--[[ death_messages - A Minetest mod which sends a chat message when a player dies. Copyright (C) 2016 EvergreenTree This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . --]] ----------------------------------------------------------------------------------------------- local title = "Death Messages" local version = "0.1.2" local mname = "death_messages" ----------------------------------------------------------------------------------------------- dofile(minetest.get_modpath("death_messages").."/settings.txt") ----------------------------------------------------------------------------------------------- -- A table of quips for death messages. The first item in each sub table is the -- default message used when RANDOM_MESSAGES is disabled. local messages = {} -- Another one to avoid double death messages local whacked = {} local logfile = minetest.get_worldpath() .. "/death_logs.txt" -- Fill this table with sounds local sounds = { [1] = "death_messages_player_1", [2] = "death_messages_player_2", } -- Lava death messages messages.lava = { "%s thought lava was cool. / %s pensait que la lave était cool.", "%s felt an urgent need to touch lava. / %s s'est senti obligé de toucher la lave.", "%s fell in lava. / %s est tombé dans la lave.", "%s died in lava. / %s est mort(e) dans de la lave.", "%s didn't know lava was very hot. / %s ne savait pas que la lave était vraiment chaude.", "%s destroyed Sauron's ring. / %s a detruit l'anneau de Sauron.", "%s melted into a ball of fire. / %s est devenu une boule de feu", "%s couldn't resist that warm glow of lava. / %s n'a pas pu se retenir face a cette chaude lueur de lave.", "%s dug straight down. / %s a creusé a la verticale.", } -- Drowning death messages messages.water = { "%s lacked oxygen. / %s a manqué d'air.", "%s ran out of air. / %s n'avait plus d'air.", "%s tried to impersonate an anchor. / %s a essayé d'usurper l'identité d'une ancre.", "%s forgot they were not a fish. / %s a oublié qu'il/elle n'était pas un poisson.", "%s forgot they needed to breath underwater. / %s a oublié qu'il lui fallait respirer sous l'eau.", "%s isn't good at swimming. / %s n'est pas bon(ne) en natation.", "%s looked for the secret of the Unicorn. / %s a cherché le secret de la licorne.", "%s forgot their scaphander. / %s a oublié son scaphandre.", "%s failed at swimming lessons. / %s a raté ses cours de natation.", "%s blew one too many bubbles. / %s a expiré une bulle de trop.", } -- Burning death messages messages.fire = { "%s was a bit too hot. / %s a eu un peu trop chaud.", "%s was too close to the fire. / %s a été trop près du feu.", "%s just got roasted. / %s vient de se faire rotir.", "%s got burnt. / %s a été carbonisé.", "%s thought they were the human torch. / %s s'est prit pour la torche.", "%s started a fire. / %s a allumé le feu.", "%s burned to a crisp. / %s a brulé comme une chips.", "%s got a little too warm. / %s a eu un peu trop chaud.", "%s got too close to the camp fire. / %s s'est approché(e) trop près du feu de camp.", "%s just got roasted, hotdog style. / %s vient de se faire rôtir façon hotdog.", "%s was set aflame. More light that way. / %s s'est embrasé(e). Ça fait plus de lumière.", } -- Acid death messages messages.acid = { "%s has now parts of them missing. / %s a desormais des parties en moins.", "%s discovered that acid is fun. / %s a decouvert que l'acide, c'est fun.", "%s put their head where it melted. / %s a mis sa tête là ou elle a fondu.", "%s discovered that their body in acid, it's like sugar in water. / %s a decouvert que son corps dans l'acide, c'est comme du sucre dans de l'eau.", "%s thought they were swimming in apple juice. / %s a cru qu'il/elle se baignait dans du jus de pomme.", "%s gave their body to make an infusion / %s a donné son corps pour faire une infusion.", "%s drowned into the wrong liquid. / %s a bu la mauvaise tasse.", "%s tried to test their body's solubility in acid. / %s a voulu tester la solubilité de son corps dans l'acide." } -- Quicksands death messages messages.sand = { "%s learnt that sand is less fluid than water. / %s a appris que le sable est moins fluide que l'eau.", "%s joined the mummies. / %s a rejoint les momies.", "%s got themselves buried. / %s s'est fait(e) ensevelir.", "%s chose to become a fossil. / %s a choisi la voie de la fossilisation." } -- Other death messages messages.other = { "%s did something fatal to them. / %s a fait quelque chose qui lui a été fatal.", "%s died. / %s est mort(e).", "%s left this world. / %s n'est plus de ce monde.", "%s reached miner's heaven. / %s a rejoint le paradis des mineurs.", "%s lost their life. / %s a perdu la vie.", "%s saw the light. / %s a vu la lumière.", "%s fell from a bit too high. / %s est tombé(e) d'un peu trop haut.", "%s slipped on a banana skin. / %s a glissé sur une peau de banane.", "%s wanted to test their super powers. / %s a voulu tester ses super pouvoirs.", "%s gave up on life. / %s a decidé de mourir.", "%s is somewhat dead now. / %s est plus ou moins mort(e) maintenant.", "%s passed out -permanently. / %s s'est evanoui(e) -pour toujours.", "%s died under very mysterious conditions. / %s est mort(e) dans des conditions bien mystérieuses.", } -- Whacking death messages messages.whacking = { "%s got whacked by %s. / %s s'est pris une raclée de la part de %s.", "%s's grave was dug by %s. / La tombe de %s a été creusée par %s.", "%s got recycled by %s. / %s s'est fait recycler par %s.", "%s surely annoyed %s. / %s embetait sûrement %s.", "%s can't have any more offspring because of %s. / %s ne pourra plus avoir de descendance à cause de %s.", "%s got beaten up by %s. / %s s'est fait rosser par %s.", "%s had his suffering cut short by %s. / %s s'est vu abréger ses souffrances par %s.", "%s died in excruciating pain because of %s's fault. / %s est mort(e) dans d'atroces souffrances par la faute de %s.", "%s spent his last moments in the company of %s. / %s a vécu ses derniers instants en compagnie de %s.", "%s's lineage was extinguished by %s. / La lignée de %s s'est éteinte à cause de %s.", "%s wasn't as strong as %s. / %s a été moins fort(e) que %s.", -- Need to fill } messages.monsters_whacking = { "%s got whacked by a %s. / %s s'est pris une raclée de la part d'un %s.", "Darwin said : %s was less adapted than a %s. / Darwin a dit : %s était moins adapté qu'un %s.", "%s was transformed into a doormat by a %s. / %s s'est fait transformer en paillasson par un %s.", "%s thought (s)he was stronger than a %s. / %s s'est cru plus fort(e) qu'un %s.", "%s got kicked up by a %s. Next up... / %s s'est fait dégager par un %s. Au suivant...", "%s felt well that he/she could not do anything against a %s. / %s sentait bien qu'il/elle ne pouvait pas faire le poids contre un %s.", "%s versus %s? It's going bad! / %s contre un %s ? Ça tourne mal !", "%s got a memorable spanking from %s. / %s a reçu une fessé mémorable de la part d'un %s.", "%s thought to be able to tame a %s? History shows he was wrong. / %s croyait pouvoir dompter un %s ? L'histoire montre qu'il a eu tort.", "%s didn't have the right reflex in front of a %s. / %s n'a pas eu le bon réflexe fasse à un %s.", "But what did %s imagine versus a %s? Rest her soul. / Mais que s'est imaginé %s fasse à un %s ? Paix à son âme.", "%s got shipped off to the afterlife in a hurry by a %s. / %s s'est fait expédier dans l'au-delà vite fait bien fait par un %s.", "%s's attempt to reason with a %s didn't exactly pay off. / La tentative de %s pour raisonner un %s n'a pas vraiment porté ses fruits.", "%s was severely shattered by a dirty %s. / %s s'est fait sévèrement éclater par une saleté de %s.", -- Need to fill } -- Monsters local monsters = { ["mobs_monster:fireball"] = "dungeon master", ["mobs_monster:dungeon_master"] = "dungeon master", ["mobs_monster:spider"] = "spider", ["mobs_monster:sand_monster"] = "sand monster", ["mobs_animal:cow"] = "cow", ["creeper:creeper"] = "creeper", ["pmobs:dog"] = "dog", ["slimes:greenbig"] = "big green slim", ["slimes:greenmedium"] = "medium green slim", ["slimes:greensmall"] = "small green slim", ["slimes:lavabig"] = "big lava slim", ["slimes:lavamedium"] = "medium lava slim", ["slimes:lavasmall"] = "small lava slim", ["pmobs:yeti"] = "yeti", ["pmobs:snowball"] = "yeti", ["pmobs:npc"] = "npc", ["pmobs:npc_female"] = "female npc", ["mobs_monster:oerkki"] = "oerkki", ["mobs_monster:stone_monster"] = "stone monster", ["mobs_monster:dirt_monster"] = "dirt monster", ["mobs_animal:goat"] = "goat", ["pmobs:wolf"] = "wolf", ["mobs_monster:tree_monster"] = "tree monster", ["mobs_monster:mese_arrow"] = "mese monster", ["zombie:zombie"] = "zombie", ["mobs_monster:minotaur"] = "minotaur", ["mobs_animal:pumba"] = "warthog", ["tsm_pyramids:mummy"] = "mummy", ["mobs_sharks:shark_lg"] = "large shark", ["mobs_sharks:shark_md"] = "medium shark", ["mobs_sharks:shark_sm"] = "small shark", ["mobs_crocs:crocodile"] = "crocodile", ["mobs_crocs:crocodile_float"] = "crocodile", ["mobs_crocs:crocodile_swim"] = "crocodile", ["mobs_monster:lava_flan"] = "lava flan", ["mobs_animal:bee"] = "bee", ["mobs_animal:bunny"] = "evil bunny", -- ["mobs:pumpking"] = "pumpking", -- ["mobs:pumpboom"] = "pumpboom", -- ["mobs:mese_dragon"] = "mese_dragon", } local function broadcast_death(msg) minetest.chat_send_all(msg) local logfilep = io.open(logfile, "a") logfilep:write(os.date("[%Y-%m-%d %H:%M:%S] ") .. msg .. "\n") logfilep:close() if irc then irc.say(msg) end end local function sound_play_all(dead) for _, p in ipairs(minetest.get_connected_players()) do local player_name = p:get_player_name() if player_name and player_name ~= dead then minetest.sound_play("death_messages_people_1",{to_player=player_name, gain=1}) end end end minetest.register_on_punchplayer(function(player, hitter, time, tool_caps, dir, damage) if player:get_hp() - damage <= 0 and not whacked[player:get_player_name()] then local player_name = player:get_player_name() local death_message if hitter:is_player() then death_message = string.format(messages.whacking[math.random(1,#messages.whacking)], player_name, hitter:get_player_name(), player_name, hitter:get_player_name()) else local entity_name = monsters[hitter:get_luaentity().name] or "monster" death_message = string.format(messages.monsters_whacking[math.random(1, #messages.monsters_whacking)], player_name, entity_name, player_name, entity_name) end broadcast_death(death_message) minetest.sound_play(sounds[math.random(1,#sounds)],{to_player=player_name,gain=1}) sound_play_all(player_name) whacked[player_name] = true end end) minetest.register_on_leaveplayer(function(player) whacked[player:get_player_name()] = nil end) minetest.register_on_respawnplayer(function(player) whacked[player:get_player_name()] = nil end) local function get_message(mtype) if RANDOM_MESSAGES then return messages[mtype][math.random(1, #messages[mtype])] else return messages[mtype][1] -- 1 is the index for the non-random message end end local function find_node(pos, name) return minetest.find_node_near(pos, 1, name, true) end minetest.register_on_dieplayer( function(player) local player_name = player:get_player_name() if minetest.is_singleplayer() then player_name = "You" end local death_message = "" if not whacked[player_name] then -- Death by lava if find_node(player:get_pos(), "group:lava") then death_message = get_message("lava") -- Death by acid elseif find_node(player:get_pos(), "group:acid") then death_message = get_message("acid") -- Death by drowning elseif player:get_breath() == 0 and find_node(player:get_pos(), "group:water") then death_message = get_message("water") -- Death by fire elseif find_node(player:get_pos(), "fire:basic_flame") then death_message = get_message("fire") -- Death in quicksand elseif player:get_breath() == 0 and find_node(player:get_pos(), {"nalc:sand_source", "nalc:sand_flowing"}) then death_message = get_message("sand") -- Death by something else else death_message = get_message("other") end -- Actually tell something death_message = string.format(death_message, player_name, player_name) broadcast_death(death_message) minetest.sound_play(sounds[math.random(1,#sounds)], {to_player=player_name,gain=1}) sound_play_all(player_name) whacked[player_name] = true end end) ----------------------------------------------------------------------------------------------- minetest.log("action", "[Mod] "..title.." ["..version.."] ["..mname.."] Loaded...") -----------------------------------------------------------------------------------------------