Repo: https://github.com/minetest/minetest_game
Introduction Introduction
------------ ------------
The Minetest Game game offers multiple new possibilities in addition to the Minetest engine's built-in API, The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes. allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
Please note: Please note:
@ -15,7 +14,6 @@ Please note:
* [#ABC] refers to a section in this document * [#ABC] refers to a section in this document
* [pos] refers to a position table `{x = -5, y = 0, z = 200}` * [pos] refers to a position table `{x = -5, y = 0, z = 200}`
Bucket API Bucket API
---------- ----------
@ -36,7 +34,6 @@ The bucket API allows registering new types of buckets for non-default liquids.
The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source. The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered. When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.
Beds API Beds API
-------- --------
@ -45,12 +42,9 @@ Beds API
def -- See [#Bed definition] def -- See [#Bed definition]
) )
* `beds.can_dig(bed_pos)` Returns a boolean whether the bed at `bed_pos` may be dug
* `beds.read_spawns() ` Returns a table containing players respawn positions * `beds.read_spawns() ` Returns a table containing players respawn positions
* `beds.kick_players()` Forces all players to leave bed * `beds.kick_players()` Forces all players to leave bed
* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
* `beds.day_interval` Is a table with keys "start" and "finish". Allows you
to set the period of the day (timeofday format). Default: `{ start = 0.2, finish = 0.805 }`.
### Bed definition ### Bed definition
@ -73,17 +67,6 @@ Beds API
} }
} }
Bones API
---------
An ordered list of listnames (default: "main", "craft") of the player inventory,
that will be placed into bones or dropped on player death can be looked up or changed
in `bones.player_inventory_lists`.
e.g. `table.insert(bones.player_inventory_lists, "backpack")`
Creative API Creative API
------------ ------------
@ -95,84 +78,21 @@ For example,
is used to show all tools. Name is used in the sfinv page name, title is the is used to show all tools. Name is used in the sfinv page name, title is the
human readable title. human readable title.
Creative provides `creative.is_enabled_for(name)`, which is identical in `is_enabled_for` is used to check whether a player is in creative mode:
functionality to the engine's `minetest.creative_is_enabled(name)`.
Its use is deprecated and it should also not be overriden. 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 The contents of `creative.formspec_add` is appended to every creative inventory
page. Mods can use it to add additional formspec elements onto the default page. Mods can use it to add additional formspec elements onto the default
creative inventory formspec to be drawn after each update. creative inventory formspec to be drawn after each update.
Group overrides can be used for any registered item, node or tool. Use one of
the groups stated below to pick which category it will appear in.
node = 1 -- Appears in the Nodes category
tool = 1 -- Appears in the Tools category
craftitem = 1 -- Appears in the Items category
Chests API
----------
The chests API allows the creation of chests, which have their own inventories for holding items.
`default.chest.get_chest_formspec(pos)`
* Returns a formspec for a specific chest.
* `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
`default.chest.chest_lid_obstructed(pos)`
* Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
* `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
`default.chest.chest_lid_close(pn)`
* Closes the chest that a player is currently looking in.
* `pn` The name of the player whose chest is going to be closed
`default.chest.open_chests`
* A table indexed by player name to keep track of who opened what chest.
* Key: The name of the player.
* Value: A table containing information about the chest the player is looking at.
e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }`
`default.chest.register_chest(name, def)`
* Registers new chest
* `name` Name for chest e.g. "default:chest"
* `def` See [#Chest Definition]
### Chest Definition
description = "Chest",
tiles = {
"default_chest_top.png",
"default_chest_top.png",
"default_chest_side.png",
"default_chest_side.png",
"default_chest_front.png",
"default_chest_inside.png"
}, -- Textures which are applied to the chest model.
sounds = default.node_sound_wood_defaults(),
sound_open = "default_chest_open",
sound_close = "default_chest_close",
groups = {choppy = 2, oddly_breakable_by_hand = 2},
protected = false, -- If true, only placer can modify chest.
Doors API Doors API
--------- ---------
The doors mod allows modders to register custom doors and trapdoors. The doors mod allows modders to register custom doors and trapdoors.
`doors.registered_doors[name] = Door definition`
* Table of registered doors, indexed by door name
`doors.registered_trapdoors[name] = Trapdoor definition`
* Table of registered trap doors, indexed by trap door name
`doors.register_door(name, def)` `doors.register_door(name, def)`
* Registers new door * Registers new door
@ -208,58 +128,29 @@ The doors mod allows modders to register custom doors and trapdoors.
has the permissions needed to open this door. If omitted then no has the permissions needed to open this door. If omitted then no
permission checks are performed. permission checks are performed.
`doors.door_toggle(pos, node, clicker)`
* Toggle door open or shut
* `pos` Position of the door
* `node` Node definition
* `clicker` Player definition for the player that clicked on the door
### Door definition ### Door definition
description = "Door description", description = "Door description",
inventory_image = "mod_door_inv.png", inventory_image = "mod_door_inv.png",
groups = {choppy = 2}, groups = {choppy = 2},
model = "mod_door", -- (optional)
-- Model name without a suffix ("big_door" not "big_door_a.obj", "big_door_b.obj")
tiles = {"mod_door.png"}, -- UV map. tiles = {"mod_door.png"}, -- UV map.
-- The front and back of the door must be identical in appearence as they swap on
-- open/close.
recipe = craftrecipe, recipe = craftrecipe,
sounds = default.node_sound_wood_defaults(), -- optional sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional sound_close = sound play for close door, -- optional
gain_open = 0.3, -- optional, defaults to 0.3
gain_close = 0.3, -- optional, defaults to 0.3
protected = false, -- If true, only placer can open the door (locked for others) protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
use_texture_alpha = "clip",
### Trapdoor definition ### Trapdoor definition
description = "Trapdoor description", description = "Trapdoor description",
inventory_image = "mod_trapdoor_inv.png", inventory_image = "mod_trapdoor_inv.png",
nodebox_closed = {} -- Nodebox for closed model
nodebox_opened = {} -- Nodebox for opened model
-- (optional) both nodeboxes must be used, not one only
groups = {choppy = 2}, groups = {choppy = 2},
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
tile_side = "doors_trapdoor_side.png", tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
-- The texture for the four sides of the trapdoor.
-- The texture should have the trapdoor side drawn twice, in the lowest and highest
-- 1/8ths of the texture, both upright. The area between is not used.
-- The lower 1/8th will be used for the closed trapdoor, the higher 1/8th will be used
-- for the open trapdoor.
sounds = default.node_sound_wood_defaults(), -- optional sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional sound_close = sound play for close door, -- optional
gain_open = 0.3, -- optional, defaults to 0.3
gain_close = 0.3, -- optional, defaults to 0.3
protected = false, -- If true, only placer can open the door (locked for others) protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) ,
-- function containing the on_rightclick callback
use_texture_alpha = "clip",
### Fence gate definition ### Fence gate definition
@ -269,43 +160,6 @@ The doors mod allows modders to register custom doors and trapdoors.
material = "default:wood", material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), -- optional sounds = default.node_sound_wood_defaults(), -- optional
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback
Dungeon Loot API
----------------
The mod that places chests with loot in dungeons provides an API to register additional loot.
`dungeon_loot.register(def)`
* Registers one or more loot items
* `def` Can be a single [#Loot definition] or a list of them
`dungeon_loot.registered_loot`
* Table of all registered loot, not to be modified manually
### Loot definition
name = "item:name",
chance = 0.5,
-- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
-- Due to an extra step in the selection process, 0.5 does not(!) mean that
-- on average every second chest will have this item
count = {1, 4},
-- ^ table with minimum and maximum amounts of this item
-- optional, defaults to always single item
y = {-32768, -512},
-- ^ table with minimum and maximum heights this item can be found at
-- optional, defaults to no height restrictions
types = {"desert"},
-- ^ table with types of dungeons this item can be found in
-- supported types: "normal" (the cobble/mossycobble one), "sandstone"
-- "desert" and "ice"
-- optional, defaults to no type restrictions
Fence API Fence API
--------- ---------
@ -324,11 +178,10 @@ Allows creation of new fences with "fencelike" drawtype.
name = "default:fence_wood", name = "default:fence_wood",
description = "Wooden Fence", description = "Wooden Fence",
texture = "default_wood.png", texture = "default_wood.png",
material = "default:wood", -- `nil` if you don't want the recipe material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), sounds = default.node_sound_wood_defaults(),
Walls API Walls API
--------- ---------
@ -341,13 +194,6 @@ walls.register(name, desc, texture, mat, sounds)
^ mat = "default:stone". Used to auto-generate crafting recipe. ^ mat = "default:stone". Used to auto-generate crafting recipe.
^ sounds = sounds: see [#Default sounds] ^ sounds = sounds: see [#Default sounds]
All walls will be connected to any nodes with one of the following groups:
* `wall`
* `stone`
* `fence`
* `wall_connected`
Farming API Farming API
----------- -----------
@ -381,23 +227,16 @@ The farming API allows you to easily register plants and hoes.
{ {
description = "", -- Description of seed item description = "", -- Description of seed item
harvest_description = "", -- Description of harvest item
-- (optional, derived automatically if not provided)
inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
steps = 8, -- How many steps the plant has to grow, until it can be harvested steps = 8, -- How many steps the plant has to grow, until it can be harvested
-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber) -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
minlight = 13, -- Minimum light to grow minlight = 13, -- Minimum light to grow
maxlight = default.LIGHT_MAX -- Maximum light to grow maxlight = default.LIGHT_MAX -- Maximum light to grow
can_grow = function(pos) -- Сalled every growth tick to check if the plant can grow, returns bool
-- (optional, checks for wet soil by default)
} }
Fire API Fire API
-------- --------
Add group flammable when registering a node to make fire seek for it.
Add it to an item to make it burn up when dropped in lava or fire.
New node def property: New node def property:
`on_burn(pos)` `on_burn(pos)`
@ -445,88 +284,8 @@ Give Initial Stuff API
^ Adds items to the list of items to be given ^ Adds items to the list of items to be given
Player API
----------
The player API can register player models and update the player's appearance.
* `player_api.globalstep(dtime, ...)`
* The function called by the globalstep that controls player animations.
You can override this to replace the globalstep with your own implementation.
* Receives all args that minetest.register_globalstep() passes
* `player_api.register_model(name, def)`
* Register a new model to be used by players
* `name`: model filename such as "character.x", "foo.b3d", etc.
* `def`: see [#Model definition]
* Saved to player_api.registered_models
* `player_api.registered_models[name]`
* Get a model's definition
* `name`: model filename
* See [#Model definition]
* `player_api.set_model(player, model_name)`
* Change a player's model
* `player`: PlayerRef
* `model_name`: model registered with `player_api.register_model`
* `player_api.set_animation(player, anim_name, speed)`
* Applies an animation to a player if speed or anim_name differ from the currently playing animation
* `player`: PlayerRef
* `anim_name`: name of the animation
* `speed`: keyframes per second. If nil, the default from the model def is used
* `player_api.set_textures(player, textures)`
* Sets player textures
* `player`: PlayerRef
* `textures`: array of textures. If nil, the default from the model def is used
* `player_api.set_textures(player, index, texture)`
* Sets one of the player textures
* `player`: PlayerRef
* `index`: Index into array of all textures
* `texture`: the texture string
* `player_api.get_animation(player)`
* Returns a table containing fields `model`, `textures` and `animation`
* Any of the fields of the returned table may be nil
* `player`: PlayerRef
* `player_api.player_attached`
* A table that maps a player name to a boolean
* If the value for a given player is set to true, the default player animations
(walking, digging, ...) will no longer be updated, and knockback from damage is
prevented for that player
* Example of usage: A mod sets a player's value to true when attached to a vehicle
### Model Definition
{
animation_speed = 30, -- Default animation speed, in keyframes per second
textures = {"character.png"}, -- Default array of textures
animations = {
-- [anim_name] = {
-- x = <start_frame>,
-- y = <end_frame>,
-- collisionbox = <model collisionbox>, -- (optional)
-- eye_height = <model eye height>, -- (optional)
-- -- suspend client side animations while this one is active (optional)
-- override_local = <true/false>
-- },
stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
sit = ... -- used by boats and other MTG mods
},
-- Default object properties, see lua_api.txt
visual_size = {x = 1, y = 1},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
stepheight = 0.6,
eye_height = 1.47
}
TNT API TNT API
------- ----------
`tnt.register_tnt(definition)` `tnt.register_tnt(definition)`
@ -536,7 +295,6 @@ TNT API
* `description` A description for your TNT. * `description` A description for your TNT.
* `radius` The radius within which the TNT can destroy nodes. The default is 3. * `radius` The radius within which the TNT can destroy nodes. The default is 3.
* `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`. * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
* `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
* `disable_drops` Disable drops. By default it is set to false. * `disable_drops` Disable drops. By default it is set to false.
* `ignore_protection` Don't check `minetest.is_protected` before removing a node. * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
* `ignore_on_blast` Don't call `on_blast` even if a node has one. * `ignore_on_blast` Don't call `on_blast` even if a node has one.
@ -640,47 +398,15 @@ set a players home position and teleport a player to home position.
* `name` Player you wish to teleport to their home position * `name` Player you wish to teleport to their home position
* return value: false if player cannot be sent home, otherwise true * return value: false if player cannot be sent home, otherwise true
Spawn API
---------
The spawn mod takes care of deciding the position of new and respawning players
in the world and has an API to modify its behavior.
`spawn.get_default_pos()`
* Gets the default spawn position as decided by a biome-dependent algorithm.
* This is not influenced by settings like "static_spawnpoint" or "engine_spawn".
* return value: a vector or `nil` on failure
`spawn.add_suitable_biome(biome)`:
* Adds a biome to the list of allowed biomes for the above algorithm.
* `biome`: Name of a registered biome
`spawn.register_on_spawn(func)`:
* Registers a callback to be called when a player (re-)spawns. This can be used
to intercept the normal logic to e.g. respawn a player at his bed.
* `func`: `function(player, is_new)` with arguments
- `player`: ObjectRef
- `is_new`: true if the player is joining the server for the first time
- return value: true to skip all other spawn logic, false or nil otherwise
When a player (re-)spawns the following order is executed:
1. All spawn callbacks in order of registration.
2. If no result, teleport player to `spawn.get_default_pos()`.
3. If that fails, spawning is left up to engine.
Sfinv API Sfinv API
--------- ---------
It is recommended that you read this link for a good introduction to the
sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
### sfinv Methods ### sfinv Methods
**Pages** **Pages**
* sfinv.set_page(player, pagename) - changes the page * sfinv.set_page(player, pagename) - changes the page
* sfinv.get_page(player) - get the current page name. Will never return nil
* sfinv.get_homepage_name(player) - get the page name of the first page to show to a player * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
* sfinv.register_page(name, def) - register a page, see section below * sfinv.register_page(name, def) - register a page, see section below
* sfinv.override_page(name, def) - overrides fields of an page registered with register_page. * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
@ -777,78 +503,38 @@ And override this function to change the layout:
return table.concat(tmp, "") return table.concat(tmp, "")
end end
Stairs API Stairs API
---------- ----------
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
delivered with Minetest Game, to keep them compatible with other mods. delivered with Minetest Game, to keep them compatible with other mods.
The following node attributes are sourced from the recipeitem: `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
* use_texture_alpha
* sunlight_propagates
* light_source
* If the recipeitem is a fuel, the stair/slab is also registered as a fuel of proportionate burntime.
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)` * Registers a stair.
* Registers a stair
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname" * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil` * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
* `groups`: See [Known damage and digging time defining groups] * `groups`: see [Known damage and digging time defining groups]
* `images`: See [Tile definition] * `images`: see [Tile definition]
* `description`: Used for the description field in the stair's definition * `description`: used for the description field in the stair's definition
* `sounds`: See [#Default sounds] * `sounds`: see [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)` `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
* Registers a slab * Registers a slabs
* `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname" * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble" * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
* `groups`: See [Known damage and digging time defining groups] * `groups`: see [Known damage and digging time defining groups]
* `images`: See [Tile definition] * `images`: see [Tile definition]
* `description`: Used for the description field in the slab's definition * `description`: used for the description field in the stair's definition
* `sounds`: See [#Default sounds] * `sounds`: see [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
`stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)` `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
* Registers an inner corner stair * A wrapper for stairs.register_stair and stairs.register_slab
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
* `groups`: See [Known damage and digging time defining groups]
* `images`: See [Tile definition]
* `description`: Used for the description field in the stair's definition with "Inner" prepended
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
`stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
* Registers an outer corner stair
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
* `groups`: See [Known damage and digging time defining groups]
* `images`: See [Tile definition]
* `description`: Used for the description field in the stair's definition with "Outer" prepended
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
```
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab,
sounds, worldaligntex, desc_stair_inner, desc_stair_outer)
```
* A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
* Uses almost the same arguments as stairs.register_stair * 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`: Description for stair node
`desc_stair_inner` or `desc_stair_outer` are specified, which are used instead.
* `desc_slab`: Description for slab node * `desc_slab`: Description for slab node
* `desc_stair_inner`: Description for inner stair node
* `desc_stair_outer`: Description for outer stair node
Xpanes API Xpanes API
---------- ----------
@ -863,18 +549,12 @@ Creates panes that automatically connect to each other
### Pane definition ### Pane definition
{ {
textures = { textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
"texture for front and back",
(unused),
"texture for the 4 edges"
}, -- More tiles aren't supported
groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups] groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
sounds = SoundSpec, -- See [#Default sounds] sounds = SoundSpec, -- See [#Default sounds]
recipe = {{"","","","","","","","",""}}, -- Recipe field only recipe = {{"","","","","","","","",""}}, -- Recipe field only
use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
} }
Raillike definitions Raillike definitions
-------------------- --------------------
@ -908,48 +588,64 @@ Sounds inside the default table can be used within the sounds field of node defi
* `default.node_sound_glass_defaults()` * `default.node_sound_glass_defaults()`
* `default.node_sound_metal_defaults()` * `default.node_sound_metal_defaults()`
Default constants Default constants
----------------- -----------------
`default.LIGHT_MAX` The maximum light level (see [Node definition] light_source) `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
Player API
----------
GUI and formspecs The player API can register player models and update the player's appearence
-----------------
`default.get_hotbar_bg(x, y)` `default.player_register_model(name, def)`
* Get the hotbar background as string, containing the formspec elements * Register a new model to be used by players.
* x: Horizontal position in the formspec * name: model filename such as "character.x", "foo.b3d", etc.
* y: Vertical position in the formspec * def: See [#Model definition]
`default.gui_bg` `default.registered_player_models[name]`
* Deprecated, remove from mods. * Get a model's definition
* see [#Model definition]
`default.gui_bg_img` `default.player_set_model(player, model_name)`
* Deprecated, remove from mods. * Change a player's model
* `player`: PlayerRef
* `model_name`: model registered with player_register_model()
`default.gui_slots` `default.player_set_animation(player, anim_name [, speed])`
* Deprecated, remove from mods. * Applies an animation to a player
* anim_name: name of the animation.
* speed: frames per second. If nil, default from the model is used
`default.gui_survival_form` `default.player_set_textures(player, textures)`
* Entire formspec for the survival inventory * Sets player textures
* `player`: PlayerRef
* `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
`default.get_furnace_active_formspec(fuel_percent, item_percent)` default.player_get_animation(player)
* Get the active furnace formspec using the defined GUI elements * Returns a table containing fields `model`, `textures` and `animation`.
* fuel_percent: Percent of how much the fuel is used * Any of the fields of the returned table may be nil.
* item_percent: Percent of how much the item is cooked * player: PlayerRef
`default.get_furnace_inactive_formspec()` ### Model Definition
* Get the inactive furnace formspec using the defined GUI elements
{
animation_speed = 30, -- Default animation speed, in FPS.
textures = {"character.png", }, -- Default array of textures.
visual_size = {x = 1, y = 1}, -- Used to scale the model.
animations = {
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19},
bar = {x = 20, y = 39},
-- ...
},
}
Leafdecay Leafdecay
--------- ---------
@ -988,39 +684,70 @@ callback overridden. All the nodes listed in `leaves` have their
Dyes Dyes
---- ----
Minetest Game dyes are registered with: To make recipes that will work with any dye ever made by anybody, define
them based on groups. You can select any group of groups, based on your need for
amount of colors.
groups = {dye = 1, color_<color> = 1}, ### Color groups
To make recipes that will work with dyes from many mods, define them using the Base color groups:
dye group and the color groups.
Dye color groups: * `basecolor_white`
* `basecolor_grey`
* `basecolor_black`
* `basecolor_red`
* `basecolor_yellow`
* `basecolor_green`
* `basecolor_cyan`
* `basecolor_blue`
* `basecolor_magenta`
* `color_white` Extended color groups ( * means also base color )
* `color_grey`
* `color_dark_grey`
* `color_black`
* `color_red`
* `color_pink`
* `color_orange`
* `color_brown`
* `color_yellow`
* `color_green`
* `color_dark_green`
* `color_blue`
* `color_cyan`
* `color_violet`
* `color_magenta`
Example of one shapeless recipe using the dye group and a color group: * `excolor_white` *
* `excolor_lightgrey`
* `excolor_grey` *
* `excolor_darkgrey`
* `excolor_black` *
* `excolor_red` *
* `excolor_orange`
* `excolor_yellow` *
* `excolor_lime`
* `excolor_green` *
* `excolor_aqua`
* `excolor_cyan` *
* `excolor_sky_blue`
* `excolor_blue` *
* `excolor_violet`
* `excolor_magenta` *
* `excolor_red_violet`
The whole unifieddyes palette as groups:
* `unicolor_<excolor>`
For the following, no white/grey/black is allowed:
* `unicolor_medium_<excolor>`
* `unicolor_dark_<excolor>`
* `unicolor_light_<excolor>`
* `unicolor_<excolor>_s50`
* `unicolor_medium_<excolor>_s50`
* `unicolor_dark_<excolor>_s50`
Example of one shapeless recipe using a color group:
minetest.register_craft({ minetest.register_craft({
type = "shapeless", type = "shapeless",
output = "<mod>:item_yellow", output = '<mod>:item_yellow',
recipe = {"<mod>:item_no_color", "group:dye,color_yellow"}, recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
}) })
### Color lists
* `dye.basecolors` are an array containing the names of available base colors
* `dye.excolors` are an array containing the names of the available extended colors
Trees Trees
----- -----
@ -1058,34 +785,6 @@ Trees
* `default.grow_acacia_bush(pos)` * `default.grow_acacia_bush(pos)`
* Grows an acaia bush at pos * Grows an acaia bush at pos
* `default.grow_pine_bush(pos)`
* Grows a pine bush at pos
* `default.grow_blueberry_bush(pos)`
* Grows a blueberry bush at pos
* `default.on_grow_failed(pos)`
* Reset the node timer to 300 seconds, used as default callback when the growth of a sapling fails
* `default.sapling_growth_defs`
* Table that contains all the definitions for the growable saplings, see `default.register_sapling_growth`
* `default.register_sapling_growth(name, def)`
* Register a new sapling growth configuration. Useful to add custom sapling and trees to the game in a compact way.
default.register_sapling_growth(
"default:sapling", -- Name of the sapling
{
can_grow = default.can_grow, -- Function called to determine whether the sapling can grow, should return a boolean
on_grow_failed = default.on_grow_failed, -- Function called when the growth fails
grow = function(pos) -- Function called when the growth has success. This should replace the sapling with a tree.
}
)
* `default.grow_sapling(pos)`
* Attempt to grow a sapling at the given position. Useful as on_timer callback.
Carts Carts
----- -----
@ -1108,7 +807,6 @@ Carts
likely be called many times per second, so the function needs likely be called many times per second, so the function needs
to make sure that the event is handled properly. to make sure that the event is handled properly.
Key API Key API
------- -------
@ -1166,68 +864,3 @@ for the wielded skeleton key.
if `nil` is returned, it is assumed that the wielder did not have if `nil` is returned, it is assumed that the wielder did not have
permissions to create a key for this node, and no key is created. permissions to create a key for this node, and no key is created.
`default.register_craft_metadata_copy(ingredient, result)`
----------------------------------------------------------
This function registers a shapeless recipe that takes `ingredient`
and `result` as input and outputs `result`.
The metadata of the input `result` is copied to the output `result`.
Log API
-------
Logs action of the player with a node at a certain position.
By default only actions of real players are logged.
Actions of non-players (usually machines) are logged only when
setting `log_non_player_actions` is enabled.
A player is considered non-player if `player:is_player()` returns
`false` or `player.is_fake_player` is truthy. The use of
`is_fake_player` is an unofficial standard between mods.
These non-players are marked by the content of `is_fake_player`
(if it is a string) or a "*" in brackets after the player name in
the log.
`default.log_player_action(player, ...)`
* `player` The player who performed the action
* `message_parts` Any mumber of message parts describing the action
in 3rd person singular present tense. It can also
contain a `pos` which is logged as "(X,Y,Z)"
`default.set_inventory_action_loggers(def, name)`
* hooks the callbacks `on_metadata_inventory_move`,
`on_metadata_inventory_put` and `on_metadata_inventory_take`
that log corresponding actions
* after logging the action, the original callback (if any) is called
* `def` See [Node definition]
* `name` Description of the node in the log message
Weather API
-----------
The weather mod will constantly adjust weather effects seen by the player
(that is: cloud parameters, shadow intensity, bloom and volumetric lighting).
These can be influenced using this API.
#### `weather.get = function(player)`
* Returns the current weather effects seen by the player.
It returns a table with two keys:
* `clouds`: A table (or `nil`) with cloud data following the same format as used for `player:set_clouds()`.
* `lighting`: A table (or `nil`) with lighting data following the same format as used for `player:set_lighting()`.
* `player`: ObjectRef of the relevant player
* You can override this function to change the weather effects by simply returning different values.
Setting `clouds` or `lighting` in the result table to `nil` will *prevent* those from changing.
Utilities
---------
`default.dig_up(pos, node, digger, max_height)`
* Find all nodes above `pos` that is the same, then dig them all
* `max_height` Maximum number of nodes to iterate. Default: 100

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@ -1,21 +1,18 @@
# This file contains settings of Minetest Game that can be changed in # This file contains settings of Minetest Game that can be changed in minetest.conf
# minetest.conf.
# By default, all the settings are commented and not functional. # By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #. # Uncomment settings by removing the preceding #.
# Whether creative mode (fast digging of all blocks, unlimited resources) should # Whether creative mode (fast digging of all blocks, unlimited resources) should be enabled
# be enabled.
#creative_mode = false #creative_mode = false
# Sets the behaviour of the inventory items when a player dies. # Sets the behaviour of the inventory items when a player dies.
# bones: Store items in a bone node but drop items if inside protected area. # "bones": Store all items inside a bone node but drop items if inside protected area
# drop: Drop items on the ground. # "drop": Drop all items on the ground
# keep: Player keeps items. # "keep": Player keeps all items
#bones_mode = bones #bones_mode = "bones"
# The time in seconds after which the bones of a dead player can be looted by # The time in seconds after which the bones of a dead player can be looted by everyone
# everyone. # 0 to disable
# 0 to disable.
#share_bones_time = 1200 #share_bones_time = 1200
# How much earlier the bones of a dead player can be looted by # How much earlier the bones of a dead player can be looted by
@ -23,12 +20,8 @@
# 0 to disable. By default it is "share_bones_time" divide by four. # 0 to disable. By default it is "share_bones_time" divide by four.
#share_bones_time_early = 300 #share_bones_time_early = 300
# Inform player of condition and location of new bones. # Whether fire should be enabled. If disabled, 'basic flame' nodes will disappear.
#bones_position_message = false # 'permanent flame' nodes will remain with either setting.
# Whether fire should be enabled. If disabled, 'basic_flame' nodes will
# disappear.
# 'permanent_flame' nodes will remain with either setting.
#enable_fire = true #enable_fire = true
# Enable flame sound. # Enable flame sound.
@ -37,45 +30,24 @@
# Whether lavacooling should be enabled. # Whether lavacooling should be enabled.
#enable_lavacooling = true #enable_lavacooling = true
# Whether the stuff in initial_stuff should be given to new players. # Whether the stuff in initial_stuff should be given to new players
#give_initial_stuff = false #give_initial_stuff = false
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel, #initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,default:torch 99,default:cobble 99
default:torch 99,default:cobble 99
# Whether the TNT mod should be enabled. # Whether the TNT mod should be enabled
#enable_tnt = <true in singleplayer, false in multiplayer> #enable_tnt = <true in singleplayer, false in multiplayer>
# The radius of a TNT explosion. # The radius of a TNT explosion
#tnt_radius = 3 #tnt_radius = 3
# Enable the stairs mod ABM that replaces the old 'upside down' # Enable the stairs mod ABM that replaces the old 'upside down'
# stair and slab nodes in old maps with the new param2 versions. # stair and slab nodes in old maps with the new param2 versions.
#enable_stairs_replace_abm = false #enable_stairs_replace_abm = false
# Whether to allow respawning in beds. # Whether you allow respawning in beds
# Default value is true. # Default value is true
#enable_bed_respawn = true #enable_bed_respawn = true
# Whether players can skip night by sleeping. # Whether players can skip night by sleeping
# Default value is true. # Default value is true
#enable_bed_night_skip = true #enable_bed_night_skip = true
# If enabled, fences and walls cannot be jumped over.
#enable_fence_tall = false
# Whether the engine's spawn search, which does not check for a suitable
# starting biome, is used.
# Default value is false.
#engine_spawn = false
# Whether river water source nodes create flowing sounds.
# Helps rivers create more sound, especially on level sections.
#river_source_sounds = false
# If enabled, the 'weather' mod will control cloud parameters, shadow intensity,
# bloom and volumetric lighting.
# Non-functional in V6 or Singlenode mapgens.
#enable_weather = true
# If enabled, non-player actions are logged
#log_non_player_actions = false

View File

@ -10,16 +10,12 @@ Various Minetest developers and contributors (MIT)
Authors of media (textures) Authors of media (textures)
--------------------------- ---------------------------
BlockMen (CC BY-SA 3.0) BlockMen (CC BY-SA 3.0)
All textures unless otherwise noted
TumeniNodes (CC BY-SA 3.0) This mod adds a bed to Minetest which allows to skip the night.
beds_bed_under.png To sleep, rightclick the bed. If playing in singleplayer mode the night gets skipped
This mod adds a bed to Minetest which allows players to skip the night.
To sleep, right click on the bed. If playing in singleplayer mode the night gets skipped
immediately. If playing multiplayer you get shown how many other players are in bed too, immediately. If playing multiplayer you get shown how many other players are in bed too,
if all players are sleeping the night gets skipped. The night skip can be forced if more if all players are sleeping the night gets skipped. The night skip can be forced if more
than half of the players are lying in bed and use this option. than 50% of the players are lying in bed and use this option.
Another feature is a controlled respawning. If you have slept in bed (not just lying in Another feature is a controlled respawning. If you have slept in bed (not just lying in
it) your respawn point is set to the beds location and you will respawn there after it) your respawn point is set to the beds location and you will respawn there after

View File

@ -1,10 +1,5 @@
-- Removes a node without calling on on_destruct()
-- We use this to mess with bed nodes without causing unwanted recursion. local reverse = true
local function remove_no_destruct(pos)
minetest.swap_node(pos, {name = "air"})
minetest.remove_node(pos) -- Now clear the meta
minetest.check_for_falling(pos)
end
local function destruct_bed(pos, n) local function destruct_bed(pos, n)
local node = minetest.get_node(pos) local node = minetest.get_node(pos)
@ -17,11 +12,13 @@ local function destruct_bed(pos, n)
local dir = minetest.facedir_to_dir(node.param2) local dir = minetest.facedir_to_dir(node.param2)
other = vector.add(pos, dir) other = vector.add(pos, dir)
end end
local oname = minetest.get_node(other).name
if minetest.get_item_group(oname, "bed") ~= 0 then if reverse then
remove_no_destruct(other) reverse = not reverse
beds.remove_spawns_at(pos) minetest.remove_node(other)
beds.remove_spawns_at(other) minetest.check_for_falling(other)
else
reverse = not reverse
end end
end end
@ -32,7 +29,6 @@ function beds.register_bed(name, def)
wield_image = def.wield_image, wield_image = def.wield_image,
drawtype = "nodebox", drawtype = "nodebox",
tiles = def.tiles.bottom, tiles = def.tiles.bottom,
use_texture_alpha = "clip",
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false, is_ground_content = false,
@ -97,7 +93,8 @@ function beds.register_bed(name, def)
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir}) minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
minetest.set_node(botpos, {name = name .. "_top", param2 = dir}) minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
if not 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() itemstack:take_item()
end end
return itemstack return itemstack
@ -112,23 +109,21 @@ function beds.register_bed(name, def)
return itemstack return itemstack
end, end,
on_rotate = function(pos, node, user, _, new_param2) on_rotate = function(pos, node, user, mode, new_param2)
local dir = minetest.facedir_to_dir(node.param2) local dir = minetest.facedir_to_dir(node.param2)
-- old position of the top node
local p = vector.add(pos, dir) local p = vector.add(pos, dir)
local node2 = minetest.get_node_or_nil(p) local node2 = minetest.get_node_or_nil(p)
if not node2 or minetest.get_item_group(node2.name, "bed") ~= 2 or if not node2 or not minetest.get_item_group(node2.name, "bed") == 2 or
node.param2 ~= node2.param2 then not node.param2 == node2.param2 then
return false return false
end end
if minetest.is_protected(p, user:get_player_name()) then if minetest.is_protected(p, user:get_player_name()) then
minetest.record_protection_violation(p, user:get_player_name()) minetest.record_protection_violation(p, user:get_player_name())
return false return false
end end
if new_param2 % 32 > 3 then if mode ~= screwdriver.ROTATE_FACE then
return false return false
end end
-- new position of the top node
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2)) local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
local node3 = minetest.get_node_or_nil(newp) local node3 = minetest.get_node_or_nil(newp)
local node_def = node3 and minetest.registered_nodes[node3.name] local node_def = node3 and minetest.registered_nodes[node3.name]
@ -140,26 +135,22 @@ function beds.register_bed(name, def)
return false return false
end end
node.param2 = new_param2 node.param2 = new_param2
remove_no_destruct(p) -- do not remove_node here - it will trigger destroy_bed()
minetest.set_node(p, {name = "air"})
minetest.set_node(pos, node) minetest.set_node(pos, node)
minetest.set_node(newp, {name = name .. "_top", param2 = new_param2}) minetest.set_node(newp, {name = name .. "_top", param2 = new_param2})
return true return true
end, end,
can_dig = function(pos, player)
return beds.can_dig(pos)
end,
}) })
minetest.register_node(name .. "_top", { minetest.register_node(name .. "_top", {
drawtype = "nodebox", drawtype = "nodebox",
tiles = def.tiles.top, tiles = def.tiles.top,
use_texture_alpha = "clip",
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false, is_ground_content = false,
pointable = false, pointable = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2, groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
not_in_creative_inventory = 1},
sounds = def.sounds or default.node_sound_wood_defaults(), sounds = def.sounds or default.node_sound_wood_defaults(),
drop = name .. "_bottom", drop = name .. "_bottom",
node_box = { node_box = {
@ -169,12 +160,6 @@ function beds.register_bed(name, def)
on_destruct = function(pos) on_destruct = function(pos)
destruct_bed(pos, 2) destruct_bed(pos, 2)
end, end,
can_dig = function(pos, player)
local node = minetest.get_node(pos)
local dir = minetest.facedir_to_dir(node.param2)
local p = vector.add(pos, dir)
return beds.can_dig(p)
end,
}) })
minetest.register_alias(name, name .. "_bottom") minetest.register_alias(name, name .. "_bottom")

View File

@ -1,30 +1,25 @@
-- beds/beds.lua
-- support for MT game translation.
local S = beds.get_translator
-- Fancy shaped bed -- Fancy shaped bed
beds.register_bed("beds:fancy_bed", { beds.register_bed("beds:fancy_bed", {
description = S("Fancy Bed"), description = "Fancy Bed",
inventory_image = "beds_bed_fancy.png", inventory_image = "beds_bed_fancy.png",
wield_image = "beds_bed_fancy.png", wield_image = "beds_bed_fancy.png",
tiles = { tiles = {
bottom = { bottom = {
"beds_bed_top1.png", "beds_bed_top1.png",
"beds_bed_under.png", "default_wood.png",
"beds_bed_side1.png", "beds_bed_side1.png",
"beds_bed_side1.png^[transformFX", "beds_bed_side1.png^[transformFX",
"beds_bed_foot.png", "default_wood.png",
"beds_bed_foot.png", "beds_bed_foot.png",
}, },
top = { top = {
"beds_bed_top2.png", "beds_bed_top2.png",
"beds_bed_under.png", "default_wood.png",
"beds_bed_side2.png", "beds_bed_side2.png",
"beds_bed_side2.png^[transformFX", "beds_bed_side2.png^[transformFX",
"beds_bed_head.png", "beds_bed_head.png",
"beds_bed_head.png", "default_wood.png",
} }
}, },
nodebox = { nodebox = {
@ -49,7 +44,7 @@ beds.register_bed("beds:fancy_bed", {
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5}, selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = { recipe = {
{"", "", "group:stick"}, {"", "", "group:stick"},
{"wool:white", "wool:white", "wool:white"}, {"wool:red", "wool:red", "wool:white"},
{"group:wood", "group:wood", "group:wood"}, {"group:wood", "group:wood", "group:wood"},
}, },
}) })
@ -57,34 +52,34 @@ beds.register_bed("beds:fancy_bed", {
-- Simple shaped bed -- Simple shaped bed
beds.register_bed("beds:bed", { beds.register_bed("beds:bed", {
description = S("Simple Bed"), description = "Simple Bed",
inventory_image = "beds_bed.png", inventory_image = "beds_bed.png",
wield_image = "beds_bed.png", wield_image = "beds_bed.png",
tiles = { tiles = {
bottom = { bottom = {
"beds_bed_top_bottom.png^[transformR90", "beds_bed_top_bottom.png^[transformR90",
"beds_bed_under.png", "default_wood.png",
"beds_bed_side_bottom_r.png", "beds_bed_side_bottom_r.png",
"beds_bed_side_bottom_r.png^[transformFX", "beds_bed_side_bottom_r.png^[transformfx",
"blank.png", "beds_transparent.png",
"beds_bed_side_bottom.png" "beds_bed_side_bottom.png"
}, },
top = { top = {
"beds_bed_top_top.png^[transformR90", "beds_bed_top_top.png^[transformR90",
"beds_bed_under.png", "default_wood.png",
"beds_bed_side_top_r.png", "beds_bed_side_top_r.png",
"beds_bed_side_top_r.png^[transformFX", "beds_bed_side_top_r.png^[transformfx",
"beds_bed_side_top.png", "beds_bed_side_top.png",
"blank.png", "beds_transparent.png",
} }
}, },
nodebox = { nodebox = {
bottom = {-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, 0.0625, 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 = { recipe = {
{"wool:white", "wool:white", "wool:white"}, {"wool:red", "wool:red", "wool:white"},
{"group:wood", "group:wood", "group:wood"} {"group:wood", "group:wood", "group:wood"}
}, },
}) })

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

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

View File

@ -1,28 +1,23 @@
local pi = math.pi local pi = math.pi
local player_in_bed = 0
local is_sp = minetest.is_singleplayer() local is_sp = minetest.is_singleplayer()
local enable_respawn = minetest.settings:get_bool("enable_bed_respawn") local enable_respawn = minetest.settings:get_bool("enable_bed_respawn")
if enable_respawn == nil then if enable_respawn == nil then
enable_respawn = true enable_respawn = true
end end
-- support for MT game translation.
local S = beds.get_translator
-- Helper functions -- Helper functions
local function get_look_yaw(pos) local function get_look_yaw(pos)
local rotation = minetest.get_node(pos).param2 local n = minetest.get_node(pos)
if rotation > 3 then if n.param2 == 1 then
rotation = rotation % 4 -- Mask colorfacedir values return pi / 2, n.param2
end elseif n.param2 == 3 then
if rotation == 1 then return -pi / 2, n.param2
return pi / 2, rotation elseif n.param2 == 0 then
elseif rotation == 3 then return pi, n.param2
return -pi / 2, rotation
elseif rotation == 0 then
return pi, rotation
else else
return 0, rotation return 0, n.param2
end end
end end
@ -60,105 +55,61 @@ local function lay_down(player, pos, bed_pos, state, skip)
-- stand up -- stand up
if state ~= nil and not state then if state ~= nil and not state then
if not beds.player[name] then local p = beds.pos[name] or nil
-- player not in bed, do nothing if beds.player[name] ~= nil then
return false beds.player[name] = nil
player_in_bed = player_in_bed - 1
end end
beds.bed_position[name] = nil
-- skip here to prevent sending player specific changes (used for leaving players) -- skip here to prevent sending player specific changes (used for leaving players)
if skip then if skip then
return return
end end
player:set_pos(beds.pos[name]) if p then
player:setpos(p)
end
-- physics, eye_offset, etc -- physics, eye_offset, etc
local physics_override = beds.player[name].physics_override
beds.player[name] = nil
player:set_physics_override({
speed = physics_override.speed,
jump = physics_override.jump,
gravity = physics_override.gravity
})
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0}) player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_look_horizontal(math.random(1, 180) / 100) player:set_look_horizontal(math.random(1, 180) / 100)
player_api.player_attached[name] = false default.player_attached[name] = false
player:set_physics_override(1, 1, 1)
hud_flags.wielditem = true hud_flags.wielditem = true
player_api.set_animation(player, "stand" , 30) default.player_set_animation(player, "stand" , 30)
-- lay down -- lay down
else else
beds.player[name] = 1
-- Check if bed is occupied
for _, other_pos in pairs(beds.bed_position) do
if vector.distance(bed_pos, other_pos) < 0.1 then
minetest.chat_send_player(name, S("This bed is already occupied!"))
return false
end
end
-- Check if player is moving
if vector.length(player:get_velocity()) > 0.001 then
minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
return false
end
-- Check if player is attached to an object
if player:get_attach() then
return false
end
if beds.player[name] then
-- player already in bed, do nothing
return false
end
beds.pos[name] = pos beds.pos[name] = pos
beds.bed_position[name] = bed_pos player_in_bed = player_in_bed + 1
beds.player[name] = {physics_override = player:get_physics_override()}
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
local yaw, param2 = get_look_yaw(bed_pos) local yaw, param2 = get_look_yaw(bed_pos)
player:set_look_horizontal(yaw) player:set_look_horizontal(yaw)
local dir = minetest.facedir_to_dir(param2) local dir = minetest.facedir_to_dir(param2)
-- p.y is just above the nodebox height of the 'Simple Bed' (the highest bed), local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
-- to avoid sinking down through the bed. player:set_physics_override(0, 0, 0)
local p = { player:setpos(p)
x = bed_pos.x + dir.x / 2, default.player_attached[name] = true
y = bed_pos.y + 0.07,
z = bed_pos.z + dir.z / 2
}
player:set_physics_override({speed = 0, jump = 0, gravity = 0})
player:set_pos(p)
player_api.player_attached[name] = true
hud_flags.wielditem = false hud_flags.wielditem = false
player_api.set_animation(player, "lay" , 0) default.player_set_animation(player, "lay" , 0)
end end
player:hud_set_flags(hud_flags) player:hud_set_flags(hud_flags)
end end
local function get_player_in_bed_count()
local c = 0
for _, _ in pairs(beds.player) do
c = c + 1
end
return c
end
local function update_formspecs(finished) local function update_formspecs(finished)
local ges = #minetest.get_connected_players() local ges = #minetest.get_connected_players()
local player_in_bed = get_player_in_bed_count() local form_n
local is_majority = (ges / 2) < player_in_bed local is_majority = (ges / 2) < player_in_bed
local form_n
local esc = minetest.formspec_escape
if finished then if finished then
form_n = beds.formspec .. "label[2.7,9;" .. esc(S("Good morning.")) .. "]" form_n = beds.formspec .. "label[2.7,11; Good morning.]"
else else
form_n = beds.formspec .. "label[2.2,9;" .. form_n = beds.formspec .. "label[2.2,11;" .. tostring(player_in_bed) ..
esc(S("@1 of @2 players are in bed", player_in_bed, ges)) .. "]" " of " .. tostring(ges) .. " players are in bed]"
if is_majority and is_night_skip_enabled() then if is_majority and is_night_skip_enabled() then
form_n = form_n .. "button_exit[2,6;4,0.75;force;" .. form_n = form_n .. "button_exit[2,8;4,0.75;force;Force night skip]"
esc(S("Force night skip")) .. "]"
end end
end end
@ -181,36 +132,16 @@ function beds.skip_night()
minetest.set_timeofday(0.23) minetest.set_timeofday(0.23)
end end
local update_scheduled = false
local function schedule_update()
if update_scheduled then
-- there already is an update scheduled; don't schedule more to prevent races
return
end
update_scheduled = true
minetest.after(2, function()
update_scheduled = false
if not is_sp then
update_formspecs(is_night_skip_enabled())
end
if is_night_skip_enabled() then
-- skip the night and let all players stand up
beds.skip_night()
beds.kick_players()
end
end)
end
function beds.on_rightclick(pos, player) function beds.on_rightclick(pos, player)
local name = player:get_player_name() local name = player:get_player_name()
local ppos = player:get_pos() local ppos = player:getpos()
local tod = minetest.get_timeofday() local tod = minetest.get_timeofday()
if tod > beds.day_interval.start and tod < beds.day_interval.finish then if tod > 0.2 and tod < 0.805 then
if beds.player[name] then if beds.player[name] then
lay_down(player, nil, nil, false) lay_down(player, nil, nil, false)
end end
minetest.chat_send_player(name, S("You can only sleep at night.")) minetest.chat_send_player(name, "You can only sleep at night.")
return return
end end
@ -226,29 +157,30 @@ function beds.on_rightclick(pos, player)
update_formspecs(false) update_formspecs(false)
end end
-- skip the night and let all players stand up
if check_in_beds() then if check_in_beds() then
schedule_update() minetest.after(2, function()
if not is_sp then
update_formspecs(is_night_skip_enabled())
end
if is_night_skip_enabled() then
beds.skip_night()
beds.kick_players()
end
end)
end end
end end
function beds.can_dig(bed_pos)
-- Check all players in bed which one is at the expected position
for _, player_bed_pos in pairs(beds.bed_position) do
if vector.equals(bed_pos, player_bed_pos) then
return false
end
end
return true
end
-- Callbacks -- Callbacks
-- Only register respawn callback if respawn enabled -- Only register respawn callback if respawn enabled
if enable_respawn then if enable_respawn then
-- Respawn player at bed if valid position is found -- respawn player at bed if enabled and valid position is found
spawn.register_on_spawn(function(player, is_new) minetest.register_on_respawnplayer(function(player)
local pos = beds.spawn[player:get_player_name()] local name = player:get_player_name()
local pos = beds.spawn[name]
if pos then if pos then
player:set_pos(pos) player:setpos(pos)
return true return true
end end
end) end)
@ -259,20 +191,13 @@ minetest.register_on_leaveplayer(function(player)
lay_down(player, nil, nil, false, true) lay_down(player, nil, nil, false, true)
beds.player[name] = nil beds.player[name] = nil
if check_in_beds() then if check_in_beds() then
schedule_update() minetest.after(2, function()
update_formspecs(is_night_skip_enabled())
if is_night_skip_enabled() then
beds.skip_night()
beds.kick_players()
end end
end) end)
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local in_bed = beds.player
local pos = player:get_pos()
local yaw = get_look_yaw(pos)
if in_bed[name] then
lay_down(player, nil, pos, false)
player:set_look_horizontal(yaw)
player:set_pos(pos)
end end
end) end)
@ -280,25 +205,16 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "beds_form" then if formname ~= "beds_form" then
return return
end end
-- Because "Force night skip" button is a button_exit, it will set fields.quit
-- and lay_down call will change value of player_in_bed, so it must be taken
-- earlier.
local last_player_in_bed = get_player_in_bed_count()
if fields.quit or fields.leave then if fields.quit or fields.leave then
lay_down(player, nil, nil, false) lay_down(player, nil, nil, false)
update_formspecs(false) update_formspecs(false)
end end
if fields.force then if fields.force then
local is_majority = (#minetest.get_connected_players() / 2) < last_player_in_bed update_formspecs(is_night_skip_enabled())
if is_majority and is_night_skip_enabled() then if is_night_skip_enabled() then
update_formspecs(true)
beds.skip_night() beds.skip_night()
beds.kick_players() beds.kick_players()
else
update_formspecs(false)
end end
end end
end) end)

View File

@ -1,25 +1,11 @@
-- beds/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("beds")
local esc = minetest.formspec_escape
beds = {} beds = {}
beds.player = {} beds.player = {}
beds.bed_position = {}
beds.pos = {} beds.pos = {}
beds.spawn = {} beds.spawn = {}
beds.get_translator = S
beds.formspec = "size[8,11;true]" .. beds.formspec = "size[8,15;true]" ..
"no_prepend[]" .. "bgcolor[#080808BB; true]" ..
"bgcolor[#080808BB;true]" .. "button_exit[2,12;4,0.75;leave;Leave Bed]"
"button_exit[2,10;4,0.75;leave;" .. esc(S("Leave Bed")) .. "]"
beds.day_interval = {
start = 0.2,
finish = 0.805,
}
local modpath = minetest.get_modpath("beds") local modpath = minetest.get_modpath("beds")

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

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

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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!=Ce lit est déjà occupé !
You have to stop moving before going to bed!=Vous devez arrêter de bouger avant de vous coucher !
Good morning.=Bonjour.
@1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit
Force night skip=Forcer le passage de la nuit
You can only sleep at night.=Vous ne pouvez dormir que la nuit.
Leave Bed=Se lever du lit

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

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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!=Katil ini sudah diduduki!
You have to stop moving before going to bed!=Anda perlu berhenti bergerak sebelum tidur!
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=Tinggalkan Katil

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

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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=Красивая кровать
Simple Bed=Простая кровать
This bed is already occupied!=Эта кровать уже занята!
You have to stop moving before going to bed!=Вам нужно перестать двигаться чтобы лечь!
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=Pekná posteľ
Simple Bed=Jednoduchá posteľ
This bed is already occupied!=Táto posteľ je už obsadená
You have to stop moving before going to bed!=Predtým ako si ľahneš do postele, sa musíš prestať pohybovať!
Good morning.=Dobré ráno.
@1 of @2 players are in bed=@1 z @2 hráčov sú v posteli
Force night skip=Nútene preskočiť noc
You can only sleep at night.=Môžeš spať len v noci.
Leave Bed=Opusti posteľ

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

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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Гарне ліжко
Simple Bed=Просте ліжко
This bed is already occupied!=Це ліжко вже зайняте!
You have to stop moving before going to bed!=Зупиніться перед тим як лягти!
Good morning.=Доброго ранку.
@1 of @2 players are in bed=@1 з @2 гравців(-я) у ліжку
Force night skip=Пропустити ніч
You can only sleep at night.=Ви можете спати лише вночі.
Leave Bed=Встати з ліжка

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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!=床上已有人!
You have to stop moving before going to bed!=上床前要停止移动!
Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=强制跳过夜晚
You can only sleep at night.=你只能在晚上睡觉。
Leave Bed=离开床

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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!=這個床已經被占據了!
You have to stop moving before going to bed!=你必須在上床前停止移動!
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, spawn

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@ -53,7 +53,7 @@ end
function beds.set_spawns() function beds.set_spawns()
for name,_ in pairs(beds.player) do for name,_ in pairs(beds.player) do
local player = minetest.get_player_by_name(name) local player = minetest.get_player_by_name(name)
local p = player:get_pos() local p = player:getpos()
-- but don't change spawn location if borrowing a bed -- but don't change spawn location if borrowing a bed
if not minetest.is_protected(p, name) then if not minetest.is_protected(p, name) then
beds.spawn[name] = p beds.spawn[name] = p
@ -61,12 +61,3 @@ function beds.set_spawns()
end end
beds.save_spawns() beds.save_spawns()
end end
function beds.remove_spawns_at(pos)
for name, p in pairs(beds.spawn) do
if vector.equals(vector.round(p), pos) then
beds.spawn[name] = nil
end
end
beds.save_spawns()
end

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

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@ -1,73 +0,0 @@
-- binoculars/init.lua
-- Mod global namespace
binoculars = {}
-- Load support for MT game translation.
local S = minetest.get_translator("binoculars")
-- Update player property
-- Global to allow overriding
function binoculars.update_player_property(player)
local new_zoom_fov = 0
if player:get_inventory():contains_item(
"main", "binoculars:binoculars") then
new_zoom_fov = 10
elseif minetest.is_creative_enabled(player:get_player_name()) then
new_zoom_fov = 15
end
-- Only set property if necessary to avoid player mesh reload
if player:get_properties().zoom_fov ~= new_zoom_fov then
player:set_properties({zoom_fov = new_zoom_fov})
end
end
-- Set player property 'on joinplayer'
minetest.register_on_joinplayer(function(player)
binoculars.update_player_property(player)
end)
-- Cyclic update of player property
local function cyclic_update()
for _, player in ipairs(minetest.get_connected_players()) do
binoculars.update_player_property(player)
end
minetest.after(4.7, cyclic_update)
end
minetest.after(4.7, cyclic_update)
-- Binoculars item
minetest.register_craftitem("binoculars:binoculars", {
description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"),
inventory_image = "binoculars_binoculars.png",
stack_max = 1,
groups = {tool = 1},
on_use = function(itemstack, user, pointed_thing)
binoculars.update_player_property(user)
end,
})
-- Crafting
minetest.register_craft({
output = "binoculars:binoculars",
recipe = {
{"default:obsidian_glass", "", "default:obsidian_glass"},
{"default:bronze_ingot", "default:bronze_ingot", "default:bronze_ingot"},
{"default:obsidian_glass", "", "default:obsidian_glass"},
}
})

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

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

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

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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=Gunakan dengan tombol 'Zum'

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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=双眼鏡
Use with 'Zoom' key=ズームキーで使います

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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=Lornetka
Use with 'Zoom' key=Aby użyć naciśnij 'Zoom'

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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 клавишей 'Приближение'

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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=Kikare
Use with 'Zoom' key=Använd med 'Zoom'-knappen

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

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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

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

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

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@ -1,8 +1,3 @@
-- boats/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("boats")
-- --
-- Helper functions -- Helper functions
-- --
@ -13,6 +8,15 @@ local function is_water(pos)
end end
local function get_sign(i)
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
local function get_velocity(v, yaw, y) local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v local z = math.cos(yaw) * v
@ -29,7 +33,6 @@ end
-- --
local boat = { local boat = {
initial_properties = {
physical = true, physical = true,
-- Warning: Do not change the position of the collisionbox top surface, -- Warning: Do not change the position of the collisionbox top surface,
-- lowering it causes the boat to fall through the world if underwater -- lowering it causes the boat to fall through the world if underwater
@ -37,13 +40,11 @@ local boat = {
visual = "mesh", visual = "mesh",
mesh = "boats_boat.obj", mesh = "boats_boat.obj",
textures = {"default_wood.png"}, textures = {"default_wood.png"},
},
driver = nil, driver = nil,
v = 0, v = 0,
last_v = 0, last_v = 0,
removed = false, removed = false
auto = false
} }
@ -52,38 +53,33 @@ function boat.on_rightclick(self, clicker)
return return
end end
local name = clicker:get_player_name() local name = clicker:get_player_name()
if self.driver and name == self.driver then if self.driver and clicker == self.driver then
-- Cleanup happens in boat.on_detach_child self.driver = nil
clicker:set_detach() clicker:set_detach()
default.player_attached[name] = false
player_api.set_animation(clicker, "stand", 30) default.player_set_animation(clicker, "stand" , 30)
local pos = clicker:get_pos() local pos = clicker:getpos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z} pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
minetest.after(0.1, function() minetest.after(0.1, function()
clicker:set_pos(pos) clicker:setpos(pos)
end) end)
elseif not self.driver then elseif not self.driver then
clicker:set_attach(self.object, "", local attach = clicker:get_attach()
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0}) if attach and attach:get_luaentity() then
local luaentity = attach:get_luaentity()
self.driver = name if luaentity.driver then
player_api.player_attached[name] = true luaentity.driver = nil
minetest.after(0.2, function()
player_api.set_animation(clicker, "sit", 30)
end)
clicker:set_look_horizontal(self.object:get_yaw())
end end
end clicker:set_detach()
end
self.driver = clicker
-- If driver leaves server while driving boat clicker:set_attach(self.object, "",
function boat.on_detach_child(self, child) {x = 0, y = 11, z = -3}, {x = 0, y = 0, z = 0})
if child and child:get_player_name() == self.driver then default.player_attached[name] = true
player_api.player_attached[child:get_player_name()] = false minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
self.driver = nil end)
self.auto = false clicker:set_look_horizontal(self.object:getyaw())
end end
end end
@ -106,22 +102,21 @@ function boat.on_punch(self, puncher)
if not puncher or not puncher:is_player() or self.removed then if not puncher or not puncher:is_player() or self.removed then
return return
end end
if self.driver and puncher == self.driver then
local name = puncher:get_player_name()
if self.driver and name == self.driver then
self.driver = nil self.driver = nil
puncher:set_detach() puncher:set_detach()
player_api.player_attached[name] = false default.player_attached[puncher:get_player_name()] = false
end end
if not self.driver then if not self.driver then
self.removed = true self.removed = true
local inv = puncher:get_inventory() local inv = puncher:get_inventory()
if not minetest.is_creative_enabled(name) if not (creative and creative.is_enabled_for
and creative.is_enabled_for(puncher:get_player_name()))
or not inv:contains_item("main", "boats:boat") then or not inv:contains_item("main", "boats:boat") then
local leftover = inv:add_item("main", "boats:boat") local leftover = inv:add_item("main", "boats:boat")
-- if no room in inventory add a replacement boat to the world -- if no room in inventory add a replacement boat to the world
if not leftover:is_empty() then if not leftover:is_empty() then
minetest.add_item(self.object:get_pos(), leftover) minetest.add_item(self.object:getpos(), leftover)
end end
end end
-- delay remove to ensure player is detached -- delay remove to ensure player is detached
@ -133,57 +128,46 @@ end
function boat.on_step(self, dtime) function boat.on_step(self, dtime)
self.v = get_v(self.object:get_velocity()) * math.sign(self.v) self.v = get_v(self.object:getvelocity()) * get_sign(self.v)
if self.driver then if self.driver then
local driver_objref = minetest.get_player_by_name(self.driver) local ctrl = self.driver:get_player_control()
if driver_objref then local yaw = self.object:getyaw()
local ctrl = driver_objref:get_player_control() if ctrl.up then
if ctrl.up and ctrl.down then self.v = self.v + 0.1
if not self.auto then
self.auto = true
minetest.chat_send_player(self.driver, S("Boat cruise mode on"))
end
elseif ctrl.down then elseif ctrl.down then
self.v = self.v - dtime * 2.0 self.v = self.v - 0.1
if self.auto then
self.auto = false
minetest.chat_send_player(self.driver, S("Boat cruise mode off"))
end
elseif ctrl.up or self.auto then
self.v = self.v + dtime * 2.0
end end
if ctrl.left then if ctrl.left then
if self.v < -0.001 then if self.v < 0 then
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9) self.object:setyaw(yaw - (1 + dtime) * 0.03)
else else
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9) self.object:setyaw(yaw + (1 + dtime) * 0.03)
end end
elseif ctrl.right then elseif ctrl.right then
if self.v < -0.001 then if self.v < 0 then
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9) self.object:setyaw(yaw + (1 + dtime) * 0.03)
else else
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9) self.object:setyaw(yaw - (1 + dtime) * 0.03)
end end
end end
end end
end local velo = self.object:getvelocity()
local velo = self.object:get_velocity() if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
if not self.driver and self.object:setpos(self.object:getpos())
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 return
end end
-- We need to preserve velocity sign to properly apply drag force local s = get_sign(self.v)
-- while moving backward self.v = self.v - 0.02 * s
local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v) if s ~= get_sign(self.v) then
-- If drag is larger than velocity, then stop horizontal movement self.object:setvelocity({x = 0, y = 0, z = 0})
if math.abs(self.v) <= math.abs(drag) then
self.v = 0 self.v = 0
else return
self.v = self.v - drag end
if math.abs(self.v) > 5 then
self.v = 5 * get_sign(self.v)
end end
local p = self.object:get_pos() local p = self.object:getpos()
p.y = p.y - 0.5 p.y = p.y - 0.5
local new_velo local new_velo
local new_acce = {x = 0, y = 0, z = 0} local new_acce = {x = 0, y = 0, z = 0}
@ -195,13 +179,13 @@ function boat.on_step(self, dtime)
else else
new_acce = {x = 0, y = -9.8, z = 0} new_acce = {x = 0, y = -9.8, z = 0}
end end
new_velo = get_velocity(self.v, self.object:get_yaw(), new_velo = get_velocity(self.v, self.object:getyaw(),
self.object:get_velocity().y) self.object:getvelocity().y)
self.object:set_pos(self.object:get_pos()) self.object:setpos(self.object:getpos())
else else
p.y = p.y + 1 p.y = p.y + 1
if is_water(p) then if is_water(p) then
local y = self.object:get_velocity().y local y = self.object:getvelocity().y
if y >= 5 then if y >= 5 then
y = 5 y = 5
elseif y < 0 then elseif y < 0 then
@ -209,24 +193,24 @@ function boat.on_step(self, dtime)
else else
new_acce = {x = 0, y = 5, z = 0} new_acce = {x = 0, y = 5, z = 0}
end end
new_velo = get_velocity(self.v, self.object:get_yaw(), y) new_velo = get_velocity(self.v, self.object:getyaw(), y)
self.object:set_pos(self.object:get_pos()) self.object:setpos(self.object:getpos())
else else
new_acce = {x = 0, y = 0, z = 0} new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:get_velocity().y) < 1 then if math.abs(self.object:getvelocity().y) < 1 then
local pos = self.object:get_pos() local pos = self.object:getpos()
pos.y = math.floor(pos.y) + 0.5 pos.y = math.floor(pos.y) + 0.5
self.object:set_pos(pos) self.object:setpos(pos)
new_velo = get_velocity(self.v, self.object:get_yaw(), 0) new_velo = get_velocity(self.v, self.object:getyaw(), 0)
else else
new_velo = get_velocity(self.v, self.object:get_yaw(), new_velo = get_velocity(self.v, self.object:getyaw(),
self.object:get_velocity().y) self.object:getvelocity().y)
self.object:set_pos(self.object:get_pos()) self.object:setpos(self.object:getpos())
end end
end end
end end
self.object:set_velocity(new_velo) self.object:setvelocity(new_velo)
self.object:set_acceleration(new_acce) self.object:setacceleration(new_acce)
end end
@ -234,7 +218,7 @@ minetest.register_entity("boats:boat", boat)
minetest.register_craftitem("boats:boat", { minetest.register_craftitem("boats:boat", {
description = S("Boat"), description = "Boat",
inventory_image = "boats_inventory.png", inventory_image = "boats_inventory.png",
wield_image = "boats_wield.png", wield_image = "boats_wield.png",
wield_scale = {x = 2, y = 2, z = 1}, wield_scale = {x = 2, y = 2, z = 1},
@ -262,10 +246,11 @@ minetest.register_craftitem("boats:boat", {
boat = minetest.add_entity(pointed_thing.under, "boats:boat") boat = minetest.add_entity(pointed_thing.under, "boats:boat")
if boat then if boat then
if placer then if placer then
boat:set_yaw(placer:get_look_horizontal()) boat:setyaw(placer:get_look_horizontal())
end end
local player_name = placer and placer:get_player_name() or "" local player_name = placer and placer:get_player_name() or ""
if not 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() itemstack:take_item()
end end
end end

View File

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

View File

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

View File

@ -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

View File

@ -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

View File

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

View File

@ -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

View File

@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Mod jelajah bot dihidupkan
Boat cruise mode off=Mod jelajah bot dimatikan
Boat=Bot

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

View File

@ -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

View File

@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Автоход лодки включен
Boat cruise mode off=Автоход лодки выключен
Boat=Лодка

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

View File

@ -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=Режим мандрування на човні увімкнено
Boat cruise mode off=Режим мандрування на човні вимкнено
Boat=Човен

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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

View File

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

View File

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

1
mods/bones/depends.txt Normal file
View File

@ -0,0 +1 @@
default

View File

@ -1,13 +1,6 @@
-- bones/init.lua
-- Minetest 0.4 mod: bones -- Minetest 0.4 mod: bones
-- See README.txt for licensing and other information. -- See README.txt for licensing and other information.
-- Load support for MT game translation.
local S = minetest.get_translator("bones")
bones = {}
local function is_owner(pos, name) local function is_owner(pos, name)
local owner = minetest.get_meta(pos):get_string("owner") local owner = minetest.get_meta(pos):get_string("owner")
if owner == "" or owner == name or minetest.check_player_privs(name, "protection_bypass") then if owner == "" or owner == name or minetest.check_player_privs(name, "protection_bypass") then
@ -16,29 +9,11 @@ local function is_owner(pos, name)
return false return false
end end
local function drop(pos, itemstack)
local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
if obj then
obj:set_velocity({
x = math.random(-10, 10) / 9,
y = 5,
z = math.random(-10, 10) / 9,
})
end
end
local function drop_contents(pos)
local inv = minetest.get_meta(pos):get_inventory()
for i = 1, inv:get_size("main") do
local stk = inv:get_stack("main", i)
drop(pos, stk)
end
minetest.remove_node(pos)
end
local bones_formspec = local bones_formspec =
"size[8,9]" .. "size[8,9]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
"list[current_name;main;0,0.3;8,4;]" .. "list[current_name;main;0,0.3;8,4;]" ..
"list[current_player;main;0,4.85;8,1;]" .. "list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" .. "list[current_player;main;0,6.08;8,3;8]" ..
@ -49,8 +24,8 @@ local bones_formspec =
local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or 1200 local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or 1200
local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4 local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4
local bones_def = { minetest.register_node("bones:bones", {
description = S("Bones"), description = "Bones",
tiles = { tiles = {
"bones_top.png^[transform2", "bones_top.png^[transform2",
"bones_bottom.png", "bones_bottom.png",
@ -108,11 +83,6 @@ local bones_def = {
return return
end end
if not player:is_player() then
drop_contents(pos)
return
end
if minetest.get_meta(pos):get_string("infotext") == "" then if minetest.get_meta(pos):get_string("infotext") == "" then
return return
end end
@ -147,7 +117,7 @@ local bones_def = {
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local time = meta:get_int("time") + elapsed local time = meta:get_int("time") + elapsed
if time >= share_bones_time then if time >= share_bones_time then
meta:set_string("infotext", S("@1's old bones", meta:get_string("owner"))) meta:set_string("infotext", meta:get_string("owner") .. "'s old bones")
meta:set_string("owner", "") meta:set_string("owner", "")
else else
meta:set_int("time", time) meta:set_int("time", time)
@ -156,11 +126,7 @@ local bones_def = {
end, end,
on_blast = function(pos) on_blast = function(pos)
end, end,
} })
default.set_inventory_action_loggers(bones_def, "bones")
minetest.register_node("bones:bones", bones_def)
local function may_replace(pos, player) local function may_replace(pos, player)
local node_name = minetest.get_node(pos).name local node_name = minetest.get_node(pos).name
@ -171,18 +137,8 @@ local function may_replace(pos, player)
return false return false
end end
-- allow replacing air -- allow replacing air and liquids
if node_name == "air" then if node_name == "air" or node_definition.liquidtype ~= "none" then
return true
end
-- don't replace nodes inside protections
if minetest.is_protected(pos, player:get_player_name()) then
return false
end
-- allow replacing liquids
if node_definition.liquidtype ~= "none" then
return true return true
end end
@ -194,56 +150,47 @@ local function may_replace(pos, player)
-- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones? -- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones?
-- flowers being squished by bones are more realistical than a squished stone, too -- flowers being squished by bones are more realistical than a squished stone, too
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 end
local player_inventory_lists = { "main", "craft" } local drop = function(pos, itemstack)
bones.player_inventory_lists = player_inventory_lists local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
if obj then
local function is_all_empty(player_inv) obj:setvelocity({
for _, list_name in ipairs(player_inventory_lists) do x = math.random(-10, 10) / 9,
if not player_inv:is_empty(list_name) then y = 5,
return false z = math.random(-10, 10) / 9,
})
end end
end
return true
end end
minetest.register_on_dieplayer(function(player) minetest.register_on_dieplayer(function(player)
local bones_mode = minetest.settings:get("bones_mode") or "bones" local bones_mode = minetest.settings:get("bones_mode") or "bones"
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
bones_mode = "bones" bones_mode = "bones"
end end
local bones_position_message = minetest.settings:get_bool("bones_position_message") == true
local player_name = player:get_player_name()
local pos = vector.round(player:get_pos())
local pos_string = minetest.pos_to_string(pos)
-- return if keep inventory set or in creative mode -- return if keep inventory set or in creative mode
if bones_mode == "keep" or minetest.is_creative_enabled(player_name) then if bones_mode == "keep" or (creative and creative.is_enabled_for
minetest.log("action", player_name .. " dies at " .. pos_string .. and creative.is_enabled_for(player:get_player_name())) then
". No bones placed")
if bones_position_message then
minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
end
return return
end end
local player_inv = player:get_inventory() local player_inv = player:get_inventory()
if is_all_empty(player_inv) then if player_inv:is_empty("main") and
minetest.log("action", player_name .. " dies at " .. pos_string .. player_inv:is_empty("craft") then
". No bones placed")
if bones_position_message then
minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
end
return return
end end
local pos = vector.round(player:getpos())
local player_name = player:get_player_name()
-- check if it's possible to place bones, if not find space near player -- check if it's possible to place bones, if not find space near player
if bones_mode == "bones" and not may_replace(pos, player) then if bones_mode == "bones" and not may_replace(pos, player) then
local air = minetest.find_node_near(pos, 1, {"air"}) local air = minetest.find_node_near(pos, 1, {"air"})
if air then if air and not minetest.is_protected(air, player_name) then
pos = air pos = air
else else
bones_mode = "drop" bones_mode = "drop"
@ -251,51 +198,49 @@ minetest.register_on_dieplayer(function(player)
end end
if bones_mode == "drop" then if bones_mode == "drop" then
for _, list_name in ipairs(player_inventory_lists) do
for i = 1, player_inv:get_size(list_name) do -- drop inventory items
drop(pos, player_inv:get_stack(list_name, i)) for i = 1, player_inv:get_size("main") do
drop(pos, player_inv:get_stack("main", i))
end end
player_inv:set_list(list_name, {}) player_inv:set_list("main", {})
-- drop crafting grid items
for i = 1, player_inv:get_size("craft") do
drop(pos, player_inv:get_stack("craft", i))
end end
player_inv:set_list("craft", {})
drop(pos, ItemStack("bones:bones")) drop(pos, ItemStack("bones:bones"))
minetest.log("action", player_name .. " dies at " .. pos_string ..
". Inventory dropped")
if bones_position_message then
minetest.chat_send_player(player_name, S("@1 died at @2, and dropped their inventory.", player_name, pos_string))
end
return return
end end
local param2 = minetest.dir_to_facedir(player:get_look_dir()) local param2 = minetest.dir_to_facedir(player:get_look_dir())
minetest.set_node(pos, {name = "bones:bones", param2 = param2}) minetest.set_node(pos, {name = "bones:bones", param2 = param2})
minetest.log("action", player_name .. " dies at " .. pos_string ..
". Bones placed")
if bones_position_message then
minetest.chat_send_player(player_name, S("@1 died at @2, and bones were placed.", player_name, pos_string))
end
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local inv = meta:get_inventory() local inv = meta:get_inventory()
inv:set_size("main", 8 * 4) inv:set_size("main", 8 * 4)
inv:set_list("main", player_inv:get_list("main"))
for _, list_name in ipairs(player_inventory_lists) do for i = 1, player_inv:get_size("craft") do
for i = 1, player_inv:get_size(list_name) do local stack = player_inv:get_stack("craft", i)
local stack = player_inv:get_stack(list_name, i)
if inv:room_for_item("main", stack) then if inv:room_for_item("main", stack) then
inv:add_item("main", stack) inv:add_item("main", stack)
else -- no space left else
--drop if no space left
drop(pos, stack) drop(pos, stack)
end end
end end
player_inv:set_list(list_name, {})
end player_inv:set_list("main", {})
player_inv:set_list("craft", {})
meta:set_string("formspec", bones_formspec) meta:set_string("formspec", bones_formspec)
meta:set_string("owner", player_name) meta:set_string("owner", player_name)
if share_bones_time ~= 0 then if share_bones_time ~= 0 then
meta:set_string("infotext", S("@1's fresh bones", player_name)) meta:set_string("infotext", player_name .. "'s fresh bones")
if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then
meta:set_int("time", 0) meta:set_int("time", 0)
@ -305,6 +250,6 @@ minetest.register_on_dieplayer(function(player)
minetest.get_node_timer(pos):start(10) minetest.get_node_timer(pos):start(10)
else else
meta:set_string("infotext", S("@1's bones", player_name)) meta:set_string("infotext", player_name.."'s bones")
end end
end) end)

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