-- Minetest 0.4 mod: bones -- See README.txt for licensing and other information. bones = {} local function is_owner(pos, name) local owner = minetest.get_meta(pos):get_string("owner") if owner == "" or owner == name then return true end return false end bones.bones_formspec = "size[8,9]".. default.gui_bg.. default.gui_bg_img.. default.gui_slots.. "list[current_name;main;0,0.3;8,4;]".. "list[current_player;main;0,4.85;8,1;]".. "list[current_player;main;0,6.08;8,3;8]".. default.get_hotbar_bg(0,4.85) local share_bones_time = tonumber(minetest.setting_get("share_bones_time") or 1200) local share_bones_time_early = tonumber(minetest.setting_get("share_bones_time_early") or (share_bones_time/4)) minetest.register_node("bones:bones", { description = "Bones", tiles = { "bones_top.png", "bones_bottom.png", "bones_side.png", "bones_side.png", "bones_rear.png", "bones_front.png" }, paramtype2 = "facedir", groups = {dig_immediate=2}, sounds = default.node_sound_dirt_defaults({ footstep = {name="default_gravel_footstep", gain=0.5}, dug = {name="default_gravel_footstep", gain=1.0}, }), can_dig = function(pos, player) local inv = minetest.get_meta(pos):get_inventory() return is_owner(pos, player:get_player_name()) and inv:is_empty("main") end, allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) if is_owner(pos, player:get_player_name()) then return count end return 0 end, allow_metadata_inventory_put = function(pos, listname, index, stack, player) return 0 end, allow_metadata_inventory_take = function(pos, listname, index, stack, player) if is_owner(pos, player:get_player_name()) then return stack:get_count() end return 0 end, on_metadata_inventory_take = function(pos, listname, index, stack, player) local meta = minetest.get_meta(pos) if meta:get_inventory():is_empty("main") then minetest.remove_node(pos) end end, on_punch = function(pos, node, player) if(not is_owner(pos, player:get_player_name())) then return end if(minetest.get_meta(pos):get_string("infotext") == "") then return end local inv = minetest.get_meta(pos):get_inventory() local player_inv = player:get_inventory() local has_space = true for i=1,inv:get_size("main") do local stk = inv:get_stack("main", i) if player_inv:room_for_item("main", stk) then inv:set_stack("main", i, nil) player_inv:add_item("main", stk) else has_space = false break end end -- remove bones if player emptied them if has_space then if player_inv:room_for_item("main", {name = "bones:bones"}) then player_inv:add_item("main", {name = "bones:bones"}) else minetest.add_item(pos,"bones:bones") end minetest.remove_node(pos) end end, on_timer = function(pos, elapsed) local meta = minetest.get_meta(pos) local time = meta:get_int("time") + elapsed if time >= share_bones_time then meta:set_string("infotext", meta:get_string("owner").."'s old bones") meta:set_string("owner", "") else meta:set_int("time", time) return true end end, }) local function may_replace(pos, player) local node_name = minetest.get_node(pos).name local node_definition = minetest.registered_nodes[node_name] -- if the node is unknown, we let the protection mod decide -- this is consistent with when a player could dig or not dig it -- unknown decoration would often be removed -- while unknown building materials in use would usually be left if not node_definition then -- only replace nodes that are not protected return not minetest.is_protected(pos, player:get_player_name()) end -- allow replacing air and liquids if node_name == "air" or node_definition.liquidtype ~= "none" then return true end -- don't replace filled chests and other nodes that don't allow it local can_dig_func = node_definition.can_dig if can_dig_func and not can_dig_func(pos, player) then return false end -- 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 -- exception are of course any protected buildable_to return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name()) end minetest.register_on_dieplayer(function(player) if minetest.setting_getbool("creative_mode") then return end local player_inv = player:get_inventory() if player_inv:is_empty("main") and player_inv:is_empty("craft") then return end local pos = player:getpos() pos.x = math.floor(pos.x+0.5) pos.y = math.floor(pos.y+0.5) pos.z = math.floor(pos.z+0.5) local param2 = minetest.dir_to_facedir(player:get_look_dir()) local player_name = player:get_player_name() local player_inv = player:get_inventory() if (not may_replace(pos, player)) then if (may_replace({x=pos.x, y=pos.y+1, z=pos.z}, player)) then -- drop one node above if there's space -- this should solve most cases of protection related deaths in which players dig straight down -- yet keeps the bones reachable pos.y = pos.y+1 else -- drop items instead of delete for i=1,player_inv:get_size("main") do minetest.add_item(pos, player_inv:get_stack("main", i)) end for i=1,player_inv:get_size("craft") do minetest.add_item(pos, player_inv:get_stack("craft", i)) end -- empty lists main and craft player_inv:set_list("main", {}) player_inv:set_list("craft", {}) return end end minetest.set_node(pos, {name="bones:bones", param2=param2}) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() inv:set_size("main", 8*4) inv:set_list("main", player_inv:get_list("main")) for i=1,player_inv:get_size("craft") do local stack = player_inv:get_stack("craft", i) if inv:room_for_item("main", stack) then inv:add_item("main", stack) else --drop if no space left minetest.add_item(pos, stack) end end player_inv:set_list("main", {}) player_inv:set_list("craft", {}) meta:set_string("formspec", bones.bones_formspec) meta:set_string("owner", player_name) if share_bones_time ~= 0 then meta:set_string("infotext", player_name.."'s fresh bones") if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then meta:set_int("time", 0) else meta:set_int("time", (share_bones_time - share_bones_time_early)) end minetest.get_node_timer(pos):start(10) else meta:set_string("infotext", player_name.."'s bones") end end)