minetest_game/mods/bones/init.lua

352 lines
11 KiB
Lua

-- 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 becalled if bones_mode is keep
function bones.register_dead_player_inv_management(func)
table.insert(dead_player_callbacks, func)
end
local function transfer_stack_to_bones(stk,current_dead_player)
-- check if it's possible to place bones, if not find space near player
if ( current_dead_player.bones_mode == "bones" ) and
( current_dead_player.bones_pos == nil ) then
current_dead_player.bones_pos = current_dead_player.player_pos
local air
if may_replace(current_dead_player.bones_pos, current_dead_player.player) then
air = current_dead_player.bones_pos
else
air = minetest.find_node_near(current_dead_player.bones_pos, 1, {"air"})
end
if air and not minetest.is_protected(air, current_dead_player.player_name) then
current_dead_player.bones_pos = air
local param2 = minetest.dir_to_facedir(current_dead_player.player:get_look_dir())
minetest.set_node(current_dead_player.bones_pos, {name = "bones:bones", param2 = param2})
local meta = minetest.get_meta(current_dead_player.bones_pos)
current_dead_player.bones_inv = meta:get_inventory()
--make it so big that anything reasonable will for sure fit inside
current_dead_player.bones_inv:set_size("main", theoretical_max_slots)
else
current_dead_player.bones_mode = "drop"
current_dead_player.bones_pos = nil
end
end
if ( current_dead_player.bones_mode == "bones" ) and
( current_dead_player.bones_inv:room_for_item("main", stk) ) then
current_dead_player.bones_inv:add_item("main", stk)
else
drop(current_dead_player.player_pos, stk)
current_dead_player.dropped=true
end
end
local function player_dies_transfer_inventory(player,transfer_stack)
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)
transfer_stack(stack)
end
player_inv:set_list(list_name, {})
end
end
bones.register_dead_player_inv_management(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()
local 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
local callback=function(stk)
transfer_stack_to_bones(stk,current_dead_player)
end
for i=1,#dead_player_callbacks do
local fun=dead_player_callbacks[i]
fun(player,callback)
end
local bones_conclusion
if not ( current_dead_player.bones_pos ) then
drop(current_dead_player.player_pos, ItemStack("bones:bones"))
if not ( current_dead_player.dropped ) then
bones_conclusion="No bones placed"
if bones_position_message then
minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
end
else
bones_conclusion="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, public_conclusion))
end
end
else
if not ( current_dead_player.dropped ) then
bones_conclusion="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, public_conclusion))
end
else
bones_conclusion="Inventory partially dropped"
if bones_position_message then
minetest.chat_send_player(player_name, S("@1 died at @2, and partially dropped their inventory.", player_name, pos_string, public_conclusion))
end
end
end
minetest.log("action", player_name .. " dies at " .. pos_string ..
". " .. bones_conclusion)
local inv = current_dead_player.bones_inv
local inv_size = theoretical_max_slots
if inv then
for i = 1, theoretical_max_slots do
local stack = inv:get_stack("main", i)
if stack:get_count() == 0 then
inv_size = i - 1
break
end
end
local meta = minetest.get_meta(current_dead_player.bones_pos)
meta:set_string("formspec", get_bones_formspec_for_size(inv_size))
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
end
end)