-- bones/init.lua -- Minetest 0.4 mod: bones -- See README.txt for licensing and other information. -- Load support for MT game translation. local S = minetest.get_translator("bones") -- bones are supposed to hold up to 4*8+6+4*3*8+4+3*3 item slots: -- 4*8 for the main inventory -- 6 for the 3d_armor -- (at most) 4*3*8 for 4 backpack worth of items (unified inventory) -- 4 more for the actual backpacks -- 3*3 more for the crafting grid -- that adds up to 147, so 150 slots would be sufficient local cols=15 local rows=10 bones = { private={ dead_player_callbacks={} }, public={} } local function is_owner(pos, name) local owner = minetest.get_meta(pos):get_string("owner") if owner == "" or owner == name or minetest.check_player_privs(name, "protection_bypass") then return true end return false end local bones_formspec = "size["..cols..","..(rows+5).."]" .. "list[current_name;main;0,0.3;"..cols..","..rows..";]" .. "list[current_player;main;"..((cols-8)/2)..","..rows..".85;8,1;]" .. "list[current_player;main;"..((cols-8)/2)..","..(rows+2)..".08;8,3;8]" .. "listring[current_name;main]" .. "listring[current_player;main]" .. default.get_hotbar_bg(0,4.85) 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 bones_def = { description = S("Bones"), tiles = { "bones_top.png^[transform2", "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_gravel_defaults(), can_dig = function(pos, player) local inv = minetest.get_meta(pos):get_inventory() local name = "" if player then name = player:get_player_name() end return is_owner(pos, 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 local inv = player:get_inventory() if inv:room_for_item("main", {name = "bones:bones"}) then inv:add_item("main", {name = "bones:bones"}) else minetest.add_item(pos, "bones:bones") end 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", S("@1's old bones", meta:get_string("owner"))) meta:set_string("owner", "") else meta:set_int("time", time) return true end end, on_blast = function(pos) end, } default.set_inventory_action_loggers(bones_def, "bones") minetest.register_node("bones:bones", bones_def) 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 return false if not node_definition then return false end -- allow replacing air if node_name == "air" then return true end -- don't replace nodes inside protections if minetest.is_protected(pos, player:get_player_name()) then return false end -- allow replacing liquids if node_definition.liquidtype ~= "none" then 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 return node_definition.buildable_to end local drop = function(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 player_inventory_lists = { "main", "craft" } bones.player_inventory_lists = player_inventory_lists local function is_all_empty(player_inv) for _, list_name in ipairs(player_inventory_lists) do if not player_inv:is_empty(list_name) then return false end end return true end --functions registered this way won't becalled if bones_mode is keep function bones.public.register_transfer_inventory_to_bones_on_player_death(func) bones.private.dead_player_callbacks[#(bones.private.dead_player_callbacks)]=func end --drop or put into bones based on config and free slots in the bones --supposed to be called from functions registered to bones.public.register_transfer_inventory_to_bones_on_player_death function bones.public.transfer_stack_to_bones(stk) -- check if it's possible to place bones, if not find space near player if ( ( bones.private.current_dead_player.bones_mode == "bones" ) and ( bones.private.current_dead_player.bones_pos == nil ) ) then bones.private.current_dead_player.bones_pos = bones.private.current_dead_player.player_pos local air if ( may_replace(bones.private.current_dead_player.bones_pos, bones.private.current_dead_player.player) ) then air = bones.private.current_dead_player.bones_pos else air = minetest.find_node_near(bones.private.current_dead_player.bones_pos, 1, {"air"}) end if air and not minetest.is_protected(air, bones.private.current_dead_player.player_name) then bones.private.current_dead_player.bones_pos = air local param2 = minetest.dir_to_facedir(bones.private.current_dead_player.player:get_look_dir()) minetest.set_node(bones.private.current_dead_player.bones_pos, {name = "bones:bones", param2 = param2}) local meta = minetest.get_meta(bones.private.current_dead_player.bones_pos) bones.private.current_dead_player.bones_inv = meta:get_inventory() bones.private.current_dead_player.bones_inv:set_size("main", cols * rows) else bones.private.current_dead_player.bones_mode = "drop" bones.private.current_dead_player.bones_pos = nil end end if ( ( bones.private.current_dead_player.bones_mode == "bones" ) and ( bones.private.current_dead_player.bones_inv:room_for_item("main", stk) ) ) then bones.private.current_dead_player.bones_inv:add_item("main", stk) else drop(bones.private.current_dead_player.player_pos, stk) bones.private.current_dead_player.dropped=true end end local function player_dies_transfer_inventory(player) local player_inv = player:get_inventory() for _, list_name in ipairs(player_inventory_lists) do for i = 1, player_inv:get_size(list_name) do local stack = player_inv:get_stack(list_name, i) bones.public.transfer_stack_to_bones(stack) end player_inv:set_list(list_name, {}) end end bones.public.register_transfer_inventory_to_bones_on_player_death(player_dies_transfer_inventory) minetest.register_on_dieplayer(function(player) local pos = vector.round(player:get_pos()) local bones_mode = minetest.settings:get("bones_mode") or "bones" if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then bones_mode = "bones" end local player_name = player:get_player_name() bones.private.current_dead_player={player=player, player_name=player_name, bones_inv=nil, bones_pos=nil, bones_mode=bones_mode, player_pos=pos, dropped=false} local bones_position_message = minetest.settings:get_bool("bones_position_message") == true local pos_string = minetest.pos_to_string(pos) -- return if keep inventory set or in creative mode if bones_mode == "keep" or minetest.is_creative_enabled(player_name) then minetest.log("action", player_name .. " dies at " .. pos_string .. ". No bones placed") if bones_position_message then minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string)) end return end for i=0,#bones.private.dead_player_callbacks do local fun=bones.private.dead_player_callbacks[i] fun(player) end local bones_conclusion="" local public_conclusion="" if(not(bones.private.current_dead_player.bones_pos))then drop(bones.private.current_dead_player.player_pos, ItemStack("bones:bones")) if(not(bones.private.current_dead_player.dropped))then bones_conclusion="No bones placed" else bones_conclusion="Inventory dropped" public_conclusion="dropped their inventory" end else if(not(bones.private.current_dead_player.dropped))then bones_conclusion="Bones placed" public_conclusion="bones were placed" else bones_conclusion="Inventory partially dropped" public_conclusion="partially dropped their inventory" end end minetest.log("action", player_name .. " dies at " .. pos_string .. ". " .. bones_conclusion) if bones_position_message then if(public_conclusion~="")then public_conclusion=", and "..public_conclusion end minetest.chat_send_player(player_name, S("@1 died at @2@3.", player_name, pos_string, public_conclusion)) end local meta = minetest.get_meta(bones.private.current_dead_player.bones_pos) meta:set_string("formspec", bones_formspec) meta:set_string("owner", player_name) if share_bones_time ~= 0 then meta:set_string("infotext", S("@1's fresh bones", player_name)) 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", S("@1's bones", player_name)) end bones.private.current_dead_player=nil end)