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Minetest Game [minetest_game]
=============================
The main subgame for the Minetest engine
========================================
To use this subgame with the Minetest engine, insert this repository as
/games/landrush_game
The Minetest engine can be found in:
https://github.com/bremaweb/landrush_game/
Compatibility
--------------
The Minetest Game github master HEAD is generally compatible with the github
master HEAD of the Minetest engine.
Additionally, when the Minetest engine is tagged to be a certain version (eg.
0.4.10), Minetest Game is tagged with the version too.
When stable releases are made, Minetest Game is packaged and made available in
http://minetest.net/download
and in case the repository has grown too much, it may be reset. In that sense,
this is not a "real" git repository. (Package maintainers please note!)
License of source code
----------------------
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
See README.txt in each mod directory for information about other authors.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
License of media (textures and sounds)
--------------------------------------
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
See README.txt in each mod directory for information about other authors.
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
License of menu/header.png
Copyright (C) 2015 paramat CC BY-SA 3.0

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name = Landrush Game

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Minetest Game API
=================
GitHub Repo: https://github.com/minetest/minetest_game
Introduction
------------
The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
Please note:
* [XYZ] refers to a section the Minetest API
* [#ABC] refers to a section in this document
* [pos] refers to a position table `{x = -5, y = 0, z = 200}`
Bucket API
----------
The bucket API allows registering new types of buckets for non-default liquids.
bucket.register_liquid(
"default:lava_source", -- name of the source node
"default:lava_flowing", -- name of the flowing node
"bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
"bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
"Lava Bucket", -- text description of the bucket item
{lava_bucket = 1} -- groups of the bucket item, OPTIONAL
)
Beds API
--------
beds.register_bed(
"beds:bed", -- Bed name
def -- See [#Bed definition]
)
* `beds.read_spawns() ` Returns a table containing players respawn positions
* `beds.kick_players()` Forces all players to leave bed
* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
### Bed definition
{
description = "Simple Bed",
inventory_image = "beds_bed.png",
wield_image = "beds_bed.png",
tiles = {
bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
top = {Tile definition} -- the tiles of the bottom part of the bed.
},
nodebox = {
bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
top = 'regular nodebox', -- top part of bed (see [Node boxes])
},
selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
recipe = { -- Craft recipe
{"group:wool", "group:wool", "group:wool"},
{"group:wood", "group:wood", "group:wood"}
}
}
Creative API
------------
A global string called `creative.formspec_add` was added which allows mods to add additional formspec elements onto the default creative inventory formspec to be drawn after each update.
Doors API
---------
The doors mod allows modders to register custom doors and trapdoors.
`doors.register_door(name, def)`
* Registers new door
* `name` Name for door
* `def` See [#Door definition]
`doors.register_trapdoor(name, def)`
* Registers new trapdoor
* `name` Name for trapdoor
* `def` See [#Trapdoor definition]
`doors.register_fencegate(name, def)`
* Registers new fence gate
* `name` Name for fence gate
* `def` See [#Fence gate definition]
`doors.get(pos)`
* `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
* Returns an ObjectRef to a door, or nil if the position does not contain a door
### Methods
:open(player) -- Open the door object, returns if door was opened
:close(player) -- Close the door object, returns if door was closed
:toggle(player) -- Toggle the door state, returns if state was toggled
:state() -- returns the door state, true = open, false = closed
the "player" parameter can be omitted in all methods. If passed then
the usual permission checks will be performed to make sure the player
has the permissions needed to open this door. If omitted then no
permission checks are performed.
### Door definition
description = "Door description",
inventory_image = "mod_door_inv.png",
groups = {choppy = 2},
tiles = {"mod_door.png"}, -- UV map.
recipe = craftrecipe,
sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional
protected = false, -- If true, only placer can open the door (locked for others)
### Trapdoor definition
description = "Trapdoor description",
inventory_image = "mod_trapdoor_inv.png",
groups = {choppy = 2},
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional
protected = false, -- If true, only placer can open the door (locked for others)
### Fence gate definition
description = "Wooden Fence Gate",
texture = "default_wood.png",
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), -- optional
Fence API
---------
Allows creation of new fences with "fencelike" drawtype.
`default.register_fence(name, item definition)`
Registers a new fence. Custom fields texture and material are required, as
are name and description. The rest is optional. You can pass most normal
nodedef fields here except drawtype. The fence group will always be added
for this node.
### fence definition
name = "default:fence_wood",
description = "Wooden Fence",
texture = "default_wood.png",
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(),
Walls API
---------
The walls API allows easy addition of stone auto-connecting wall nodes.
walls.register(name, desc, texture, mat, sounds)
^ name = "walls:stone_wall". Node name.
^ desc = "A Stone wall"
^ texture = "default_stone.png"
^ mat = "default:stone". Used to auto-generate crafting recipe.
^ sounds = sounds: see [#Default sounds]
Farming API
-----------
The farming API allows you to easily register plants and hoes.
`farming.register_hoe(name, hoe definition)`
* Register a new hoe, see [#hoe definition]
`farming.register_plant(name, Plant definition)`
* Register a new growing plant, see [#Plant definition]
### Hoe Definition
{
description = "", -- Description for tooltip
inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
max_uses = 30, -- Uses until destroyed
material = "", -- Material for recipes
recipe = { -- Craft recipe, if material isn't used
{"air", "air", "air"},
{"", "group:stick"},
{"", "group:stick"},
}
}
### Plant definition
{
description = "", -- Description of seed item
inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
steps = 8, -- How many steps the plant has to grow, until it can be harvested
-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
minlight = 13, -- Minimum light to grow
maxlight = default.LIGHT_MAX -- Maximum light to grow
}
Fire API
--------
New node def property:
`on_burn(pos)`
* Called when fire attempts to remove a burning node.
* `pos` Position of the burning node.
Give Initial Stuff API
----------------------
`give_initial_stuff.give(player)`
^ Give initial stuff to "player"
`give_initial_stuff.add(stack)`
^ Add item to the initial stuff
^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
^ Can be called after the game has loaded
`give_initial_stuff.clear()`
^ Removes all items from the initial stuff
^ Can be called after the game has loaded
`give_initial_stuff.get_list()`
^ returns list of item stacks
`give_initial_stuff.set_list(list)`
^ List of initial items with numeric indices.
`give_initial_stuff.add_from_csv(str)`
^ str is a comma separated list of initial stuff
^ Adds items to the list of items to be given
Nyancat API
-----------
`nyancat.place(pos, facedir, length)`
^ Place a cat at `pos` facing `facedir` with tail length `length`
Only accepts facedir 0-3, if facedir > 3 then it will be interpreted as facedir = 0
`nyancat.generate(minp, maxp, seed)`
^ Called by `minetest.register_on_generated`. To disable nyancat generation,
you can redefine nyancat.generate() to be an empty function
TNT API
----------
`tnt.register_tnt(definition)`
^ Register a new type of tnt.
* `name` The name of the node. If no prefix is given `tnt` is used.
* `description` A description for your TNT.
* `radius` The radius within which the TNT can destroy nodes. The default is 3.
* `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
* `disable_drops` Disable drops. By default it is set to false.
* `ignore_protection` Don't check `minetest.is_protected` before removing a node.
* `ignore_on_blast` Don't call `on_blast` even if a node has one.
* `tiles` Textures for node
* `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
* `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
* `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
* `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
`tnt.boom(position, definition)`
^ Create an explosion.
* `position` The center of explosion.
* `definition` The TNT definion as passed to `tnt.register`
`tnt.burn(position)`
^ Ignite TNT at position
To make dropping items from node inventories easier, you can use the
following helper function from 'default':
default.get_inventory_drops(pos, inventory, drops)
^ Return drops from node inventory "inventory" in drops.
* `pos` - the node position
* `inventory` - the name of the inventory (string)
* `drops` - an initialized list
The function returns no values. The drops are returned in the `drops`
parameter, and drops is not reinitialized so you can call it several
times in a row to add more inventory items to it.
`on_blast` callbacks:
Both nodedefs and entitydefs can provide an `on_blast()` callback
`nodedef.on_blast(pos, intensity)`
^ Allow drop and node removal overriding
* `pos` - node position
* `intensity` - TNT explosion measure. larger or equal to 1.0
^ Should return a list of drops (e.g. {"default:stone"})
^ Should perform node removal itself. If callback exists in the nodedef
^ then the TNT code will not destroy this node.
`entitydef.on_blast(luaobj, damage)`
^ Allow TNT effects on entities to be overridden
* `luaobj` - LuaEntityRef of the entity
* `damage` - suggested HP damage value
^ Should return a list of (bool do_damage, bool do_knockback, table drops)
* `do_damage` - if true then TNT mod wil damage the entity
* `do_knockback` - if true then TNT mod will knock the entity away
* `drops` - a list of drops, e.g. {"wool:red"}
Screwdriver API
---------------
The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
To use it, add the `on_screwdriver` function to the node definition.
`on_rotate(pos, node, user, mode, new_param2)`
* `pos` Position of the node that the screwdriver is being used on
* `node` that node
* `user` The player who used the screwdriver
* `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
* `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
* return value: false to disallow rotation, nil to keep default behaviour, true to allow
it but to indicate that changed have already been made (so the screwdriver will wear out)
* use `on_rotate = false` to always disallow rotation
* use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
Sethome API
-----------
The sethome API adds three global functions to allow mods to read a players home position,
set a players home position and teleport a player to home position.
`sethome.get(name)`
* `name` Player who's home position you wish to get
* return value: false if no player home coords exist, position table if true
`sethome.set(name, pos)`
* `name` Player who's home position you wish to set
* `pos` Position table containing coords of home position
* return value: false if unable to set and save new home position, otherwise true
`sethome.go(name)`
* `name` Player you wish to teleport to their home position
* return value: false if player cannot be sent home, otherwise true
Stairs API
----------
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
delivered with Minetest Game, to keep them compatible with other mods.
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
* Registers a stair.
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
* `groups`: see [Known damage and digging time defining groups]
* `images`: see [Tile definition]
* `description`: used for the description field in the stair's definition
* `sounds`: see [#Default sounds]
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
* Registers a slabs
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
* `groups`: see [Known damage and digging time defining groups]
* `images`: see [Tile definition]
* `description`: used for the description field in the stair's definition
* `sounds`: see [#Default sounds]
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
* A wrapper for stairs.register_stair and stairs.register_slab
* Uses almost the same arguments as stairs.register_stair
* `desc_stair`: Description for stair node
* `desc_slab`: Description for slab node
Xpanes API
----------
Creates panes that automatically connect to each other
`xpanes.register_pane(subname, def)`
* `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
* `def`: See [#Pane definition]
### Pane definition
{
textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"}, -- More tiles aren't supported
groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
sounds = SoundSpec, -- See [#Default sounds]
recipe = {{"","","","","","","","",""}}, -- Recipe field only
}
Raillike definitions
--------------------
The following nodes use the group `connect_to_raillike` and will only connect to
raillike nodes within this group and the same group value.
Use `minetest.raillike_group(<Name>)` to get the group value.
| Node type | Raillike group name
|-----------------------|---------------------
| default:rail | "rail"
| tnt:gunpowder | "gunpowder"
| tnt:gunpowder_burning | "gunpowder"
Example:
If you want to add a new rail type and want it to connect with default:rail,
add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
of your node.
Default sounds
--------------
Sounds inside the default table can be used within the sounds field of node definitions.
* `default.node_sound_defaults()`
* `default.node_sound_stone_defaults()`
* `default.node_sound_dirt_defaults()`
* `default.node_sound_sand_defaults()`
* `default.node_sound_wood_defaults()`
* `default.node_sound_leaves_defaults()`
* `default.node_sound_glass_defaults()`
Default constants
-----------------
`default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
Player API
----------
The player API can register player models and update the player's appearence
`default.player_register_model(name, def)`
* Register a new model to be used by players.
* name: model filename such as "character.x", "foo.b3d", etc.
* def: See [#Model definition]
`default.registered_player_models[name]`
* Get a model's definition
* see [#Model definition]
`default.player_set_model(player, model_name)`
* Change a player's model
* `player`: PlayerRef
* `model_name`: model registered with player_register_model()
`default.player_set_animation(player, anim_name [, speed])`
* Applies an animation to a player
* anim_name: name of the animation.
* speed: frames per second. If nil, default from the model is used
`default.player_set_textures(player, textures)`
* Sets player textures
* `player`: PlayerRef
* `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
default.player_get_animation(player)
* Returns a table containing fields `model`, `textures` and `animation`.
* Any of the fields of the returned table may be nil.
* player: PlayerRef
### Model Definition
{
animation_speed = 30, -- Default animation speed, in FPS.
textures = {"character.png", }, -- Default array of textures.
visual_size = {x = 1, y = 1}, -- Used to scale the model.
animations = {
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19},
bar = {x = 20, y = 39},
-- ...
},
}
Leafdecay
---------
To enable leaf decay for a node, add it to the `leafdecay` group.
The rating of the group determines how far from a node in the group `tree`
the node can be without decaying.
If `param2` of the node is ~= 0, the node will always be preserved. Thus, if
the player places a node of that kind, you will want to set `param2 = 1` or so.
The function `default.after_place_leaves` can be set as `after_place_node of a node`
to set param2 to 1 if the player places the node (should not be used for nodes
that use param2 otherwise (e.g. facedir)).
If the node is in the `leafdecay_drop` group then it will always be dropped as an
item.
Dyes
----
To make recipes that will work with any dye ever made by anybody, define
them based on groups. You can select any group of groups, based on your need for
amount of colors.
### Color groups
Base color groups:
* `basecolor_white`
* `basecolor_grey`
* `basecolor_black`
* `basecolor_red`
* `basecolor_yellow`
* `basecolor_green`
* `basecolor_cyan`
* `basecolor_blue`
* `basecolor_magenta`
Extended color groups ( * means also base color )
* `excolor_white` *
* `excolor_lightgrey`
* `excolor_grey` *
* `excolor_darkgrey`
* `excolor_black` *
* `excolor_red` *
* `excolor_orange`
* `excolor_yellow` *
* `excolor_lime`
* `excolor_green` *
* `excolor_aqua`
* `excolor_cyan` *
* `excolor_sky_blue`
* `excolor_blue` *
* `excolor_violet`
* `excolor_magenta` *
* `excolor_red_violet`
The whole unifieddyes palette as groups:
* `unicolor_<excolor>`
For the following, no white/grey/black is allowed:
* `unicolor_medium_<excolor>`
* `unicolor_dark_<excolor>`
* `unicolor_light_<excolor>`
* `unicolor_<excolor>_s50`
* `unicolor_medium_<excolor>_s50`
* `unicolor_dark_<excolor>_s50`
Example of one shapeless recipe using a color group:
minetest.register_craft({
type = "shapeless",
output = '<mod>:item_yellow',
recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
})
### Color lists
* `dye.basecolors` are an array containing the names of available base colors
* `dye.excolors` are an array containing the names of the available extended colors
Trees
-----
* `default.grow_tree(pos, is_apple_tree)`
* Grows a mgv6 tree or apple tree at pos
* `default.grow_jungle_tree(pos)`
* Grows a mgv6 jungletree at pos
* `default.grow_pine_tree(pos)`
* Grows a mgv6 pinetree at pos
* `default.grow_new_apple_tree(pos)`
* Grows a new design apple tree at pos
* `default.grow_new_jungle_tree(pos)`
* Grows a new design jungle tree at pos
* `default.grow_new_pine_tree(pos)`
* Grows a new design pine tree at pos
* `default.grow_new_acacia_tree(pos)`
* Grows a new design acacia tree at pos
* `default.grow_new_aspen_tree(pos)`
* Grows a new design aspen tree at pos
* `default.grow_new_snowy_pine_tree(pos)`
* Grows a new design snowy pine tree at pos

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Affects
This adds an API to easily affect players in various ways, both positive and negative.
Depends: whoison ( https://github.com/bremaweb/whoison )
License: WTFPL
Functions
affects.registerAffect( {affect definition} )
affects.affectPlayer(name,affectid)
affects.removeAffect(name,affectid)
Affect Definition
affect = {
affectid = <unique string id for this affect>,
name = <string name for this affect>,
stages = { {stage definition}, {stage definition}, .. },
onremove = function(name,player,affectid) -- optional function that is ran when the affect is removed
}
Stage Definition
This is where the magic happens. You can define as many stages for an affect as you want. This can be used to gradually decrease the affect or make the affect change over time. The sky is the limit
{
time = <number of seconds this stage lasts>,
physics = { ... },
optional this is a table as used by set_physics_override ( https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1787 ) to change the physics for a player during this stage
emote = { chance = <Number 1-100>, action = <string> }
optional chance is the chance out of 100 that action will be displayed in chat as if the affected player had used /me <action>
place = { chance = <number 1-100>, node = <string node that will be placed> },
optional, chance is the chance out of 100 the player with place the node defined at their current position, node would be a string like "default:dirt"
damage = { chance = <number 1-100>, amount = <number> }
optional, chance the player will be dealt the amount defined in damage, this could be a negative number and actually result in healing instead of damage
custom { func = function(name, player, affectid), chance = <number 1-100>, runonce = <true/false> }
optional, a function that you can write to do whatever you want. runonce tells whether this function should only be ran once or not
}
When a player is affected they start at the first stage. The function to apply the affects runs every 30 seconds. Each time it runs it uses what you defined a chance to determine if it should execute that item of the stage. The custom function has a runonce variable, if true the custom function will only run one time for the whole time that stage is in affect. After the player has been online longer than the time in your stage definition they are moved to the next stage, and the affect is applied. After they pass the last stage of the affect the onremove function is called, and the physics are reset, and the affect is removed.
It is up to you to write the code to initially apply an affect to a player. That can be done by using an item, digging a node, or executing a chat command.
This depends on the whoison mod for the whoison.getTimeOnline(name) function to know how long a player has been online, to advance the stages after the right amount of time.

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local antig = {
affectid="antig",
name="Anti Gravity",
stages={
{
time=60,
physics = { gravity = .3 }
},
{
time=60,
physics = { gravity = .5 }
},
{
time=60,
physics = { gravity = .9 }
}
},
onremove = function(name, player, affectid)
minetest.chat_send_player(name,"You no longer have anti gravity!",false)
end
}
affects.registerAffect(antig)
local combust = {
affectid="combust",
name="Spontaneous Combustion",
stages={
{
time=300,
emote = { chance=40, action = "thinks it's getting hot in here" },
place = { chance=70, node = "fire:basic_flame" }
}
}
}
affects.registerAffect(combust)
local fly = {
affectid = "fly",
name="Temporary Fly",
stages = {
{
time=45,
custom = { chance=100, func = function(name, player, affectid)
local pPrivs = minetest.get_player_privs(name)
pPrivs["fly"] = true
minetest.set_player_privs(name,pPrivs)
end, runonce=true }
}
},
onremove = function(name, player, affectid)
local pPrivs = minetest.get_player_privs(name)
pPrivs["fly"] = nil
minetest.set_player_privs(name,pPrivs)
minetest.chat_send_player(name,"You can no longer fly!",false)
end
}
affects.registerAffect(fly)

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function affects.registerAffect( aDef )
-- Here we validate some values and add it to the affects._affects table
minetest.log("action","Registering affect: "..aDef.name)
if ( aDef.affectid == nil ) then
return false
end
if ( #aDef.stages < 1 ) then
return false
end
-- TODO add more checks here to ensure the affect definition won't crash the server
affects._affects[aDef.affectid] = aDef
end
function affects.removeAffect(name, affectid)
if ( affects._affectedPlayers[name] ~= nil ) then
if ( affectid == nil ) then
return false
else
affects._affectedPlayers[name][affectid] = nil;
if ( affects._affects[affectid].onremove ~= nil ) then
player = minetest.get_player_by_name(name)
player:set_physics_override({ speed=1, jump=1,gravity=1,sneak=true }) -- reset their physics
affects._affects[affectid].onremove(name,player,affectid)
end
return true
end
end
return false
end
function affects.affectPlayer(name, affectid)
if ( affects._affectedPlayers[name] == nil ) then
affects._affectedPlayers[name] = {}
end
if ( affects._affectedPlayers[name][affectid] == nil ) then
if ( affects._affects[affectid] ~= nil ) then
whoison.updateStats(name)
local ns = ( whoison.getTimeOnline(name) + affects._affects[affectid].stages[1].time )
affects._affectedPlayers[name][affectid] = { stage = 1, nextStage = ns, ran=false }
applyAffect(name,affectid)
return true
else
return false
end
end
end

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minetest.register_chatcommand("affect",{
params = "<name> <affectid>",
description = "Applies an affect to a player",
privs = {affects=true},
func = function (name, param)
local aname, affectid = string.match(param, "([^ ]+) (.+)")
if ( affects.affectPlayer(aname,affectid) ) then
minetest.chat_send_player(name,aname.." has been affected by "..affects._affects[affectid].name)
else
minetest.chat_send_player(name,"Unable to affect "..aname.." with "..affectid)
end
end
})
minetest.register_chatcommand("removeaffect",{
params = "<name> [affectid]",
description = "Removes and affect or all affects from a player",
privs = {affects=true},
func = function (name, param)
local aname, affectid = string.match(param, "([^ ]+) (.+)")
if ( affects.removeAffect(aname,affectid) ) then
minetest.chat_send_player(name,"Affect removed from "..aname)
else
minetest.chat_send_player(name,"Unable to remove affects")
end
end
})

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whoison

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function applyAffect(name,affectid)
minetest.log("action","Applying affect "..affectid.." on "..name)
whoison.updateStats(name)
local player = minetest.get_player_by_name(name)
local oStage = affects._affectedPlayers[name][affectid].stage
-- see if they need advanced into the next stage
if ( affects._affectedPlayers[name][affectid].nextStage < whoison.getTimeOnline(name) ) then
local nextStageNum = affects._affectedPlayers[name][affectid].stage + 1
affects._affectedPlayers[name][affectid].stage = nextStageNum
affects._affectedPlayers[name][affectid].ran = false
minetest.log("action","Advancing "..affectid.." to the next stage for "..name)
if ( #affects._affects[affectid].stages < nextStageNum ) then
minetest.log("action","Affect "..affectid.." has worn off of "..name)
affects.removeAffect(name,affectid)
return
end
affects._affectedPlayers[name][affectid].nextStage = (whoison.getTimeOnline(name) + affects._affects[affectid].stages[nextStageNum].time)
end
local iStage = affects._affectedPlayers[name][affectid].stage
local stage = affects._affects[affectid].stages[iStage]
local oPhysics = stage.physics
if ( oPhysics ~= nil ) then
player:set_physics_override(oPhysics)
end
if ( stage.damage ~= nil ) then
if ( randomChance(stage.damage.chance) ) then
player:set_hp( player:get_hp() - stage.damage.amount )
end
end
if ( stage.emote ~= nil ) then
if ( randomChance(stage.emote.chance) ) then
minetest.chat_send_all(name.." "..stage.emote.action)
end
end
if ( stage.place ~= nil ) then
if ( randomChance(stage.place.chance) ) then
minetest.place_node(player:getpos(),{name=stage.place.node, param1=0, param2=0})
end
end
if ( stage.custom ~= nil ) then
if ( stage.custom.runonce == true and affects._affectedPlayers[name][affectid].ran == true ) then
return
end
if ( randomChance(stage.custom.chance) ) then
affects._affectedPlayers[name][affectid].ran = true
stage.custom.func(name,player,affectid)
end
end
end
function randomChance (percent)
math.randomseed( os.time() )
return percent >= math.random(1, 100)
end

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affects = {}
affects.affectTime = 30 -- how often, in seconds, should runAffects be called
affectsPath = minetest.get_modpath("affects")
affectsFile = minetest.get_worldpath().."/affects.txt"
affects._affects = {}
affects._affectedPlayers = {}
dofile(affectsPath.."/functions.lua")
dofile(affectsPath.."/api.lua")
dofile(affectsPath.."/loops.lua")
dofile(affectsPath.."/chatcommands.lua")
dofile(affectsPath.."/persistance.lua")
affects.loadAffects()
minetest.register_privilege("affects", "Player can use the affects chat commands.")
minetest.register_on_shutdown(function()
affects.saveAffects()
end
)

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local function runAffects()
for _,player in ipairs( minetest.get_connected_players() ) do
local name = player:get_player_name()
if ( affects._affectedPlayers[name] ) ~= nil then
for affectid,a in pairs(affects._affectedPlayers[name]) do
applyAffect(name,affectid)
end
end
end
affects.saveAffects()
minetest.after(affects.affectTime, runAffects)
end
minetest.after(affects.affectTime, runAffects)

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function affects.saveAffects()
minetest.log("action","Saving player affects")
local f = io.open(affectsFile,"w")
f:write(minetest.serialize(affects._affectedPlayers))
f:close()
end
function affects.loadAffects()
minetest.log("action","Loading player affects")
local f = io.open(affectsFile,"r")
if ( f ~= nil ) then
local af = f:read("*all")
f:close()
if ( af ~= nil and af ~= "" ) then
affects._affectedPlayers = minetest.deserialize(af)
end
end
end

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Minetest Game mod: beds
=======================
by BlockMen (c) 2014-2015
Version: 1.1.1
About
~~~~~
This mod adds a bed to Minetest which allows to skip the night. To sleep rightclick the bed, if playing
in singleplayer mode the night gets skipped imideatly. If playing on server you get shown how many other
players are in bed too. If all players are sleeping the night gets skipped aswell. Also the night skip can be forced
if more than 50% of the players are lying in bed and use this option.
Another feature is a controled respawning. If you have slept in bed (not just lying in it) your respawn point
is set to the beds location and you will respawn there after death.
You can disable the respawn at beds by setting "enable_bed_respawn = false" in minetest.conf
You can also disable the night skip feature by setting "enable_bed_night_skip = false" in minetest.conf or by using
the /set command ingame.
License of source code, textures: WTFPL
---------------------------------------
(c) Copyright BlockMen (2014-2015)
This program is free software. It comes without any warranty, to
the extent permitted by applicable law. You can redistribute it
and/or modify it under the terms of the Do What The Fuck You Want
To Public License, Version 2, as published by Sam Hocevar. See
http://sam.zoy.org/wtfpl/COPYING for more details.

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local reverse = true
local function destruct_bed(pos, n)
local node = minetest.get_node(pos)
local other
if n == 2 then
local dir = minetest.facedir_to_dir(node.param2)
other = vector.subtract(pos, dir)
elseif n == 1 then
local dir = minetest.facedir_to_dir(node.param2)
other = vector.add(pos, dir)
end
if reverse then
reverse = not reverse
minetest.remove_node(other)
nodeupdate(other)
else
reverse = not reverse
end
end
function beds.register_bed(name, def)
minetest.register_node(name .. "_bottom", {
description = def.description,
inventory_image = def.inventory_image,
wield_image = def.wield_image,
drawtype = "nodebox",
tiles = def.tiles.bottom,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
stack_max = 1,
groups = {snappy = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 1},
sounds = default.node_sound_wood_defaults(),
node_box = {
type = "fixed",
fixed = def.nodebox.bottom,
},
selection_box = {
type = "fixed",
fixed = def.selectionbox,
},
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local pos
if minetest.registered_items[minetest.get_node(under).name].buildable_to then
pos = under
else
pos = pointed_thing.above
end
if minetest.is_protected(pos, placer:get_player_name()) and
not minetest.check_player_privs(placer, "protection_bypass") then
minetest.record_protection_violation(pos, placer:get_player_name())
return itemstack
end
local node_def = minetest.registered_nodes[minetest.get_node(pos).name]
if not node_def or not node_def.buildable_to then
return itemstack
end
local dir = minetest.dir_to_facedir(placer:get_look_dir())
local botpos = vector.add(pos, minetest.facedir_to_dir(dir))
if minetest.is_protected(botpos, placer:get_player_name()) and
not minetest.check_player_privs(placer, "protection_bypass") then
minetest.record_protection_violation(botpos, placer:get_player_name())
return itemstack
end
local botdef = minetest.registered_nodes[minetest.get_node(botpos).name]
if not botdef or not botdef.buildable_to then
return itemstack
end
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
on_destruct = function(pos)
destruct_bed(pos, 1)
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
beds.on_rightclick(pos, clicker)
return itemstack
end,
on_rotate = function(pos, node, user, mode, new_param2)
local dir = minetest.facedir_to_dir(node.param2)
local p = vector.add(pos, dir)
local node2 = minetest.get_node_or_nil(p)
if not node2 or not minetest.get_item_group(node2.name, "bed") == 2 or
not node.param2 == node2.param2 then
return false
end
if minetest.is_protected(p, user:get_player_name()) then
minetest.record_protection_violation(p, user:get_player_name())
return false
end
if mode ~= screwdriver.ROTATE_FACE then
return false
end
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
local node3 = minetest.get_node_or_nil(newp)
local node_def = node3 and minetest.registered_nodes[node3.name]
if not node_def or not node_def.buildable_to then
return false
end
if minetest.is_protected(newp, user:get_player_name()) then
minetest.record_protection_violation(newp, user:get_player_name())
return false
end
node.param2 = new_param2
-- do not remove_node here - it will trigger destroy_bed()
minetest.set_node(p, {name = "air"})
minetest.set_node(pos, node)
minetest.set_node(newp, {name = name .. "_top", param2 = new_param2})
return true
end,
})
minetest.register_node(name .. "_top", {
drawtype = "nodebox",
tiles = def.tiles.top,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
pointable = false,
groups = {snappy = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
sounds = default.node_sound_wood_defaults(),
drop = name .. "_bottom",
node_box = {
type = "fixed",
fixed = def.nodebox.top,
},
on_destruct = function(pos)
destruct_bed(pos, 2)
end,
})
minetest.register_alias(name, name .. "_bottom")
minetest.register_craft({
output = name,
recipe = def.recipe
})
end

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-- Fancy shaped bed
beds.register_bed("beds:fancy_bed", {
description = "Fancy Bed",
inventory_image = "beds_bed_fancy.png",
wield_image = "beds_bed_fancy.png",
tiles = {
bottom = {
"beds_bed_top1.png",
"default_wood.png",
"beds_bed_side1.png",
"beds_bed_side1.png^[transformFX",
"default_wood.png",
"beds_bed_foot.png",
},
top = {
"beds_bed_top2.png",
"default_wood.png",
"beds_bed_side2.png",
"beds_bed_side2.png^[transformFX",
"beds_bed_head.png",
"default_wood.png",
}
},
nodebox = {
bottom = {
{-0.5, -0.5, -0.5, -0.375, -0.065, -0.4375},
{0.375, -0.5, -0.5, 0.5, -0.065, -0.4375},
{-0.5, -0.375, -0.5, 0.5, -0.125, -0.4375},
{-0.5, -0.375, -0.5, -0.4375, -0.125, 0.5},
{0.4375, -0.375, -0.5, 0.5, -0.125, 0.5},
{-0.4375, -0.3125, -0.4375, 0.4375, -0.0625, 0.5},
},
top = {
{-0.5, -0.5, 0.4375, -0.375, 0.1875, 0.5},
{0.375, -0.5, 0.4375, 0.5, 0.1875, 0.5},
{-0.5, 0, 0.4375, 0.5, 0.125, 0.5},
{-0.5, -0.375, 0.4375, 0.5, -0.125, 0.5},
{-0.5, -0.375, -0.5, -0.4375, -0.125, 0.5},
{0.4375, -0.375, -0.5, 0.5, -0.125, 0.5},
{-0.4375, -0.3125, -0.5, 0.4375, -0.0625, 0.4375},
}
},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = {
{"", "", "group:stick"},
{"wool:red", "wool:red", "wool:white"},
{"group:wood", "group:wood", "group:wood"},
},
})
-- Simple shaped bed
beds.register_bed("beds:bed", {
description = "Simple Bed",
inventory_image = "beds_bed.png",
wield_image = "beds_bed.png",
tiles = {
bottom = {
"beds_bed_top_bottom.png^[transformR90",
"default_wood.png",
"beds_bed_side_bottom_r.png",
"beds_bed_side_bottom_r.png^[transformfx",
"beds_transparent.png",
"beds_bed_side_bottom.png"
},
top = {
"beds_bed_top_top.png^[transformR90",
"default_wood.png",
"beds_bed_side_top_r.png",
"beds_bed_side_top_r.png^[transformfx",
"beds_bed_side_top.png",
"beds_transparent.png",
}
},
nodebox = {
bottom = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
top = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = {
{"wool:red", "wool:red", "wool:white"},
{"group:wood", "group:wood", "group:wood"}
},
})
-- Aliases for PilzAdam's beds mod
minetest.register_alias("beds:bed_bottom_red", "beds:bed_bottom")
minetest.register_alias("beds:bed_top_red", "beds:bed_top")

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default
wool

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local pi = math.pi
local player_in_bed = 0
local is_sp = minetest.is_singleplayer()
local enable_respawn = minetest.setting_getbool("enable_bed_respawn")
if enable_respawn == nil then
enable_respawn = true
end
-- Helper functions
local function get_look_yaw(pos)
local n = minetest.get_node(pos)
if n.param2 == 1 then
return pi / 2, n.param2
elseif n.param2 == 3 then
return -pi / 2, n.param2
elseif n.param2 == 0 then
return pi, n.param2
else
return 0, n.param2
end
end
local function is_night_skip_enabled()
local enable_night_skip = minetest.setting_getbool("enable_bed_night_skip")
if enable_night_skip == nil then
enable_night_skip = true
end
return enable_night_skip
end
local function check_in_beds(players)
local in_bed = beds.player
if not players then
players = minetest.get_connected_players()
end
for n, player in ipairs(players) do
local name = player:get_player_name()
if not in_bed[name] then
return false
end
end
return #players > 0
end
local function lay_down(player, pos, bed_pos, state, skip)
local name = player:get_player_name()
local hud_flags = player:hud_get_flags()
if not player or not name then
return
end
-- stand up
if state ~= nil and not state then
local p = beds.pos[name] or nil
if beds.player[name] ~= nil then
beds.player[name] = nil
player_in_bed = player_in_bed - 1
end
-- skip here to prevent sending player specific changes (used for leaving players)
if skip then
return
end
if p then
player:setpos(p)
end
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_look_horizontal(math.random(1, 180) / 100)
default.player_attached[name] = false
player:set_physics_override(1, 1, 1)
hud_flags.wielditem = true
default.player_set_animation(player, "stand" , 30)
-- lay down
else
beds.player[name] = 1
beds.pos[name] = pos
player_in_bed = player_in_bed + 1
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
local yaw, param2 = get_look_yaw(bed_pos)
player:set_look_horizontal(yaw)
local dir = minetest.facedir_to_dir(param2)
local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
player:set_physics_override(0, 0, 0)
player:setpos(p)
default.player_attached[name] = true
hud_flags.wielditem = false
default.player_set_animation(player, "lay" , 0)
end
player:hud_set_flags(hud_flags)
end
local function update_formspecs(finished)
local ges = #minetest.get_connected_players()
local form_n
local is_majority = (ges / 2) < player_in_bed
if finished then
form_n = beds.formspec .. "label[2.7,11; Good morning.]"
else
form_n = beds.formspec .. "label[2.2,11;" .. tostring(player_in_bed) ..
" of " .. tostring(ges) .. " players are in bed]"
if is_majority and is_night_skip_enabled() then
form_n = form_n .. "button_exit[2,8;4,0.75;force;Force night skip]"
end
end
for name,_ in pairs(beds.player) do
minetest.show_formspec(name, "beds_form", form_n)
end
end
-- Public functions
function beds.kick_players()
for name, _ in pairs(beds.player) do
local player = minetest.get_player_by_name(name)
lay_down(player, nil, nil, false)
end
end
function beds.skip_night()
minetest.set_timeofday(0.23)
end
function beds.on_rightclick(pos, player)
local name = player:get_player_name()
local ppos = player:getpos()
local tod = minetest.get_timeofday()
if tod > 0.2 and tod < 0.805 then
if beds.player[name] then
lay_down(player, nil, nil, false)
end
minetest.chat_send_player(name, "You can only sleep at night.")
return
end
-- move to bed
if not beds.player[name] then
lay_down(player, ppos, pos)
beds.set_spawns() -- save respawn positions when entering bed
else
lay_down(player, nil, nil, false)
end
if not is_sp then
update_formspecs(false)
end
-- skip the night and let all players stand up
if check_in_beds() then
minetest.after(2, function()
if not is_sp then
update_formspecs(is_night_skip_enabled())
end
if is_night_skip_enabled() then
beds.skip_night()
beds.kick_players()
end
end)
end
end
-- Callbacks
-- Only register respawn callback if respawn enabled
if enable_respawn then
-- respawn player at bed if enabled and valid position is found
minetest.register_on_respawnplayer(function(player)
local name = player:get_player_name()
local pos = beds.spawn[name]
if pos then
player:setpos(pos)
return true
end
end)
end
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
lay_down(player, nil, nil, false, true)
beds.player[name] = nil
if check_in_beds() then
minetest.after(2, function()
update_formspecs(is_night_skip_enabled())
if is_night_skip_enabled() then
beds.skip_night()
beds.kick_players()
end
end)
end
end)
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "beds_form" then
return
end
if fields.quit or fields.leave then
lay_down(player, nil, nil, false)
update_formspecs(false)
end
if fields.force then
update_formspecs(is_night_skip_enabled())
if is_night_skip_enabled() then
beds.skip_night()
beds.kick_players()
end
end
end)

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beds = {}
beds.player = {}
beds.pos = {}
beds.spawn = {}
beds.formspec = "size[8,15;true]" ..
"bgcolor[#080808BB; true]" ..
"button_exit[2,12;4,0.75;leave;Leave Bed]"
local modpath = minetest.get_modpath("beds")
-- Load files
dofile(modpath .. "/functions.lua")
dofile(modpath .. "/api.lua")
dofile(modpath .. "/beds.lua")
dofile(modpath .. "/spawns.lua")

63
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local world_path = minetest.get_worldpath()
local org_file = world_path .. "/beds_spawns"
local file = world_path .. "/beds_spawns"
local bkwd = false
-- check for PA's beds mod spawns
local cf = io.open(world_path .. "/beds_player_spawns", "r")
if cf ~= nil then
io.close(cf)
file = world_path .. "/beds_player_spawns"
bkwd = true
end
function beds.read_spawns()
local spawns = beds.spawn
local input = io.open(file, "r")
if input and not bkwd then
repeat
local x = input:read("*n")
if x == nil then
break
end
local y = input:read("*n")
local z = input:read("*n")
local name = input:read("*l")
spawns[name:sub(2)] = {x = x, y = y, z = z}
until input:read(0) == nil
io.close(input)
elseif input and bkwd then
beds.spawn = minetest.deserialize(input:read("*all"))
input:close()
beds.save_spawns()
os.rename(file, file .. ".backup")
file = org_file
end
end
beds.read_spawns()
function beds.save_spawns()
if not beds.spawn then
return
end
local data = {}
local output = io.open(org_file, "w")
for k, v in pairs(beds.spawn) do
table.insert(data, string.format("%.1f %.1f %.1f %s\n", v.x, v.y, v.z, k))
end
output:write(table.concat(data))
io.close(output)
end
function beds.set_spawns()
for name,_ in pairs(beds.player) do
local player = minetest.get_player_by_name(name)
local p = player:getpos()
-- but don't change spawn location if borrowing a bed
if not minetest.is_protected(p, name) then
beds.spawn[name] = p
end
end
beds.save_spawns()
end

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16
mods/boats/README.txt Normal file
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Minetest Game mod: boats
========================
by PilzAdam
License of source code:
-----------------------
WTFPL
License of media (textures and sounds):
---------------------------------------
WTFPL
Authors of media files:
-----------------------
textures: Zeg9
model: thetoon and Zeg9, modified by PavelS(SokolovPavel)

1
mods/boats/depends.txt Normal file
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default

249
mods/boats/init.lua Normal file
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--
-- Helper functions
--
local function is_water(pos)
local nn = minetest.get_node(pos).name
return minetest.get_item_group(nn, "water") ~= 0
end
local function get_sign(i)
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
return {x = x, y = y, z = z}
end
local function get_v(v)
return math.sqrt(v.x ^ 2 + v.z ^ 2)
end
--
-- Boat entity
--
local boat = {
physical = true,
-- Warning: Do not change the position of the collisionbox top surface,
-- lowering it causes the boat to fall through the world if underwater
collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
visual = "mesh",
mesh = "boats_boat.obj",
textures = {"default_wood.png"},
driver = nil,
v = 0,
last_v = 0,
removed = false
}
function boat.on_rightclick(self, clicker)
if not clicker or not clicker:is_player() then
return
end
local name = clicker:get_player_name()
if self.driver and clicker == self.driver then
self.driver = nil
clicker:set_detach()
default.player_attached[name] = false
default.player_set_animation(clicker, "stand" , 30)
local pos = clicker:getpos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
minetest.after(0.1, function()
clicker:setpos(pos)
end)
elseif not self.driver then
local attach = clicker:get_attach()
if attach and attach:get_luaentity() then
local luaentity = attach:get_luaentity()
if luaentity.driver then
luaentity.driver = nil
end
clicker:set_detach()
end
self.driver = clicker
clicker:set_attach(self.object, "",
{x = 0, y = 11, z = -3}, {x = 0, y = 0, z = 0})
default.player_attached[name] = true
minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
end)
self.object:setyaw(clicker:get_look_horizontal() - math.pi / 2)
end
end
function boat.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal = 1})
if staticdata then
self.v = tonumber(staticdata)
end
self.last_v = self.v
end
function boat.get_staticdata(self)
return tostring(self.v)
end
function boat.on_punch(self, puncher)
if not puncher or not puncher:is_player() or self.removed then
return
end
if self.driver and puncher == self.driver then
self.driver = nil
puncher:set_detach()
default.player_attached[puncher:get_player_name()] = false
end
if not self.driver then
self.removed = true
-- delay remove to ensure player is detached
minetest.after(0.1, function()
self.object:remove()
end)
if not minetest.setting_getbool("creative_mode") then
local inv = puncher:get_inventory()
if inv:room_for_item("main", "boats:boat") then
inv:add_item("main", "boats:boat")
else
minetest.add_item(self.object:getpos(), "boats:boat")
end
end
end
end
function boat.on_step(self, dtime)
self.v = get_v(self.object:getvelocity()) * get_sign(self.v)
if self.driver then
local ctrl = self.driver:get_player_control()
local yaw = self.object:getyaw()
if ctrl.up then
self.v = self.v + 0.1
elseif ctrl.down then
self.v = self.v - 0.1
end
if ctrl.left then
if self.v < 0 then
self.object:setyaw(yaw - (1 + dtime) * 0.03)
else
self.object:setyaw(yaw + (1 + dtime) * 0.03)
end
elseif ctrl.right then
if self.v < 0 then
self.object:setyaw(yaw + (1 + dtime) * 0.03)
else
self.object:setyaw(yaw - (1 + dtime) * 0.03)
end
end
end
local velo = self.object:getvelocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:setpos(self.object:getpos())
return
end
local s = get_sign(self.v)
self.v = self.v - 0.02 * s
if s ~= get_sign(self.v) then
self.object:setvelocity({x = 0, y = 0, z = 0})
self.v = 0
return
end
if math.abs(self.v) > 5 then
self.v = 5 * get_sign(self.v)
end
local p = self.object:getpos()
p.y = p.y - 0.5
local new_velo
local new_acce = {x = 0, y = 0, z = 0}
if not is_water(p) then
local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
if (not nodedef) or nodedef.walkable then
self.v = 0
new_acce = {x = 0, y = 1, z = 0}
else
new_acce = {x = 0, y = -9.8, z = 0}
end
new_velo = get_velocity(self.v, self.object:getyaw(),
self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
else
p.y = p.y + 1
if is_water(p) then
local y = self.object:getvelocity().y
if y >= 5 then
y = 5
elseif y < 0 then
new_acce = {x = 0, y = 20, z = 0}
else
new_acce = {x = 0, y = 5, z = 0}
end
new_velo = get_velocity(self.v, self.object:getyaw(), y)
self.object:setpos(self.object:getpos())
else
new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:getvelocity().y) < 1 then
local pos = self.object:getpos()
pos.y = math.floor(pos.y) + 0.5
self.object:setpos(pos)
new_velo = get_velocity(self.v, self.object:getyaw(), 0)
else
new_velo = get_velocity(self.v, self.object:getyaw(),
self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
end
end
end
self.object:setvelocity(new_velo)
self.object:setacceleration(new_acce)
end
minetest.register_entity("boats:boat", boat)
minetest.register_craftitem("boats:boat", {
description = "Boat",
inventory_image = "boats_inventory.png",
wield_image = "boats_wield.png",
wield_scale = {x = 2, y = 2, z = 1},
liquids_pointable = true,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
if not is_water(pointed_thing.under) then
return itemstack
end
pointed_thing.under.y = pointed_thing.under.y + 0.5
minetest.add_entity(pointed_thing.under, "boats:boat")
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
})
minetest.register_craft({
output = "boats:boat",
recipe = {
{"", "", "" },
{"group:wood", "", "group:wood"},
{"group:wood", "group:wood", "group:wood"},
},
})

11110
mods/boats/models/boat.x Normal file

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# Blender v2.76 (sub 11) OBJ File: 'boat.blend'
# www.blender.org
mtllib boat.mtl
o boats_boat
v -6.786140 -3.033999 -9.415440
v -6.786140 -1.967150 -9.415440
v -6.786140 -1.967150 8.793510
v -6.786140 -3.033999 8.793510
v 5.732520 -1.967150 -9.415440
v 5.732520 -3.033999 -9.415440
v 5.732520 -3.033999 8.793510
v 5.732520 -1.967150 8.793510
v -2.233900 -3.033999 -9.415440
v -2.233900 -1.967150 -9.415440
v -2.233900 -1.967150 8.793510
v -2.233900 -3.033999 8.793510
v 2.318340 -3.033999 -9.415440
v 2.318340 -1.967150 -9.415440
v 2.318340 -1.967150 8.793510
v 2.318340 -3.033999 8.793510
v -3.371960 -3.033999 8.793510
v -3.371960 -1.967150 8.793510
v -3.371960 -1.967150 -9.415440
v -3.371960 -3.033999 -9.415440
v 2.318340 0.276645 8.793510
v 1.180280 -1.967150 8.793510
v 5.732520 0.276645 8.793510
v 5.732520 1.039180 8.793510
v 6.870580 0.276645 8.793510
v 6.870580 -1.967150 8.793510
v 2.318340 1.039180 8.793510
v 1.180280 0.276645 8.793510
v 1.180280 1.039180 8.793510
v 1.180280 -3.033999 8.793510
v -2.233900 0.276645 8.793510
v -3.371960 0.276645 8.793510
v -2.233900 1.039180 8.793510
v -3.371960 1.039180 8.793510
v -6.786140 0.276645 8.793510
v -7.786200 0.276645 8.793510
v -7.786200 -1.967150 8.793510
v -6.786140 1.039180 8.793510
v 1.180280 -1.967150 -9.415440
v 1.180280 -3.033999 -9.415440
v 2.318340 0.276645 -9.415440
v 1.180280 0.276645 -9.415440
v 2.318340 1.039180 -9.415440
v 5.732520 0.276645 -9.415440
v 6.870580 -1.967150 -9.415440
v 5.732520 1.039180 -9.415440
v 6.870580 0.276645 -9.415440
v 0.042220 1.039180 -9.415440
v 1.180280 1.039180 -9.415440
v 0.042220 -1.967150 -9.415440
v -1.095840 -1.967150 -9.415440
v -2.233900 0.276645 -9.415440
v -3.371960 0.276645 -9.415440
v -2.233900 1.039180 -9.415440
v -1.095840 1.039180 -9.415440
v -3.371960 1.039180 -9.415440
v -6.786140 0.276645 -9.415440
v -6.786140 1.039180 -9.415440
v -7.786200 -1.967150 -9.415440
v -7.786200 0.276645 -9.415440
v -1.095840 0.156645 -12.044100
v -1.095840 -4.601110 -9.415440
v -1.095840 1.039181 -10.802900
v -1.095840 2.868579 -10.802900
v -1.095840 2.868580 -7.883420
v -1.095840 3.746069 -12.034100
v -1.095840 3.746070 -7.883420
v -1.095840 0.156645 -14.294900
v -1.095840 -4.601110 -14.284900
v 0.042220 -4.601110 -14.284900
v 0.042220 -4.601110 -9.415440
v 0.042220 1.039181 -10.802900
v 0.042220 0.156645 -12.044100
v 0.042220 2.868579 -10.802900
v 0.042220 0.156645 -14.294900
v 0.042220 3.746069 -12.034100
v 0.042220 3.746070 -7.883420
v 0.042220 2.868580 -7.883420
v -1.096322 -3.033999 -9.415440
v 0.044046 -3.035397 -9.415440
vt 1.000000 0.187500
vt -1.000000 0.312500
vt 1.000000 0.312500
vt 0.687500 1.000000
vt 0.500000 0.875000
vt 0.500000 0.625000
vt -1.000000 0.062500
vt 1.000000 0.062500
vt 1.000000 -0.000000
vt -1.000000 0.125000
vt 1.000000 0.125000
vt 0.437500 0.125000
vt 0.312500 0.500000
vt 0.312500 0.125000
vt 1.000000 0.625000
vt -1.000000 0.500000
vt 1.000000 0.500000
vt 0.187500 0.687500
vt -0.187500 0.687500
vt -0.187500 0.312500
vt 1.000000 0.812500
vt -1.000000 0.937500
vt -1.000000 0.812500
vt 0.812500 0.687500
vt 1.187500 0.687500
vt 0.812500 0.312500
vt 1.000000 0.562500
vt 0.312500 0.437500
vt 1.000000 0.437500
vt 1.000000 0.750000
vt -1.000000 0.875000
vt -1.000000 0.750000
vt -1.000000 1.000000
vt 1.000000 1.000000
vt 0.437500 0.625000
vt 0.562500 0.437500
vt 0.562500 0.625000
vt -1.000000 0.437500
vt -1.000000 0.000000
vt 0.500000 0.062500
vt 0.375000 0.750000
vt 0.500000 0.750000
vt -1.000000 0.250000
vt -1.000000 0.687500
vt 1.000000 0.687500
vt 0.625000 0.375000
vt 1.000000 0.375000
vt 1.000000 0.250000
vt 1.000000 0.937500
vt 0.437500 0.812500
vt 0.312500 0.312500
vt 0.312500 0.812500
vt 0.437500 0.312500
vt 0.437500 0.437500
vt 0.687500 0.812500
vt 0.000000 0.687500
vt 0.000000 0.812500
vt -1.000000 0.562500
vt 0.875000 0.812500
vt 0.875000 0.687500
vt 0.250000 0.312500
vt 0.562500 0.187500
vt 0.250000 0.187500
vt -1.000000 0.187500
vt 0.312500 0.625000
vt 0.312500 0.187500
vt 0.312500 -0.187500
vt 1.000000 -0.187500
vt 0.687500 0.500000
vt -0.000000 1.000000
vt 0.000000 0.875000
vt 0.437500 0.500000
vt -1.000000 0.625000
vt 0.812500 0.187500
vt 1.187500 0.187500
vt 1.187500 0.312500
vt 1.312500 0.312500
vt 1.312500 0.687500
vt 0.687500 0.187500
vt 0.687500 0.312500
vt 1.187500 0.812500
vt 0.812500 0.812500
vt 0.187500 0.312500
vt 0.312500 0.687500
vt 0.687500 0.687500
vt -0.187500 0.187500
vt 0.187500 0.187500
vt -0.312500 0.687500
vt -0.312500 0.312500
vt 0.187500 0.812500
vt -0.187500 0.812500
vt 0.437500 0.687500
vt 0.437500 0.187500
vt 0.562500 0.812500
vt 0.562500 0.687500
vt 0.312500 0.562500
vt 1.000000 0.875000
vt 0.375000 0.062500
vt -1.000000 0.375000
vt 0.625000 0.500000
vt 0.875000 0.562500
vt 0.937500 0.812500
vt 0.937500 0.687500
vt 0.875000 0.937500
vt 0.562500 0.312500
vn -1.000000 0.000000 0.000000
vn 1.000000 0.000000 0.000000
vn 0.000000 0.000000 1.000000
vn 0.000000 0.000000 -1.000000
vn 0.000000 -1.000000 0.000000
vn 0.000000 1.000000 0.000000
vn 0.000000 -0.002100 -1.000000
vn 0.001200 -1.000000 0.000000
vn 0.000000 0.002800 -1.000000
vn -0.001200 -1.000000 0.000200
g boats_boat_boats_boat_None
usemtl None
s off
f 41/1/1 27/2/1 43/3/1
f 76/4/2 74/5/2 72/6/2
f 8/7/2 6/1/2 5/8/2
f 15/9/1 13/10/1 16/11/1
f 51/12/3 71/13/3 50/14/3
f 56/15/2 32/16/2 53/17/2
f 15/18/3 8/19/3 23/20/3
f 22/21/2 40/22/2 39/23/2
f 19/24/4 2/25/4 53/26/4
f 70/27/5 62/28/5 69/29/5
f 11/30/5 19/31/5 10/32/5
f 4/15/5 20/33/5 17/34/5
f 72/35/3 64/36/3 63/37/3
f 13/8/5 7/38/5 16/7/5
f 23/39/6 47/11/6 44/9/6
f 68/40/7 70/41/7 69/42/7
f 80/43/8 40/10/8 30/11/8
f 3/15/1 1/32/1 4/30/1
f 20/44/2 18/27/2 17/45/2
f 74/17/5 65/46/5 64/47/5
f 31/43/1 54/47/1 52/48/1
f 22/47/5 14/43/5 15/48/5
f 46/1/2 23/7/2 44/8/2
f 57/21/1 38/22/1 58/49/1
f 61/50/9 76/51/9 73/52/9
f 37/45/5 2/23/5 3/21/5
f 78/28/3 67/53/3 65/54/3
f 64/5/1 66/4/1 63/6/1
f 76/55/6 67/56/6 77/57/6
f 47/17/2 26/10/2 45/11/2
f 5/16/5 26/47/5 8/17/5
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f 29/38/2 42/3/2 49/29/2
f 32/44/6 52/21/6 53/45/6
f 58/15/6 34/33/6 56/34/6
f 27/7/6 46/29/6 43/8/6
f 73/61/6 68/62/6 61/63/6
f 21/58/6 42/29/6 28/38/6
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mods/bobblocks/blocks.lua Normal file
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-- BobBlocks mod by RabbiBob
-- State Changes
local update_bobblock = function (pos, node)
local nodename=""
local param2=""
--Switch Block State
if
-- Start Blocks
node.name == 'bobblocks:redblock_off' then nodename = 'bobblocks:redblock'
elseif node.name == 'bobblocks:redblock' then nodename = 'bobblocks:redblock_off'
elseif node.name == 'bobblocks:orangeblock_off' then nodename = 'bobblocks:orangeblock'
elseif node.name == 'bobblocks:orangeblock' then nodename = 'bobblocks:orangeblock_off'
elseif node.name == 'bobblocks:yellowblock_off' then nodename = 'bobblocks:yellowblock'
elseif node.name == 'bobblocks:yellowblock' then nodename = 'bobblocks:yellowblock_off'
elseif node.name == 'bobblocks:greenblock_off' then nodename = 'bobblocks:greenblock'
elseif node.name == 'bobblocks:greenblock' then nodename = 'bobblocks:greenblock_off'
elseif node.name == 'bobblocks:blueblock_off' then nodename = 'bobblocks:blueblock'
elseif node.name == 'bobblocks:blueblock' then nodename = 'bobblocks:blueblock_off'
elseif node.name == 'bobblocks:indigoblock_off' then nodename = 'bobblocks:indigoblock'
elseif node.name == 'bobblocks:indigoblock' then nodename = 'bobblocks:indigoblock_off'
elseif node.name == 'bobblocks:violetblock_off' then nodename = 'bobblocks:violetblock'
elseif node.name == 'bobblocks:violetblock' then nodename = 'bobblocks:violetblock_off'
elseif node.name == 'bobblocks:whiteblock_off' then nodename = 'bobblocks:whiteblock'
elseif node.name == 'bobblocks:whiteblock' then nodename = 'bobblocks:whiteblock_off'
-- Start Poles
elseif node.name == 'bobblocks:redpole_off' then nodename = 'bobblocks:redpole'
elseif node.name == 'bobblocks:redpole' then nodename = 'bobblocks:redpole_off'
elseif node.name == 'bobblocks:orangepole_off' then nodename = 'bobblocks:orangepole'
elseif node.name == 'bobblocks:orangepole' then nodename = 'bobblocks:orangepole_off'
elseif node.name == 'bobblocks:yellowpole_off' then nodename = 'bobblocks:yellowpole'
elseif node.name == 'bobblocks:yellowpole' then nodename = 'bobblocks:yellowpole_off'
elseif node.name == 'bobblocks:greenpole_off' then nodename = 'bobblocks:greenpole'
elseif node.name == 'bobblocks:greenpole' then nodename = 'bobblocks:greenpole_off'
elseif node.name == 'bobblocks:bluepole_off' then nodename = 'bobblocks:bluepole'
elseif node.name == 'bobblocks:bluepole' then nodename = 'bobblocks:bluepole_off'
elseif node.name == 'bobblocks:indigopole_off' then nodename = 'bobblocks:indigopole'
elseif node.name == 'bobblocks:indigopole' then nodename = 'bobblocks:indigopole_off'
elseif node.name == 'bobblocks:violetpole_off' then nodename = 'bobblocks:violetpole'
elseif node.name == 'bobblocks:violetpole' then nodename = 'bobblocks:violetpole_off'
elseif node.name == 'bobblocks:whitepole_off' then nodename = 'bobblocks:whitepole'
elseif node.name == 'bobblocks:whitepole' then nodename = 'bobblocks:whitepole_off'
end
minetest.env:add_node(pos, {name = nodename})
minetest.sound_play("bobblocks_glassblock",
{pos = pos, gain = 1.0, max_hear_distance = 32,})
end
-- Punch Blocks
local on_bobblock_punched = function (pos, node, puncher)
if
-- Start Blocks
node.name == 'bobblocks:redblock_off' or node.name == 'bobblocks:redblock' or
node.name == 'bobblocks:orangeblock_off' or node.name == 'bobblocks:orangeblock' or
node.name == 'bobblocks:yellowblock_off' or node.name == 'bobblocks:yellowblock' or
node.name == 'bobblocks:greenblock_off' or node.name == 'bobblocks:greenblock' or
node.name == 'bobblocks:blueblock_off' or node.name == 'bobblocks:blueblock' or
node.name == 'bobblocks:indigoblock_off' or node.name == 'bobblocks:indigoblock' or
node.name == 'bobblocks:violetblock_off' or node.name == 'bobblocks:violetblock' or
node.name == 'bobblocks:whiteblock_off' or node.name == 'bobblocks:whiteblock' or
--Start Poles
node.name == 'bobblocks:redpole_off' or node.name == 'bobblocks:redpole' or
node.name == 'bobblocks:orangepole_off' or node.name == 'bobblocks:orangepole' or
node.name == 'bobblocks:yellowpole_off' or node.name == 'bobblocks:yellowpole' or
node.name == 'bobblocks:greenpole_off' or node.name == 'bobblocks:greenpole' or
node.name == 'bobblocks:bluepole_off' or node.name == 'bobblocks:bluepole' or
node.name == 'bobblocks:indigopole_off' or node.name == 'bobblocks:indigopole' or
node.name == 'bobblocks:violetpole_off' or node.name == 'bobblocks:violetpole' or
node.name == 'bobblocks:whitepole_off' or node.name == 'bobblocks:whitepole'
then
update_bobblock(pos, node)
end
end
minetest.register_on_punchnode(on_bobblock_punched)
-- Nodes
-- Misc Node
minetest.register_node("bobblocks:btm", {
description = "Bobs TransMorgifier v5",
tile_images = {"bobblocks_btm_sides.png", "bobblocks_btm_sides.png", "bobblocks_btm_sides.png",
"bobblocks_btm_sides.png", "bobblocks_btm_sides.png", "bobblocks_btm.png"},
inventory_image = "bobblocks_btm.png",
paramtype2 = "facedir",
material = minetest.digprop_dirtlike(1.0),
legacy_facedir_simple = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
})
-- Start Block Nodes
minetest.register_node("bobblocks:redblock", {
description = "Red Block",
drawtype = "glasslike",
tile_images = {"bobblocks_redblock.png"},
inventory_image = minetest.inventorycube("bobblocks_redblock.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:redblock_off"
}}
})
minetest.register_node("bobblocks:redblock_off", {
description = "Red Block",
tile_images = {"bobblocks_redblock.png"},
is_ground_content = true,
alpha = WATER_ALPHA,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:redblock',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:redblock"
}}
})
minetest.register_node("bobblocks:orangeblock", {
description = "Orange Block",
drawtype = "glasslike",
tile_images = {"bobblocks_orangeblock.png"},
inventory_image = minetest.inventorycube("bobblocks_orangeblock.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:orangeblock_off"
}}
})
minetest.register_node("bobblocks:orangeblock_off", {
description = "Orange Block",
tile_images = {"bobblocks_orangeblock.png"},
is_ground_content = true,
alpha = WATER_ALPHA,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:orangeblock',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:orangeblock"
}}
})
minetest.register_node("bobblocks:yellowblock", {
description = "Yellow Block",
drawtype = "glasslike",
tile_images = {"bobblocks_yellowblock.png"},
inventory_image = minetest.inventorycube("bobblocks_yellowblock.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:yellowblock_off"
}}
})
minetest.register_node("bobblocks:yellowblock_off", {
description = "Yellow Block",
tile_images = {"bobblocks_yellowblock.png"},
is_ground_content = true,
alpha = WATER_ALPHA,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:yellowblock',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:yellowblock"
}}
})
minetest.register_node("bobblocks:greenblock", {
description = "Green Block",
drawtype = "glasslike",
tile_images = {"bobblocks_greenblock.png"},
inventory_image = minetest.inventorycube("bobblocks_greenblock.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:greenblock_off"
}}
})
minetest.register_node("bobblocks:greenblock_off", {
description = "Green Block",
tile_images = {"bobblocks_greenblock.png"},
is_ground_content = true,
alpha = WATER_ALPHA,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:greenblock',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:greenblock"
}}
})
minetest.register_node("bobblocks:blueblock", {
description = "Blue Block",
drawtype = "glasslike",
tile_images = {"bobblocks_blueblock.png"},
inventory_image = minetest.inventorycube("bobblocks_blueblock.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:blueblock_off"
}}
})
minetest.register_node("bobblocks:blueblock_off", {
description = "Blue Block",
tile_images = {"bobblocks_blueblock.png"},
is_ground_content = true,
alpha = WATER_ALPHA,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:blueblock',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:blueblock"
}}
})
minetest.register_node("bobblocks:indigoblock", {
description = "Indigo Block",
drawtype = "glasslike",
tile_images = {"bobblocks_indigoblock.png"},
inventory_image = minetest.inventorycube("bobblocks_indigoblock.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:indigoblock_off"
}}
})
minetest.register_node("bobblocks:indigoblock_off", {
description = "Indigo Block",
tile_images = {"bobblocks_indigoblock.png"},
is_ground_content = true,
alpha = WATER_ALPHA,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:indigoblock',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:indigoblock"
}}
})
minetest.register_node("bobblocks:violetblock", {
description = "Violet Block",
drawtype = "glasslike",
tile_images = {"bobblocks_violetblock.png"},
inventory_image = minetest.inventorycube("bobblocks_violetblock.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:violetblock_off"
}}
})
minetest.register_node("bobblocks:violetblock_off", {
description = "Violet Block",
tile_images = {"bobblocks_violetblock.png"},
is_ground_content = true,
alpha = WATER_ALPHA,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:violetblock',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:violetblock"
}}
})
minetest.register_node("bobblocks:whiteblock", {
description = "White Block",
drawtype = "glasslike",
tile_images = {"bobblocks_whiteblock.png"},
inventory_image = minetest.inventorycube("bobblocks_whiteblock.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:whiteblock_off"
}}
})
minetest.register_node("bobblocks:whiteblock_off", {
description = "White Block",
tile_images = {"bobblocks_whiteblock.png"},
is_ground_content = true,
alpha = WATER_ALPHA,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:whiteblock',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:whiteblock"
}}
})
minetest.register_node("bobblocks:greyblock", {
description = "Grey Block",
drawtype = "glasslike",
tile_images = {"bobblocks_greyblock.png"},
inventory_image = minetest.inventorycube("bobblocks_greyblock.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:greyblock_off"
}}
})
minetest.register_node("bobblocks:greyblock_off", {
description = "Grey Block",
tile_images = {"bobblocks_greyblock.png"},
is_ground_content = true,
alpha = WATER_ALPHA,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:greyblock',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:greyblock"
}}
})
-- Block Poles
minetest.register_node("bobblocks:redpole", {
description = "Red Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_redblock.png"},
inventory_image = ("bobblocks_invredpole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:redpole_off"
}}
})
minetest.register_node("bobblocks:redpole_off", {
description = "Red Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_redblock.png"},
inventory_image = ("bobblocks_invredpole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-10,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:redpole',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:redpole"
}}
})
minetest.register_node("bobblocks:orangepole", {
description = "Orange Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_orangeblock.png"},
inventory_image = ("bobblocks_invorangepole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:orangepole_off"
}}
})
minetest.register_node("bobblocks:orangepole_off", {
description = "Orange Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_orangeblock.png"},
inventory_image = ("bobblocks_invorangepole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-10,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:orangepole',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:orangepole"
}}
})
minetest.register_node("bobblocks:yellowpole", {
description = "Yellow Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_yellowblock.png"},
inventory_image = ("bobblocks_invyellowpole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:yellowpole_off"
}}
})
minetest.register_node("bobblocks:yellowpole_off", {
description = "Yellow Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_yellowblock.png"},
inventory_image = ("bobblocks_invyellowpole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-10,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:yellowpole',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:yellowpole"
}}
})
minetest.register_node("bobblocks:greenpole", {
description = "Green Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_greenblock.png"},
inventory_image = ("bobblocks_invgreenpole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:greenpole_off"
}}
})
minetest.register_node("bobblocks:greenpole_off", {
description = "Green Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_greenblock.png"},
inventory_image = ("bobblocks_invgreenpole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-10,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:greenpole',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:greenpole"
}}
})
minetest.register_node("bobblocks:bluepole", {
description = "Blue Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_blueblock.png"},
inventory_image = ("bobblocks_invbluepole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:bluepole_off"
}}
})
minetest.register_node("bobblocks:bluepole_off", {
description = "Blue Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_blueblock.png"},
inventory_image = ("bobblocks_invbluepole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-10,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:bluepole',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:bluepole"
}}
})
minetest.register_node("bobblocks:indigopole", {
description = "Indigo Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_indigoblock.png"},
inventory_image = ("bobblocks_invindigopole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:indigopole_off"
}}
})
minetest.register_node("bobblocks:indigopole_off", {
description = "Indigo Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_indigoblock.png"},
inventory_image = ("bobblocks_invindigopole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-10,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:indigopole',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:indigopole"
}}
})
minetest.register_node("bobblocks:violetpole", {
description = "Violet Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_violetblock.png"},
inventory_image = ("bobblocks_invvioletpole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:violetpole_off"
}}
})
minetest.register_node("bobblocks:violetpole_off", {
description = "Violet Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_violetblock.png"},
inventory_image = ("bobblocks_invvioletpole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-10,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:violetpole',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:violetpole"
}}
})
minetest.register_node("bobblocks:whitepole", {
description = "White Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_whiteblock.png"},
inventory_image = ("bobblocks_invwhitepole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:whitepole_off"
}}
})
minetest.register_node("bobblocks:whitepole_off", {
description = "White Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_whiteblock.png"},
inventory_image = ("bobblocks_invwhitepole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
light_source = LIGHT_MAX-10,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
drop = 'bobblocks:whitepole',
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:whitepole"
}}
})
minetest.register_node("bobblocks:greypole", {
description = "Grey Pole",
drawtype = "fencelike",
tile_images = {"bobblocks_greyblock.png"},
inventory_image = ("bobblocks_invgreypole.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = true,
sounds = default.node_sound_glass_defaults(),
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
--light_source = LIGHT_MAX-0,
})
-- Crafts
-- BTM
minetest.register_craft({
output = 'NodeItem "bobblocks:btm" 1',
recipe = {
{'node "default:glass" 1', 'node "default:torch" 1', 'node "default:leaves" 1',
'node "default:mese" 1','node "default:rat" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:greyblock" 2',
recipe = {
{'node "default:glass" 1', 'node "default:torch" 1', 'node "default:cobble" 1'},
},
})
-- Red / Yellow / Blue / White
-- Red / Yellow -> Orange
-- Red / Blue -> Violet
-- Blue / Yellow -> Green
-- Red / Yellow / White -> Indigo
minetest.register_craft({
output = 'NodeItem "bobblocks:redblock" 2',
recipe = {
{'node "default:glass" 1', 'node "default:torch" 1', 'node "default:brick" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:yellowblock" 2',
recipe = {
{'node "default:glass" 1', 'node "default:torch" 1', 'node "default:sand" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:blueblock" 2',
recipe = {
{'node "default:glass" 1', 'node "default:torch" 1', 'node "default:gravel" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:whiteblock" 2',
recipe = {
{'node "default:glass" 1', 'node "default:torch" 1', 'node "default:dirt" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:orangeblock" 2',
recipe = {
{'node "bobblocks:redblock" 1', 'node "bobblocks:yellowblock" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:violetblock" 2',
recipe = {
{'node "bobblocks:redblock" 1', 'node "bobblocks:blueblock" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:greenblock" 2',
recipe = {
{'node "bobblocks:blueblock" 1', 'node "bobblocks:yellowblock" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:indigoblock" 3',
recipe = {
{'node "bobblocks:redblock" 1', 'node "bobblocks:blueblock" 1', 'node "bobblocks:whiteblock" 1'},
},
})
-- Poles
minetest.register_craft({
output = 'NodeItem "bobblocks:redpole" 1',
recipe = {
{'node "bobblocks:redblock" 1', 'node "default:stick" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:yellowpole" 1',
recipe = {
{'node "bobblocks:yellowblock" 1', 'node "default:stick" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:bluepole" 1',
recipe = {
{'node "bobblocks:blueblock" 1', 'node "default:stick" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:whitepole" 1',
recipe = {
{'node "bobblocks:whiteblock" 1', 'node "default:stick" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:orangepole" 1',
recipe = {
{'node "bobblocks:orangeblock" 1', 'node "default:stick" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:violetpole" 1',
recipe = {
{'node "bobblocks:violetblock" 1', 'node "default:stick" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:greenpole" 1',
recipe = {
{'node "bobblocks:greenblock" 1', 'node "default:stick" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:indigopole" 1',
recipe = {
{'node "bobblocks:indigoblock" 1', 'node "default:stick" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:greypole" 1',
recipe = {
{'node "bobblocks:greyblock" 1', 'node "default:stick" 1'},
},
})
-- MESECON
-- Add jeija to bobblocks\default.txt and paste the below in at the bottom of bobblocks\blocks.lua

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default
mesecons

95
mods/bobblocks/health.lua Normal file
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local is_healthpack = function(node)
if node.name == 'bobblocks:health_off' or node.name == 'health_on' then
return true
end
return false
end
local update_healthpack = function (pos, node)
local nodename=""
local param2=""
--Switch HealthPack State
if node.name == 'bobblocks:health_off' then
nodename = 'bobblocks:health_on'
elseif node.name == 'bobblocks:health_on' then
nodename = 'bobblocks:health_off'
end
minetest.env:add_node(pos, {name = nodename})
end
local toggle_healthpack = function (pos, node)
if not is_healthgate(node) then return end
update_healthpack (pos, node, state)
end
local on_healthpack_punched = function (pos, node, puncher)
if node.name == 'bobblocks:health_off' or node.name == 'bobblocks:health_on' then
update_healthpack(pos, node)
end
end
-- Healing Node
minetest.register_node("bobblocks:health_off", {
description = "Health Pack 1 Off",
tile_images = {"bobblocks_health_off.png"},
inventory_image = "bobblocks_health_off.png",
paramtype2 = "facedir",
legacy_facedir_simple = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
is_ground_content = true,
walkable = false,
climbable = false,
mesecons = {conductor={
state = mesecon.state.off,
onstate = "bobblocks:health_on"
}}
})
minetest.register_node("bobblocks:health_on", {
description = "Health Pack 1 On",
tile_images = {"bobblocks_health_on.png"},
paramtype2 = "facedir",
legacy_facedir_simple = true,
light_source = LIGHT_MAX-0,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
is_ground_content = true,
walkable = false,
climbable = false,
drop = "bobblocks:health_off",
mesecons = {conductor={
state = mesecon.state.on,
offstate = "bobblocks:health_off"
}}
})
minetest.register_abm(
{nodenames = {"bobblocks:health_on"},
interval = 1.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local objs = minetest.env:get_objects_inside_radius(pos, 1)
for k, obj in pairs(objs) do
minetest.sound_play("bobblocks_health",
{pos = pos, gain = 1.0, max_hear_distance = 32,})
obj:set_hp(obj:get_hp()+10) -- give 10HP
minetest.env:remove_node(pos) -- remove the node after use
end
end,
})
--- Health
minetest.register_craft({
output = 'NodeItem "bobblocks:health_off" 1',
recipe = {
{'node "default:dirt" 1', 'node "default:paper" 1', 'node "default:apple" 2'},
},
})
minetest.register_on_punchnode(on_healthpack_punched)

11
mods/bobblocks/init.lua Normal file
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print("[BobBlocks By minetest@rabbibob.com] Version 0.0.8 loading....")
print("[BobBlocks] loading Blocks")
dofile(minetest.get_modpath("bobblocks") .. "/blocks.lua")
print("[BobBlocks] loaded Blocks")
--print("[BobBlocks] loading Health")
--dofile(minetest.get_modpath("bobblocks") .. "/health.lua")
--print("[BobBlocks] loaded Health")
--print("[BobBlocks] loading Traps")
--dofile(minetest.get_modpath("bobblocks") .. "/trap.lua")
--print("[BobBlocks] loaded Traps")
print("[BobBlocks By minetest@rabbibob.com] Version 0.0.8 loaded!")

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mods/bobblocks/init.lua~ Normal file
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print("[BobBlocks By minetest@rabbibob.com] Version 0.0.8 loading....")
print("[BobBlocks] loading Blocks")
dofile(minetest.get_modpath("bobblocks") .. "/blocks.lua")
print("[BobBlocks] loaded Blocks")
print("[BobBlocks] loading Health")
dofile(minetest.get_modpath("bobblocks") .. "/health.lua")
print("[BobBlocks] loaded Health")
print("[BobBlocks] loading Traps")
dofile(minetest.get_modpath("bobblocks") .. "/trap.lua")
print("[BobBlocks] loaded Traps")
print("[BobBlocks By minetest@rabbibob.com] Version 0.0.8 loaded!")

53
mods/bobblocks/readme.txt Normal file
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-- BobBlocks v0.0.8
-- (Minetest 0.4.5 compatible 20130315)
-- http://forum.minetest.net/viewtopic.php?id=1274
--------------------------------------------------------------------------
--------------------------------------------------------------------------
-- Requirements: Mesecons --
-- http://forum.minetest.net/viewtopic.php?id=628 --
-- --
-- Does not support jeija or older version of Mesecons --
-- before 1/20/2013 --
-- http://forum.minetest.net/viewtopic.php?pid=64976#p64976 --
--------------------------------------------------------------------------
--------------------------------------------------------------------------
-- Colored Lit Blocks
---- Default state = Solid lit block
---- Secondary state (punch) = transparent unlit block
---- Mesecons activation [CONDUCTOR]
-- Colored Lit Poles
---- Default state = Solid lit block
---- Secondary state (punch) = unlit block
---- Mesecons activation [CONDUCTOR]
-- Health Kit
---- Default state = health kit inactive
---- Secondary state (punch) = health kit active +10HP when walked through
---- Mesecons activation [CONDUCTOR]
-- Trap
---- Default Grass (walkable off)
---- Spike Minor (1HP per hit)
------ Spikes can be 'set' and activated when walked over
---- Spike Major (100HP per hit)
------ Spikes can be 'set' and activated when walked over
# [ATTRIBUTION]
# Unless otherwise noted, all graphics & sounds
# created by Rabbi Bob
# Licensed under the GPLv2/later
# [GRAPHICS]
# minor & major spikes by Death Dealer
# License: WTFPL
# http://minetest.net/forum/viewtopic.php?id=1582
# [SOUNDS]
# bobblocks_glass
# Author: Ch0cchi
# http://www.freesound.org/people/Ch0cchi/sounds/15285/
# Edited by rabbibob
# bobblocks_trap_fall & bobblocks_trap_fall_major
# Author: Rock Savage
# http://www.freesound.org/people/Rock%20Savage/sounds/65924/#
# Edited by rabbibob
# bobblocks_health
# http://hamsterrepublic.com/ohrrpgce/Free_Sound_Effects.html

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183
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-- State Changes
local update_bobtrap = function (pos, node)
local nodename=""
local param2=""
--Switch Trap State
if
-- Swap Traps
node.name == 'bobblocks:trap_spike' then nodename = 'bobblocks:trap_spike_set'
elseif node.name == 'bobblocks:trap_spike_set' then nodename = 'bobblocks:trap_spike'
elseif node.name == 'bobblocks:trap_spike_major' then nodename = 'bobblocks:trap_spike_major_set'
elseif node.name == 'bobblocks:trap_spike_major_set' then nodename = 'bobblocks:trap_spike_major'
end
minetest.env:add_node(pos, {name = nodename})
end
-- Punch Traps
local on_bobtrap_punched = function (pos, node, puncher)
if
-- Start Traps
node.name == 'bobblocks:trap_spike' or node.name == 'bobblocks:trap_spike_set' or
node.name == 'bobblocks:trap_spike_major' or node.name == 'bobblocks:trap_spike_major_set'
then
update_bobtrap(pos, node)
end
end
minetest.register_on_punchnode(on_bobtrap_punched)
--ABM (Spring The Traps)
minetest.register_abm(
{nodenames = {"bobblocks:trap_spike_set"},
interval = 1.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local objs = minetest.env:get_objects_inside_radius(pos, 1)
for k, obj in pairs(objs) do
update_bobtrap(pos, node)
end
end,
})
minetest.register_abm(
{nodenames = {"bobblocks:trap_spike_major_set"},
interval = 1.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local objs = minetest.env:get_objects_inside_radius(pos, 1)
for k, obj in pairs(objs) do
update_bobtrap(pos, node)
end
end,
})
-- Nodes
minetest.register_node("bobblocks:trap_grass", {
description = "Trap Grass",
tile_images = {"default_grass.png"},
paramtype2 = "facedir",
legacy_facedir_simple = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
is_ground_content = false,
walkable = false,
climbable = false,
})
minetest.register_node("bobblocks:trap_spike", {
description = "Trap Spike Minor",
drawtype = "plantlike",
visual_scale = 1,
tile_images = {"bobblocks_minorspike.png"},
inventory_image = ("bobblocks_minorspike.png"),
paramtype = "light",
walkable = false,
sunlight_propagates = true,
groups = {cracky=3,melty=3},
})
minetest.register_node("bobblocks:trap_spike_set", {
description = "Trap Spike Minor Set",
drawtype = "raillike",
visual_scale = 1,
tile_images = {"bobblocks_trap_set.png"},
paramtype = "light",
walkable = false,
sunlight_propagates = true,
groups = {cracky=3,melty=3,not_in_creative_inventory=1},
drop = 'bobblocks:trap_spike',
})
minetest.register_node("bobblocks:trap_spike_major", {
description = "Trap Spike Major",
drawtype = "plantlike",
visual_scale = 1,
tile_images = {"bobblocks_majorspike.png"},
inventory_image = ("bobblocks_majorspike.png"),
paramtype = "light",
walkable = false,
sunlight_propagates = true,
groups = {cracky=2,melty=2},
})
minetest.register_node("bobblocks:trap_spike_major_set", {
description = "Trap Spike Major Set",
drawtype = "raillike",
visual_scale = 1,
tile_images = {"bobblocks_trap_set.png"},
paramtype = "light",
walkable = false,
sunlight_propagates = true,
groups = {cracky=3,melty=3,not_in_creative_inventory=1},
drop = 'bobblocks:trap_spike_major',
})
-- Crafting
minetest.register_craft({
output = 'bobblocks:trap_spike',
recipe = {
{'', '', ''},
{'', 'default:cobble', ''},
{'default:cobble', 'default:apple', 'default:cobble'},
}
})
minetest.register_craft({
output = 'bobblocks:trap_spike_major',
recipe = {
{'', 'default:cobble', ''},
{'', 'default:apple', ''},
{'default:cobble', 'default:apple', 'default:cobble'},
}
})
minetest.register_craft({
output = 'bobblocks:trap_grass',
recipe = {
{'', '', ''},
{'', 'default:dirt', ''},
{'', 'default:stick', ''},
}
})
-- ABM
minetest.register_abm(
{nodenames = {"bobblocks:trap_spike"},
interval = 1.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local objs = minetest.env:get_objects_inside_radius(pos, 1)
for k, obj in pairs(objs) do
obj:set_hp(obj:get_hp()-1)
minetest.sound_play("bobblocks_trap_fall",
{pos = pos, gain = 1.0, max_hear_distance = 3,})
end
end,
})
minetest.register_abm(
{nodenames = {"bobblocks:trap_spike_major"},
interval = 1.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local objs = minetest.env:get_objects_inside_radius(pos, 1)
for k, obj in pairs(objs) do
obj:set_hp(obj:get_hp()-100)
minetest.sound_play("bobblocks_trap_fall",
{pos = pos, gain = 1.0, max_hear_distance = 3,})
end
end,
})

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mods/bones/README.txt Normal file
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Minetest Game mod: bones
========================
License of source code:
-----------------------
Copyright (C) 2012 PilzAdam
WTFPL
License of media (textures and sounds)
--------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
Authors of media files
----------------------
All textures: paramat

269
mods/bones/bones.lua Normal file
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---
--Bones
--Copyright (C) 2012 Bad_Command
--
--This library is free software; you can redistribute it and/or
--modify it under the terms of the GNU Lesser General Public
--License as published by the Free Software Foundation; either
--version 2.1 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 Lesser General Public
--License along with this library; if not, write to the Free Software
--Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
----
bones.replaceable_node_types = {
"default:lava_source",
"default:lava_flowing",
"default:water_source",
"default:water_flowing",
"air"
}
bones.allow_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.env:get_meta(pos)
if not bones.privilege(meta, player) then
minetest.log("action", player:get_player_name()..
" tried to access bones belonging to "..
meta:get_string("owner").." at "..
minetest.pos_to_string(pos))
return 0
end
return stack:get_count()
end
bones.on_inventory_take = function(pos, listname, index, stack, player)
local fresh = meta:get_int("fresh") or 1
if fresh > 0 then
fresh = "fresh"
else
fresh = "old"
end
minetest.log("action", player:get_player_name()..
" picks from "..meta:get_string("owner").."'s "..fresh.." bones at "..minetest.pos_to_string(pos))
end
bones.privilege=function(meta, player)
local name = player:get_player_name()
local privs = minetest.get_player_privs(name)
if not privs["interact"] then
return false
end
local fresh = meta:get_int("fresh") or 0
if fresh > 0 and name ~= meta:get_string("owner") and not privs["server"] then
return false
end
return true
end
bones.action=function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.env:get_meta(pos)
local fresh = meta:get_int("fresh") or 0
if fresh > 0 then
local bonetime = meta:get_float("bonetime") or 0
if worldtime_get() - bonetime > bones.age_after then
local name = meta:get_string("owner") or ""
meta:set_string("infotext", name .. "'s old bones")
meta:set_int("fresh", -1)
end
end
end
bones.create = function(player, pos)
local name = player:get_player_name()
minetest.env:set_node(pos, {name="bones:bones", param1=0, param2=0})
local meta = minetest.env:get_meta(pos)
meta:set_string("formspec",
"invsize[8,9;]"..
"list[current_name;main;0,0;8,4;]"..
"list[current_player;main;0,5;8,4;]")
meta:set_string("infotext", name .. "'s fresh bones")
meta:set_string("owner", name)
meta:set_float("bonetime", worldtime_get())
meta:set_int("fresh", 1)
-- test to see if node was created
local node = minetest.env:get_node_or_nil(pos)
if node == nil or node.name ~= "bones:bones" then
minetest.log("error", 'Bones: Failed to create bones node for '..name)
return false
end
local bones_inv = meta:get_inventory()
bones_inv:set_size("main", 8*4)
local player_inv = player:get_inventory()
if ( player_inv == nil ) then
minetest.log("error", 'Bones: Unable to get player '..name..' inventory')
return false
end
for i=1,32 do
local stack = player_inv:get_stack("main", i)
if stack ~= nil and not stack:is_empty() then
bones_inv:set_stack("main", i, stack:to_table())
player_inv:set_stack("main", i, nil)
end
end
for i=1,9 do
local stack = player_inv:get_stack("craft", i)
if stack ~= nil and not stack:is_empty() then
local leftover = bones_inv:add_item("main", stack)
if leftover ~= nil and not leftover:is_empty() then
minetest.env:add_item({
x=pos.x,
y=pos.y + 1.1,
z=pos.z}, leftover)
end
player_inv:set_stack("craft", i, nil)
end
end
return true
end
bones.settle_type = function(nodename)
for i=1,#bones.replaceable_node_types do
if nodename == bones.replaceable_node_types[i] then
return true
end
end
return false
end
bones.on_punch = function(pos, node, player)
if node == nil or node.name ~= "bones:bones" then
return
end
local meta = minetest.env:get_meta(pos)
local fresh = meta:get_int("fresh") or 0
if fresh == 0 then
return
end
local name = player:get_player_name()
if name ~= meta:get_string("owner") then
return
end
local meta = minetest.env:get_meta(pos)
local bones_inv = meta:get_inventory()
if ( bones_inv == nil ) then
return
end
local player_inv = player:get_inventory()
if ( player_inv == nil ) then
minetest.log("error", 'Bones: Unable to get player '..name..' inventory')
return
end
for i=1,32 do
local stack = bones_inv:get_stack("main", i)
if stack ~= nil and not stack:is_empty() then
local leftover = player_inv:add_item("main", stack)
bones_inv:set_stack("main", i, nil)
if leftover ~= nil and not leftover:is_empty() then
bones_inv:set_stack("main", i, leftover)
else
bones_inv:set_stack("main", i, nil)
end
end
end
minetest.log("action", name.." unloaded his fresh bones at "..minetest.pos_to_string(pos))
-- destroy the bone item
minetest.env:set_node(pos, {name="air", param1=0, param2=0})
minetest.log("action","Destroying bones "..minetest.pos_to_string(pos))
end
bones.settle_bones = function(pos)
local nextpos = pos;
local node
-- find ground beneath player
repeat
pos = nextpos
nextpos = {x=pos.x, y=pos.y-1, z=pos.z}
node = minetest.env:get_node_or_nil(nextpos)
until node == nil or not bones.settle_type(node.name)
node = minetest.env:get_node_or_nil(pos)
-- if the player is inside rock or something
if node == nil or not bones.settle_type(node.name) then
-- find nearby empty node
pos = minetest.env:find_node_near(pos, 3, bones.replaceable_node_types)
end
-- if nothing nearby is empty
if pos == nil then
return nil
end
return pos;--{x=math.floor(pos.x*10)/10, y=math.floor(pos.y*10)/10, z=math.floor(pos.z*10)/10}
end
bones.pos_to_string = function(pos)
return math.floor(pos.x + 0.5) .. "," .. math.floor(pos.y+0.5) .. "," .. math.floor(pos.z+0.5)
end
bones.on_dieplayer = function(player)
if player == nil then
minetest.log("error", 'Unknown player died (player = nil)')
return
end
local name = player:get_player_name()
local privs = minetest.get_player_privs(name)
local inv = player:get_inventory()
if not privs["interact"] or (inv:is_empty("main") and inv:is_empty("craft")) then
return
end
local playerpos = player:getpos()
playerpos = {
x=math.floor(playerpos.x+0.5),
y=math.floor(playerpos.y+0.5),
z=math.floor(playerpos.z+0.5)
}
local bonepos = bones.settle_bones(playerpos);
if bonepos == nil then
minetest.log("action", player:get_player_name().." dies at "..minetest.pos_to_string(playerpos)..' without dropping gear.')
minetest.chat_send_player(name, 'Bones: There was no room to drop your bones. You get to keep your gear.')
return
else
if bones.create(player, bonepos) then
minetest.log("action", player:get_player_name().." dies at "..minetest.pos_to_string(playerpos)..', gear dropped at '..minetest.pos_to_string(bonepos))
minetest.chat_send_player(name,
'Bones: Your bones were left at '..bones.pos_to_string(bonepos)..
'. Go there to find your gear. Bones stay fresh for '..
(math.floor(bones.age_after/360+0.5)/10)..'hrs.')
else
minetest.chat_send_player(name, 'Bones: Lucky you! You get to respawn with your bones.')
end
end
end
minetest.register_abm({
nodenames = { "bones:bones" },
interval = 120,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.env:get_meta(pos)
local bonetime = meta:get_float("bonetime") or 0
if worldtime_get() - bonetime > bones.destroy_after then
minetest.env:set_node(pos, {name="air", param1=0, param2=0})
minetest.log("action","Destroying bones"..minetest.pos_to_string(pos))
end
end
})

24
mods/bones/config.lua Normal file
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@ -0,0 +1,24 @@
---
--Bones Configuration File
--Copyright (C) 2012 Bad_Command
--
--This library is free software; you can redistribute it and/or
--modify it under the terms of the GNU Lesser General Public
--License as published by the Free Software Foundation; either
--version 2.1 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 Lesser General Public
--License along with this library; if not, write to the Free Software
--Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
----
-- Config option: Bones become 'old' after this interval, in seconds.
-- Default: 2 hours (there are 3600 seconds in an hour.)
bones.age_after = 2 * 3600
bones.destroy_after = 6 * 3600

1
mods/bones/depends.txt Normal file
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default

248
mods/bones/init.lua Normal file
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@ -0,0 +1,248 @@
-- Minetest 0.4 mod: bones
-- See README.txt for licensing and other information.
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 bones_formspec =
"size[8,9]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
"list[current_name;main;0,0.3;8,4;]" ..
"list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" ..
"listring[current_name;main]" ..
"listring[current_player;main]" ..
default.get_hotbar_bg(0,4.85)
local share_bones_time = tonumber(minetest.setting_get("share_bones_time")) or 1200
local share_bones_time_early = tonumber(minetest.setting_get("share_bones_time_early")) or share_bones_time / 4
minetest.register_node("bones:bones", {
description = "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
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", meta:get_string("owner") .. "'s old bones")
meta:set_string("owner", "")
else
meta:set_int("time", time)
return true
end
end,
on_blast = function(pos)
end,
})
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 and liquids
if node_name == "air" or 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
-- exception are of course any protected buildable_to
return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
end
local drop = function(pos, itemstack)
local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
if obj then
obj:setvelocity({
x = math.random(-10, 10) / 9,
y = 5,
z = math.random(-10, 10) / 9,
})
end
end
minetest.register_on_dieplayer(function(player)
local bones_mode = minetest.setting_get("bones_mode") or "bones"
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
bones_mode = "bones"
end
-- return if keep inventory set or in creative mode
if bones_mode == "keep" or minetest.setting_getbool("creative_mode") then
return
end
local player_inv = player:get_inventory()
if player_inv:is_empty("main") and
player_inv:is_empty("craft") then
return
end
local pos = vector.round(player:getpos())
local player_name = player:get_player_name()
-- check if it's possible to place bones, if not go 1 higher
if bones_mode == "bones" and not may_replace(pos, player) then
pos.y = pos.y + 1
end
-- still cannot place bones? change mode to 'drop'
if bones_mode == "bones" and not may_replace(pos, player) then
bones_mode = "drop"
end
if bones_mode == "drop" then
-- drop inventory items
for i = 1, player_inv:get_size("main") do
drop(pos, player_inv:get_stack("main", i))
end
player_inv:set_list("main", {})
-- drop crafting grid items
for i = 1, player_inv:get_size("craft") do
drop(pos, player_inv:get_stack("craft", i))
end
player_inv:set_list("craft", {})
drop(pos, ItemStack("bones:bones"))
return
end
local param2 = minetest.dir_to_facedir(player:get_look_dir())
minetest.set_node(pos, {name = "bones:bones", param2 = param2})
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("main", 8 * 4)
inv:set_list("main", player_inv:get_list("main"))
for i = 1, player_inv:get_size("craft") do
local stack = player_inv:get_stack("craft", i)
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
--drop if no space left
drop(pos, stack)
end
end
player_inv:set_list("main", {})
player_inv:set_list("craft", {})
meta:set_string("formspec", bones_formspec)
meta:set_string("owner", player_name)
if share_bones_time ~= 0 then
meta:set_string("infotext", player_name .. "'s fresh bones")
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", player_name.."'s bones")
end
end)

502
mods/bones/license.txt Normal file
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GNU LESSER GENERAL PUBLIC LICENSE
Version 2.1, February 1999
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
[This is the first released version of the Lesser GPL. It also counts
as the successor of the GNU Library Public License, version 2, hence
the version number 2.1.]
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
Licenses are intended to guarantee your freedom to share and change
free software--to make sure the software is free for all its users.
This license, the Lesser General Public License, applies to some
specially designated software packages--typically libraries--of the
Free Software Foundation and other authors who decide to use it. You
can use it too, but we suggest you first think carefully about whether
this license or the ordinary General Public License is the better
strategy to use in any particular case, based on the explanations below.
When we speak of free software, we are referring to freedom of use,
not price. Our General Public Licenses are designed to make sure that
you have the freedom to distribute copies of free software (and charge
for this service if you wish); that you receive source code or can get
it if you want it; that you can change the software and use pieces of
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these things.
To protect your rights, we need to make restrictions that forbid
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That's all there is to it!

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26
mods/bucket/README.txt Normal file
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Minetest Game mod: bucket
=========================
License of source code:
-----------------------
Copyright (C) 2011-2012 Kahrl <kahrl@gmx.net>
Copyright (C) 2011-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
http://www.gnu.org/licenses/lgpl-2.1.html
License of media (textures and sounds)
--------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
Authors of media files
-----------------------
Everything not listed in here:
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>

2
mods/bucket/depends.txt Normal file
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default

191
mods/bucket/init.lua Normal file
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-- Minetest 0.4 mod: bucket
-- See README.txt for licensing and other information.
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
-- 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}
-- This function can be called from any mod (that depends on bucket).
function bucket.register_liquid(source, flowing, itemname, inventory_image, name, groups)
bucket.liquids[source] = {
source = source,
flowing = flowing,
itemname = itemname,
}
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
user and not 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
if check_protection(lpos, user
and user:get_player_name()
or "", "place "..source) then
return
end
minetest.set_node(lpos, {name = source})
return ItemStack("bucket:bucket_empty")
end
})
end
end
minetest.register_craftitem("bucket:bucket_empty", {
description = "Empty Bucket",
inventory_image = "bucket.png",
stack_max = 99,
liquids_pointable = true,
on_use = function(itemstack, user, pointed_thing)
-- Must be pointing to node
if pointed_thing.type ~= "node" then
return
end
-- Check if pointing to a liquid source
local node = minetest.get_node(pointed_thing.under)
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
if check_protection(pointed_thing.under,
user:get_player_name(),
"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 pos = user:getpos()
pos.y = math.floor(pos.y + 0.5)
minetest.add_item(pos, liquiddef.itemname)
end
-- set to return empty buckets minus 1
giving_back = "bucket:bucket_empty "..tostring(item_count-1)
end
minetest.add_node(pointed_thing.under, {name="air"})
return ItemStack(giving_back)
end
end,
})
bucket.register_liquid(
"default:water_source",
"default:water_flowing",
"bucket:bucket_water",
"bucket_water.png",
"Water Bucket",
{water_bucket = 1}
)
bucket.register_liquid(
"default:river_water_source",
"default:river_water_flowing",
"bucket:bucket_river_water",
"bucket_river_water.png",
"River Water Bucket",
{water_bucket = 1}
)
bucket.register_liquid(
"default:lava_source",
"default:lava_flowing",
"bucket:bucket_lava",
"bucket_lava.png",
"Lava Bucket"
)
minetest.register_craft({
type = "fuel",
recipe = "bucket:bucket_lava",
burntime = 60,
replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
})

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