-- 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") local theoretical_max_slots = minetest.settings:get("bones_max_slots") or 15 * 10 local dead_player_callbacks={} bones = {} 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 function get_bones_formspec_wh(cols,rows) return "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) end local function get_bones_formspec_for_size(numitems) --the absolute minimum is 4*8 if numitems <= 4 * 8 then return get_bones_formspec_wh(8, 4) end --if we're over 4*8, but below 4*15 we make it 4 rows and adjust the column count to make everything fit if numitems <= 4 * 15 then return get_bones_formspec_wh(math.floor((numitems + 3) / 4), 4) end --if we're over 4*15 we'll make 15 columns and adjust the row count to make everything fit return get_bones_formspec_wh(15, math.floor ((numitems + 14) / 15)) end 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 --functions registered this way won't be called if bones_mode is keep function bones.register_dead_player_inv_management(func) table.insert(dead_player_callbacks, func) end local function player_dies_transfer_inventory(player) local result = {} 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 table.insert(result, player_inv:get_stack(list_name, i)) end player_inv:set_list(list_name, {}) end return result end bones.register_dead_player_inv_management(player_dies_transfer_inventory) minetest.register_on_dieplayer(function(player) local player_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() local bones_inv = nil local bones_pos = nil local dropped = false local bones_meta = nil local bones_position_message = minetest.settings:get_bool("bones_position_message") == true local pos_string = minetest.pos_to_string(player_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 _, fun in ipairs(dead_player_callbacks) do local items = fun(player) for _, item in ipairs(items) do -- check if it's possible to place bones, if not find space near player if bones_mode == "bones" and bones_pos == nil then bones_pos = player_pos local air if may_replace(bones_pos, player) then air = bones_pos else air = minetest.find_node_near(bones_pos, 1, {"air"}) end if air and not minetest.is_protected(air, player_name) then bones_pos = air local param2 = minetest.dir_to_facedir(player:get_look_dir()) minetest.set_node(bones_pos, {name = "bones:bones", param2 = param2}) bones_meta = minetest.get_meta(bones_pos) bones_inv = bones_meta:get_inventory() --make it so big that anything reasonable will for sure fit inside bones_inv:set_size("main", theoretical_max_slots) else bones_mode = "drop" bones_pos = nil end end if bones_mode == "bones" and bones_inv:room_for_item("main", item) then bones_inv:add_item("main", item) else drop(player_pos, item) dropped=true end end end local bones_conclusion local public_conclusion if not bones_pos then drop(player_pos, ItemStack("bones:bones")) if not dropped then bones_conclusion = "No bones placed" public_conclusion = S("@1 died at @2.", player_name, pos_string) else bones_conclusion = "Inventory dropped" public_conclusion = S("@1 died at @2, and dropped their inventory.", player_name, pos_string) end else if not dropped then bones_conclusion = "Bones placed" public_conclusion = S("@1 died at @2, and bones were placed.", player_name, pos_string) else bones_conclusion = "Inventory partially dropped" public_conclusion = S("@1 died at @2, and partially dropped their inventory.", player_name, pos_string) end end if bones_position_message then minetest.chat_send_player(player_name, public_conclusion) end minetest.log("action", player_name .. " dies at " .. pos_string .. ". " .. bones_conclusion) if bones_inv then local inv_size = theoretical_max_slots for i = 1, theoretical_max_slots do local stack = bones_inv:get_stack("main", i) if stack:get_count() == 0 then inv_size = i - 1 break end end if inv_size <= 4 * 8 then bones_inv:set_size("main", 4 * 8) else bones_inv:set_size("main", inv_size) end bones_meta:set_string("formspec", get_bones_formspec_for_size(inv_size)) bones_meta:set_string("owner", player_name) if share_bones_time ~= 0 then bones_meta:set_string("infotext", S("@1's fresh bones", player_name)) if share_bones_time_early == 0 or not minetest.is_protected(bones_pos, player_name) then bones_meta:set_int("time", 0) else bones_meta:set_int("time", (share_bones_time - share_bones_time_early)) end minetest.get_node_timer(bones_pos):start(10) else bones_meta:set_string("infotext", S("@1's bones", player_name)) end end end)