minetest_game/mods/bones/init.lua

449 lines
12 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 bones_max_slots = tonumber(minetest.settings:get("bones_max_slots")) or 15 * 10
local min_inv_size = 4 * 8 -- display and provide at least this many slots
bones = {}
local function NS(s)
return s
end
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 appendmulti(tbl, ...)
for _, v in pairs({...}) do
table.insert(tbl, v)
end
end
local function get_bones_formspec_for_size(numitems)
local cols, rows
local scroll=false
if numitems <= min_inv_size then
cols, rows = 8, 4
else
cols, rows = 8, math.ceil(numitems / 8)
scroll=true
end
local output={}
appendmulti(output, "size[", 8.5, ", ", 9, "]")
if scroll then
local row_05 = 13.2
local row_15 = 128
local multiplier = (row_15 - row_05) / 10
local scrollmax = (rows - 5) * multiplier + row_05
appendmulti(output, "scrollbaroptions[max=", scrollmax, "]")
appendmulti(output, "scrollbar[8,0;0.3,4.5;vertical;bones_scroll;0]",
"scroll_container[0,0.3;10.3,4.95;bones_scroll;vertical;0.1]")
end
appendmulti(output, "list[current_name;main;0,0;", cols, ",", rows, ";]")
if scroll then
appendmulti(output, "scroll_container_end[]")
end
appendmulti(output, "list[current_player;main;", 0, ",", 4.75, ";8,1;]")
appendmulti(output, "list[current_player;main;", 0, ",", 5.98, ";8,3;8]")
appendmulti(output, "listring[current_name;main]")
appendmulti(output, "listring[current_player;main]")
appendmulti(output, default.get_hotbar_bg(0, 4.85))
return table.concat(output)
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 function find_next_empty(inv, listname, start)
while start <= inv:get_size(listname) do
if inv:get_stack(listname, start):get_count() == 0 then
return start
end
start = start + 1
end
return -1
end
local function find_next_populated(inv, listname, start)
while start <= inv:get_size(listname) do
if inv:get_stack(listname, start):get_count() > 0 then
return start
end
start = start + 1
end
return -1
end
-- slot reordering to make sure the first rows of the bone are always populated
local function bones_inv_reorder(meta)
local next_empty = 1 -- there are no empty slots inside the bones before this
local next_populated -- there are no populated slots preceded by unpopulated slots before this
local inv = meta:get_inventory()
next_empty = find_next_empty(inv, "main", next_empty)
if next_empty < 0 then
return
end
next_populated = find_next_populated(inv, "main", next_empty + 1)
while next_populated > 0 do
local stack = inv:get_stack("main", next_populated)
inv:set_stack("main", next_populated, ItemStack())
inv:set_stack("main", next_empty, stack)
next_empty = find_next_empty(inv, "main", next_empty + 1)
next_populated = find_next_populated(inv, "main", next_populated + 1)
end
end
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)
else
bones_inv_reorder(meta)
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 meta = minetest.get_meta(pos)
local inv = meta: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
if has_space then
-- remove bones if player emptied them
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)
else
-- reorder items if player haven't emptied the bones
bones_inv_reorder(meta)
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 function drop(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
bones.player_inventory_lists = { "main", "craft" }
local collect_items_callbacks = {}
function bones.register_collect_items(func)
table.insert(collect_items_callbacks, func)
end
bones.register_collect_items(function(player)
local items = {}
local player_inv = player:get_inventory()
for _, list_name in ipairs(bones.player_inventory_lists) do
local inv_list=player_inv:get_list(list_name) or {}
for _, inv_slot in ipairs(inv_list) do
if inv_slot:get_count() > 0 then
table.insert(items, inv_slot)
end
end
player_inv:set_list(list_name, {})
end
-- debug code, needs to be reverted:
while #items < bones_max_slots do
table.insert(items, ItemStack("bucket:bucket_lava"))
end
return items
end)
local function collect_items(player, player_name)
if minetest.is_creative_enabled(player_name) then
return {}
end
local items = {}
for _, cb in ipairs(collect_items_callbacks) do
table.insert_all(items, cb(player))
end
return items
end
-- Try to find the closest space near the player to place bones
local function find_bones_pos(player)
local rounded_player_pos = vector.round(player:get_pos())
local bones_pos
if may_replace(rounded_player_pos, player) then
bones_pos = rounded_player_pos
else
bones_pos = minetest.find_node_near(rounded_player_pos, 1, {"air"})
end
return bones_pos
end
local function place_bones(player, bones_pos, items)
local param2 = minetest.dir_to_facedir(player:get_look_dir())
minetest.set_node(bones_pos, {name = "bones:bones", param2 = param2})
local bones_meta = minetest.get_meta(bones_pos)
local bones_inv = bones_meta:get_inventory()
-- Make it big enough that anything reasonable will fit
bones_inv:set_size("main", bones_max_slots)
local leftover_items = {}
for _, item in ipairs(items) do
if bones_inv:room_for_item("main", item) then
bones_inv:add_item("main", item)
else
table.insert(leftover_items, item)
end
end
local inv_size = bones_max_slots
for i = 1, bones_max_slots do
if bones_inv:get_stack("main", i):get_count() == 0 then
inv_size = i - 1
break
end
end
bones_inv:set_size("main", math.max(inv_size, min_inv_size))
bones_meta:set_string("formspec", get_bones_formspec_for_size(inv_size))
-- "Ownership"
local player_name = player:get_player_name()
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
return leftover_items
end
minetest.register_on_dieplayer(function(player)
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_position_message = minetest.settings:get_bool("bones_position_message") == true
local pos_string = minetest.pos_to_string(player:get_pos())
local items = collect_items(player, player_name)
if bones_mode == "keep" or #items == 0 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 bones_placed, drop_bones = false, false
if bones_mode == "bones" then
local bones_pos = find_bones_pos(player)
if bones_pos then
items = place_bones(player, bones_pos, items)
bones_placed, drop_bones = true, #items ~= 0
else
drop_bones = true
end
elseif bones_mode == "drop" then
drop_bones = true
end
if drop_bones then
if not bones_placed then
table.insert(items, ItemStack("bones:bones"))
end
for _, item in ipairs(items) do
drop(player:get_pos(), item)
end
end
local log_message
local chat_message
if bones_placed then
if drop_bones then
log_message = "Inventory partially dropped"
chat_message = NS("@1 died at @2, and partially dropped their inventory.")
else
log_message = "Bones placed"
chat_message = NS("@1 died at @2, and bones were placed.")
end
else
if drop_bones then
log_message = "Inventory dropped"
chat_message = NS("@1 died at @2, and dropped their inventory.")
else
log_message = "No bones placed"
chat_message = NS("@1 died at @2.")
end
end
if bones_position_message then
chat_message = S(chat_message, player_name, pos_string)
minetest.chat_send_player(player_name, chat_message)
end
minetest.log("action", player_name .. " dies at " .. pos_string .. ". " .. log_message)
end)