-- Minetest Game mod: bucket -- See README.txt for licensing and other information. -- Load support for MT game translation. local S = minetest.get_translator("bucket") minetest.register_alias("bucket", "bucket:bucket_empty") minetest.register_alias("bucket_water", "bucket:bucket_water") minetest.register_alias("bucket_lava", "bucket:bucket_lava") minetest.register_craft({ output = "bucket:bucket_empty 1", recipe = { {"default:steel_ingot", "", "default:steel_ingot"}, {"", "default:steel_ingot", ""}, } }) bucket = {} bucket.liquids = {} local function check_protection(pos, name, text) if minetest.is_protected(pos, name) then minetest.log("action", (name ~= "" and name or "A mod") .. " tried to " .. text .. " at protected position " .. minetest.pos_to_string(pos) .. " with a bucket") minetest.record_protection_violation(pos, name) return true end return false end local function log_action(pos, name, action) minetest.log("action", (name ~= "" and name or "A mod") .. " " .. action .. " at " .. minetest.pos_to_string(pos) .. " with a bucket") end -- Register a new liquid -- source = name of the source node -- flowing = name of the flowing node -- itemname = name of the new bucket item (or nil if liquid is not takeable) -- inventory_image = texture of the new bucket item (ignored if itemname == nil) -- name = text description of the bucket item -- groups = (optional) groups of the bucket item, for example {water_bucket = 1} -- force_renew = (optional) bool. Force the liquid source to renew if it has a -- source neighbour, even if defined as 'liquid_renewable = false'. -- Needed to avoid creating holes in sloping rivers. -- This function can be called from any mod (that depends on bucket). function bucket.register_liquid(source, flowing, itemname, inventory_image, name, groups, force_renew) bucket.liquids[source] = { source = source, flowing = flowing, itemname = itemname, force_renew = force_renew, } bucket.liquids[flowing] = bucket.liquids[source] if itemname ~= nil then minetest.register_craftitem(itemname, { description = name, inventory_image = inventory_image, stack_max = 1, liquids_pointable = true, groups = groups, on_place = function(itemstack, user, pointed_thing) -- Must be pointing to node if pointed_thing.type ~= "node" then return end local node = minetest.get_node_or_nil(pointed_thing.under) local ndef = node and minetest.registered_nodes[node.name] -- Call on_rightclick if the pointed node defines it if ndef and ndef.on_rightclick and not (user and user:is_player() and user:get_player_control().sneak) then return ndef.on_rightclick( pointed_thing.under, node, user, itemstack) end local lpos -- Check if pointing to a buildable node if ndef and ndef.buildable_to then -- buildable; replace the node lpos = pointed_thing.under else -- not buildable to; place the liquid above -- check if the node above can be replaced lpos = pointed_thing.above node = minetest.get_node_or_nil(lpos) local above_ndef = node and minetest.registered_nodes[node.name] if not above_ndef or not above_ndef.buildable_to then -- do not remove the bucket with the liquid return itemstack end end local pname = user and user:get_player_name() or "" if check_protection(lpos, pname, "place "..source) then return end minetest.set_node(lpos, {name = source}) log_action(lpos, pname, "placed " .. source) return ItemStack("bucket:bucket_empty") end }) end end minetest.register_craftitem("bucket:bucket_empty", { description = S("Empty Bucket"), inventory_image = "bucket.png", groups = {tool = 1}, liquids_pointable = true, on_use = function(itemstack, user, pointed_thing) if pointed_thing.type == "object" then pointed_thing.ref:punch(user, 1.0, { full_punch_interval=1.0 }, nil) return user:get_wielded_item() elseif pointed_thing.type ~= "node" then -- do nothing if it's neither object nor node return end -- Check if pointing to a liquid source local pos = pointed_thing.under local node = minetest.get_node(pos) local liquiddef = bucket.liquids[node.name] local item_count = user:get_wielded_item():get_count() if liquiddef ~= nil and liquiddef.itemname ~= nil and node.name == liquiddef.source then local pname = user:get_player_name() if check_protection(pos, pname, "take ".. node.name) then return end -- default set to return filled bucket local giving_back = liquiddef.itemname -- check if holding more than 1 empty bucket if item_count > 1 then -- if space in inventory add filled bucked, otherwise drop as item local inv = user:get_inventory() if inv:room_for_item("main", {name=liquiddef.itemname}) then inv:add_item("main", liquiddef.itemname) else local upos = user:get_pos() upos.y = math.floor(upos.y + 0.5) minetest.add_item(upos, liquiddef.itemname) end -- set to return empty buckets minus 1 giving_back = "bucket:bucket_empty "..tostring(item_count-1) end -- force_renew requires a source neighbour local source_neighbor = false if liquiddef.force_renew then source_neighbor = minetest.find_node_near(pos, 1, liquiddef.source) end if source_neighbor and liquiddef.force_renew then log_action(pos, pname, "picked up " .. liquiddef.source .. " (force renewed)") else minetest.add_node(pos, {name = "air"}) log_action(pos, pname, "picked up " .. liquiddef.source) end return ItemStack(giving_back) else -- non-liquid nodes will have their on_punch triggered local node_def = minetest.registered_nodes[node.name] if node_def then node_def.on_punch(pos, node, user, pointed_thing) end return user:get_wielded_item() end end, }) bucket.register_liquid( "default:water_source", "default:water_flowing", "bucket:bucket_water", "bucket_water.png", S("Water Bucket"), {tool = 1, water_bucket = 1} ) -- River water source is 'liquid_renewable = false' to avoid horizontal spread -- of water sources in sloping rivers that can cause water to overflow -- riverbanks and cause floods. -- River water source is instead made renewable by the 'force renew' option -- used here. bucket.register_liquid( "default:river_water_source", "default:river_water_flowing", "bucket:bucket_river_water", "bucket_river_water.png", S("River Water Bucket"), {tool = 1, water_bucket = 1}, true ) bucket.register_liquid( "default:lava_source", "default:lava_flowing", "bucket:bucket_lava", "bucket_lava.png", S("Lava Bucket"), {tool = 1} ) minetest.register_craft({ type = "fuel", recipe = "bucket:bucket_lava", burntime = 60, replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}}, }) -- Register buckets as dungeon loot if minetest.global_exists("dungeon_loot") then dungeon_loot.register({ {name = "bucket:bucket_empty", chance = 0.55}, -- water in deserts/ice or above ground, lava otherwise {name = "bucket:bucket_water", chance = 0.45, types = {"sandstone", "desert", "ice"}}, {name = "bucket:bucket_water", chance = 0.45, y = {0, 32768}, types = {"normal"}}, {name = "bucket:bucket_lava", chance = 0.45, y = {-32768, -1}, types = {"normal"}}, }) end