forked from mtcontrib/death_messages
303 lines
13 KiB
Lua
Executable File
303 lines
13 KiB
Lua
Executable File
--[[
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death_messages - A Minetest mod which sends a chat message when a player dies.
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Copyright (C) 2016 EvergreenTree
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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--]]
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--------------------------------------------------------------------------------
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local title = "Death Messages"
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local version = "0.1.4"
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local mname = "death_messages"
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--------------------------------------------------------------------------------
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dofile(minetest.get_modpath("death_messages").."/settings.txt")
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--------------------------------------------------------------------------------
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-- A table of quips for death messages. The first item in each sub table is the
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-- default message used when RANDOM_MESSAGES is disabled.
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local messages = {}
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-- Another one to avoid double death messages
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local whacked = {}
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local logfile = minetest.get_worldpath() .. "/death_logs.txt"
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-- Fill this table with sounds
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local sounds = {
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[1] = "death_messages_player_1",
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[2] = "death_messages_player_2",
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}
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-- Lava death messages
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messages.lava = {
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"%s thought lava was cool. / %s pensait que la lave était cool.",
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"%s felt an urgent need to touch lava. / %s s'est senti obligé de toucher la lave.",
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"%s fell in lava. / %s est tombé dans la lave.",
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"%s died in lava. / %s est mort(e) dans de la lave.",
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"%s didn't know lava was very hot. / %s ne savait pas que la lave était vraiment chaude.",
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"%s destroyed Sauron's ring. / %s a detruit l'anneau de Sauron.",
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"%s melted into a ball of fire. / %s est devenu une boule de feu",
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"%s couldn't resist that warm glow of lava. / %s n'a pas pu se retenir face a cette chaude lueur de lave.",
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"%s dug straight down. / %s a creusé a la verticale.",
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}
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-- Drowning death messages
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messages.water = {
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"%s lacked oxygen. / %s a manqué d'air.",
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"%s ran out of air. / %s n'avait plus d'air.",
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"%s tried to impersonate an anchor. / %s a essayé d'usurper l'identité d'une ancre.",
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"%s forgot they were not a fish. / %s a oublié qu'il/elle n'était pas un poisson.",
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"%s forgot they needed to breath underwater. / %s a oublié qu'il lui fallait respirer sous l'eau.",
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"%s isn't good at swimming. / %s n'est pas bon(ne) en natation.",
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"%s looked for the secret of the Unicorn. / %s a cherché le secret de la licorne.",
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"%s forgot their scaphander. / %s a oublié son scaphandre.",
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"%s failed at swimming lessons. / %s a raté ses cours de natation.",
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"%s blew one too many bubbles. / %s a expiré une bulle de trop.",
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}
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-- Burning death messages
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messages.fire = {
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"%s was a bit too hot. / %s a eu un peu trop chaud.",
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"%s was too close to the fire. / %s a été trop près du feu.",
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"%s just got roasted. / %s vient de se faire rotir.",
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"%s got burnt. / %s a été carbonisé.",
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"%s thought they were the human torch. / %s s'est prit pour la torche.",
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"%s started a fire. / %s a allumé le feu.",
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"%s burned to a crisp. / %s a brulé comme une chips.",
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"%s got a little too warm. / %s a eu un peu trop chaud.",
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"%s got too close to the camp fire. / %s s'est approché(e) trop près du feu de camp.",
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"%s just got roasted, hotdog style. / %s vient de se faire rôtir façon hotdog.",
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"%s was set aflame. More light that way. / %s s'est embrasé(e). Ça fait plus de lumière.",
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}
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-- Acid death messages
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messages.acid = {
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"%s has now parts of them missing. / %s a desormais des parties en moins.",
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"%s discovered that acid is fun. / %s a decouvert que l'acide, c'est fun.",
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"%s put their head where it melted. / %s a mis sa tête là ou elle a fondu.",
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"%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.",
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"%s thought they were swimming in apple juice. / %s a cru qu'il/elle se baignait dans du jus de pomme.",
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"%s gave their body to make an infusion / %s a donné son corps pour faire une infusion.",
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"%s drowned into the wrong liquid. / %s a bu la mauvaise tasse.",
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"%s tried to test their body's solubility in acid. / %s a voulu tester la solubilité de son corps dans l'acide."
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}
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-- Quicksands death messages
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messages.sand = {
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"%s learnt that sand is less fluid than water. / %s a appris que le sable est moins fluide que l'eau.",
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"%s joined the mummies. / %s a rejoint les momies.",
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"%s got themselves buried. / %s s'est fait(e) ensevelir.",
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"%s chose to become a fossil. / %s a choisi la voie de la fossilisation."
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}
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-- Other death messages
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messages.other = {
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"%s did something fatal to them. / %s a fait quelque chose qui lui a été fatal.",
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"%s died. / %s est mort(e).",
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"%s left this world. / %s n'est plus de ce monde.",
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"%s reached miner's heaven. / %s a rejoint le paradis des mineurs.",
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"%s lost their life. / %s a perdu la vie.",
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"%s saw the light. / %s a vu la lumière.",
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"%s fell from a bit too high. / %s est tombé(e) d'un peu trop haut.",
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"%s slipped on a banana skin. / %s a glissé sur une peau de banane.",
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"%s wanted to test their super powers. / %s a voulu tester ses super pouvoirs.",
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"%s gave up on life. / %s a decidé de mourir.",
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"%s is somewhat dead now. / %s est plus ou moins mort(e) maintenant.",
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"%s passed out -permanently. / %s s'est evanoui(e) -pour toujours.",
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"%s died under very mysterious conditions. / %s est mort(e) dans des conditions bien mystérieuses.",
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}
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-- Whacking death messages
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messages.whacking = {
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"%s got whacked by %s. / %s s'est pris une raclée de la part de %s.",
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"%s's grave was dug by %s. / La tombe de %s a été creusée par %s.",
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"%s got recycled by %s. / %s s'est fait recycler par %s.",
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"%s surely annoyed %s. / %s embetait sûrement %s.",
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"%s can't have any more offspring because of %s. / %s ne pourra plus avoir de descendance à cause de %s.",
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"%s got beaten up by %s. / %s s'est fait rosser par %s.",
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"%s had his suffering cut short by %s. / %s s'est vu abréger ses souffrances par %s.",
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"%s died in excruciating pain because of %s's fault. / %s est mort(e) dans d'atroces souffrances par la faute de %s.",
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"%s spent his last moments in the company of %s. / %s a vécu ses derniers instants en compagnie de %s.",
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"%s's lineage was extinguished by %s. / La lignée de %s s'est éteinte à cause de %s.",
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"%s wasn't as strong as %s. / %s a été moins fort(e) que %s.",
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-- Need to fill
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}
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messages.monsters_whacking = {
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"%s got whacked by a %s. / %s s'est pris une raclée de la part d'un %s.",
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"Darwin said : %s was less adapted than a %s. / Darwin a dit : %s était moins adapté qu'un %s.",
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"%s was transformed into a doormat by a %s. / %s s'est fait transformer en paillasson par un %s.",
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"%s thought (s)he was stronger than a %s. / %s s'est cru plus fort(e) qu'un %s.",
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"%s got kicked up by a %s. Next up... / %s s'est fait dégager par un %s. Au suivant...",
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"%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.",
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"%s versus %s? It's going bad! / %s contre un %s ? Ça tourne mal !",
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"%s got a memorable spanking from %s. / %s a reçu une fessé mémorable de la part d'un %s.",
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"%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.",
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"%s didn't have the right reflex in front of a %s. / %s n'a pas eu le bon réflexe fasse à un %s.",
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"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.",
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"%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.",
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"%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.",
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"%s was severely shattered by a dirty %s. / %s s'est fait sévèrement éclater par une saleté de %s.",
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-- Need to fill
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}
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-- Monsters
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local monsters = {
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["mobs_monster:fireball"] = "dungeon master",
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["mobs_monster:dungeon_master"] = "dungeon master",
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["mobs_monster:spider"] = "spider",
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["mobs_monster:sand_monster"] = "sand monster",
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["mobs_animal:cow"] = "cow",
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["creeper:creeper"] = "creeper",
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["pmobs:dog"] = "dog",
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["slimes:greenbig"] = "big green slim",
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["slimes:greenmedium"] = "medium green slim",
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["slimes:greensmall"] = "small green slim",
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["slimes:lavabig"] = "big lava slim",
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["slimes:lavamedium"] = "medium lava slim",
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["slimes:lavasmall"] = "small lava slim",
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["pmobs:yeti"] = "yeti",
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["pmobs:snowball"] = "yeti",
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["pmobs:npc"] = "npc",
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["pmobs:npc_female"] = "female npc",
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["mobs_monster:oerkki"] = "oerkki",
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["mobs_monster:stone_monster"] = "stone monster",
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["mobs_monster:dirt_monster"] = "dirt monster",
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["mobs_animal:goat"] = "goat",
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["pmobs:wolf"] = "wolf",
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["mobs_monster:tree_monster"] = "tree monster",
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["mobs_monster:mese_arrow"] = "mese monster",
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["zombie:zombie"] = "zombie",
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["mobs_monster:minotaur"] = "minotaur",
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["mobs_animal:pumba"] = "warthog",
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["tsm_pyramids:mummy"] = "mummy",
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["mobs_sharks:shark_lg"] = "large shark",
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["mobs_sharks:shark_md"] = "medium shark",
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["mobs_sharks:shark_sm"] = "small shark",
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["mobs_crocs:crocodile"] = "crocodile",
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["mobs_crocs:crocodile_float"] = "crocodile",
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["mobs_crocs:crocodile_swim"] = "crocodile",
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["mobs_monster:lava_flan"] = "lava flan",
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["mobs_animal:bee"] = "bee",
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["mobs_animal:bunny"] = "evil bunny",
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-- ["mobs:pumpking"] = "pumpking",
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-- ["mobs:pumpboom"] = "pumpboom",
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-- ["mobs:mese_dragon"] = "mese_dragon",
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}
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local function broadcast_death(msg)
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minetest.chat_send_all(msg)
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local logfilep = io.open(logfile, "a")
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logfilep:write(os.date("[%Y-%m-%d %H:%M:%S] ") .. msg .. "\n")
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logfilep:close()
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if irc then
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irc.say(msg)
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end
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end
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local function sound_play_all(dead)
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for _, p in ipairs(minetest.get_connected_players()) do
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local player_name = p:get_player_name()
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if player_name and player_name ~= dead then
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minetest.sound_play("death_messages_people_1",{to_player=player_name, gain=1})
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end
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end
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end
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minetest.register_on_punchplayer(function(player, hitter, time,
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tool_caps, dir, damage)
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if player:get_hp() - damage <= 0 and not whacked[player:get_player_name()] then
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local player_name = player:get_player_name()
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local death_message
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if hitter:is_player() then
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death_message = string.format(messages.whacking[math.random(1,#messages.whacking)], player_name, hitter:get_player_name(), player_name, hitter:get_player_name())
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else
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local entity_name = monsters[hitter:get_luaentity().name] or "monster"
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death_message = string.format(messages.monsters_whacking[math.random(1, #messages.monsters_whacking)], player_name, entity_name, player_name, entity_name)
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end
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broadcast_death(death_message)
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minetest.sound_play(sounds[math.random(1,#sounds)],{to_player=player_name,gain=1})
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sound_play_all(player_name)
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whacked[player_name] = true
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end
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end)
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minetest.register_on_leaveplayer(function(player)
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whacked[player:get_player_name()] = nil
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end)
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minetest.register_on_respawnplayer(function(player)
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whacked[player:get_player_name()] = nil
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end)
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local function get_message(mtype)
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if RANDOM_MESSAGES then
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return messages[mtype][math.random(1, #messages[mtype])]
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else
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return messages[mtype][1] -- 1 is the index for the non-random message
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end
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end
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local function find_node(pos, name)
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return minetest.find_node_near(pos, 1, name, true)
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end
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minetest.register_on_dieplayer(function(player)
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local player_name = player:get_player_name()
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local node = minetest.registered_nodes[minetest.get_node(player:get_pos()).name]
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if minetest.is_singleplayer() then
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player_name = "You"
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end
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local death_message = ""
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if not whacked[player_name] then
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-- Death by lava
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if node.groups.lava ~= nil then
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death_message = get_message("lava")
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-- Death by acid
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elseif node.groups.acid ~= nil then
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death_message = get_message("acid")
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-- Death by drowning
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elseif player:get_breath() == 0 then
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if node.groups.water ~= nil then
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death_message = get_message("water")
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-- Death in quicksand
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elseif node.name == "nalc:sand_source" or node.name == "nalc:sand_flowing" then
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death_message = get_message("sand")
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end
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-- Death by fire
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elseif node.name == "fire:basic_flame" then
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death_message = get_message("fire")
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-- Death by something else
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else
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death_message = get_message("other")
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end
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-- Actually tell something
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death_message = string.format(death_message, player_name, player_name)
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broadcast_death(death_message)
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minetest.sound_play(sounds[math.random(1,#sounds)], {to_player=player_name,gain=1})
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sound_play_all(player_name)
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whacked[player_name] = true
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end
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end)
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--------------------------------------------------------------------------------
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print("[Mod] "..title.." ["..version.."] ["..mname.."] Loaded...")
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--------------------------------------------------------------------------------
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