add crossbows

This commit is contained in:
FaceDeer 2020-02-23 17:07:05 -07:00
parent 09eac80fed
commit 8c54bae0a1
13 changed files with 572 additions and 28 deletions

418
i18n.py Normal file
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@ -0,0 +1,418 @@
#!/usr/bin/env python3
# -*- coding: utf-8 -*-
#
# Script to generate the template file and update the translation files.
# Copy the script into the mod or modpack root folder and run it there.
#
# Copyright (C) 2019 Joachim Stolberg, 2020 FaceDeer, 2020 Louis Royer
# LGPLv2.1+
from __future__ import print_function
import os, fnmatch, re, shutil, errno
from sys import argv as _argv
# Running params
params = {"recursive": False,
"help": False,
"mods": False,
"verbose": False,
"folders": []
}
# Available CLI options
options = {"recursive": ['--recursive', '-r'],
"help": ['--help', '-h'],
"mods": ['--installed-mods'],
"verbose": ['--verbose', '-v']
}
# Strings longer than this will have extra space added between
# them in the translation files to make it easier to distinguish their
# beginnings and endings at a glance
doublespace_threshold = 60
def set_params_folders(tab: list):
'''Initialize params["folders"] from CLI arguments.'''
# Discarding argument 0 (tool name)
for param in tab[1:]:
stop_param = False
for option in options:
if param in options[option]:
stop_param = True
break
if not stop_param:
params["folders"].append(os.path.abspath(param))
def set_params(tab: list):
'''Initialize params from CLI arguments.'''
for option in options:
for option_name in options[option]:
if option_name in tab:
params[option] = True
break
def print_help(name):
'''Prints some help message.'''
print(f'''SYNOPSIS
{name} [OPTIONS] [PATHS...]
DESCRIPTION
{', '.join(options["help"])}
prints this help message
{', '.join(options["recursive"])}
run on all subfolders of paths given
{', '.join(options["mods"])}
run on locally installed modules
{', '.join(options["verbose"])}
add output information
''')
def main():
'''Main function'''
set_params(_argv)
set_params_folders(_argv)
if params["help"]:
print_help(_argv[0])
elif params["recursive"] and params["mods"]:
print("Option --installed-mods is incompatible with --recursive")
else:
# Add recursivity message
print("Running ", end='')
if params["recursive"]:
print("recursively ", end='')
# Running
if params["mods"]:
print(f"on all locally installed modules in {os.path.abspath('~/.minetest/mods/')}")
run_all_subfolders("~/.minetest/mods")
elif len(params["folders"]) >= 2:
print("on folder list:", params["folders"])
for f in params["folders"]:
if params["recursive"]:
run_all_subfolders(f)
else:
update_folder(f)
elif len(params["folders"]) == 1:
print("on folder", params["folders"][0])
if params["recursive"]:
run_all_subfolders(params["folders"][0])
else:
update_folder(params["folders"][0])
else:
print("on folder", os.path.abspath("./"))
if params["recursive"]:
run_all_subfolders(os.path.abspath("./"))
else:
update_folder(os.path.abspath("./"))
#group 2 will be the string, groups 1 and 3 will be the delimiters (" or ')
#See https://stackoverflow.com/questions/46967465/regex-match-text-in-either-single-or-double-quote
pattern_lua = re.compile(r'[\.=^\t,{\(\s]N?S\(\s*(["\'])((?:\\\1|(?:(?!\1)).)*)(\1)[\s,\)]', re.DOTALL)
pattern_lua_bracketed = re.compile(r'[\.=^\t,{\(\s]N?S\(\s*\[\[(.*?)\]\][\s,\)]', re.DOTALL)
# Handles "concatenation" .. " of strings"
pattern_concat = re.compile(r'["\'][\s]*\.\.[\s]*["\']', re.DOTALL)
pattern_tr = re.compile(r'(.+?[^@])=(.*)')
pattern_name = re.compile(r'^name[ ]*=[ ]*([^ \n]*)')
pattern_tr_filename = re.compile(r'\.tr$')
pattern_po_language_code = re.compile(r'(.*)\.po$')
#attempt to read the mod's name from the mod.conf file. Returns None on failure
def get_modname(folder):
try:
with open(os.path.join(folder, "mod.conf"), "r", encoding='utf-8') as mod_conf:
for line in mod_conf:
match = pattern_name.match(line)
if match:
return match.group(1)
except FileNotFoundError:
pass
return None
#If there are already .tr files in /locale, returns a list of their names
def get_existing_tr_files(folder):
out = []
for root, dirs, files in os.walk(os.path.join(folder, 'locale/')):
for name in files:
if pattern_tr_filename.search(name):
out.append(name)
return out
# A series of search and replaces that massage a .po file's contents into
# a .tr file's equivalent
def process_po_file(text):
# The first three items are for unused matches
text = re.sub(r'#~ msgid "', "", text)
text = re.sub(r'"\n#~ msgstr ""\n"', "=", text)
text = re.sub(r'"\n#~ msgstr "', "=", text)
# comment lines
text = re.sub(r'#.*\n', "", text)
# converting msg pairs into "=" pairs
text = re.sub(r'msgid "', "", text)
text = re.sub(r'"\nmsgstr ""\n"', "=", text)
text = re.sub(r'"\nmsgstr "', "=", text)
# various line breaks and escape codes
text = re.sub(r'"\n"', "", text)
text = re.sub(r'"\n', "\n", text)
text = re.sub(r'\\"', '"', text)
text = re.sub(r'\\n', '@n', text)
# remove header text
text = re.sub(r'=Project-Id-Version:.*\n', "", text)
# remove double-spaced lines
text = re.sub(r'\n\n', '\n', text)
return text
# Go through existing .po files and, if a .tr file for that language
# *doesn't* exist, convert it and create it.
# The .tr file that results will subsequently be reprocessed so
# any "no longer used" strings will be preserved.
# Note that "fuzzy" tags will be lost in this process.
def process_po_files(folder, modname):
for root, dirs, files in os.walk(os.path.join(folder + 'locale/')):
for name in files:
code_match = pattern_po_language_code.match(name)
if code_match == None:
continue
language_code = code_match.group(1)
tr_name = modname + "." + language_code + ".tr"
tr_file = os.path.join(root, tr_name)
if os.path.exists(tr_file):
if params["verbose"]:
print(f"{tr_name} already exists, ignoring {name}")
continue
fname = os.path.join(root, name)
with open(fname, "r", encoding='utf-8') as po_file:
if params["verbose"]:
print(f"Importing translations from {name}")
text = process_po_file(po_file.read())
with open(tr_file, "wt", encoding='utf-8') as tr_out:
tr_out.write(text)
# from https://stackoverflow.com/questions/600268/mkdir-p-functionality-in-python/600612#600612
# Creates a directory if it doesn't exist, silently does
# nothing if it already exists
def mkdir_p(path):
try:
os.makedirs(path)
except OSError as exc: # Python >2.5
if exc.errno == errno.EEXIST and os.path.isdir(path):
pass
else: raise
# Converts the template dictionary to a text to be written as a file
# dKeyStrings is a dictionary of localized string to source file sets
# dOld is a dictionary of existing translations and comments from
# the previous version of this text
def strings_to_text(dkeyStrings, dOld, mod_name):
lOut = [f"# textdomain: {mod_name}\n"]
dGroupedBySource = {}
for key in dkeyStrings:
sourceList = list(dkeyStrings[key])
sourceList.sort()
sourceString = "\n".join(sourceList)
listForSource = dGroupedBySource.get(sourceString, [])
listForSource.append(key)
dGroupedBySource[sourceString] = listForSource
lSourceKeys = list(dGroupedBySource.keys())
lSourceKeys.sort()
for source in lSourceKeys:
localizedStrings = dGroupedBySource[source]
localizedStrings.sort()
lOut.append("")
lOut.append(source)
lOut.append("")
for localizedString in localizedStrings:
val = dOld.get(localizedString, {})
translation = val.get("translation", "")
comment = val.get("comment")
if len(localizedString) > doublespace_threshold and not lOut[-1] == "":
lOut.append("")
if comment != None:
lOut.append(comment)
lOut.append(f"{localizedString}={translation}")
if len(localizedString) > doublespace_threshold:
lOut.append("")
unusedExist = False
for key in dOld:
if key not in dkeyStrings:
val = dOld[key]
translation = val.get("translation")
comment = val.get("comment")
# only keep an unused translation if there was translated
# text or a comment associated with it
if translation != None and (translation != "" or comment):
if not unusedExist:
unusedExist = True
lOut.append("\n\n##### not used anymore #####\n")
if len(key) > doublespace_threshold and not lOut[-1] == "":
lOut.append("")
if comment != None:
lOut.append(comment)
lOut.append(f"{key}={translation}")
if len(key) > doublespace_threshold:
lOut.append("")
return "\n".join(lOut) + '\n'
# Writes a template.txt file
# dkeyStrings is the dictionary returned by generate_template
def write_template(templ_file, dkeyStrings, mod_name):
# read existing template file to preserve comments
existing_template = import_tr_file(templ_file)
text = strings_to_text(dkeyStrings, existing_template[0], mod_name)
mkdir_p(os.path.dirname(templ_file))
with open(templ_file, "wt", encoding='utf-8') as template_file:
template_file.write(text)
# Gets all translatable strings from a lua file
def read_lua_file_strings(lua_file):
lOut = []
with open(lua_file, encoding='utf-8') as text_file:
text = text_file.read()
#TODO remove comments here
text = re.sub(pattern_concat, "", text)
strings = []
for s in pattern_lua.findall(text):
strings.append(s[1])
for s in pattern_lua_bracketed.findall(text):
strings.append(s)
for s in strings:
s = re.sub(r'"\.\.\s+"', "", s)
s = re.sub("@[^@=0-9]", "@@", s)
s = s.replace('\\"', '"')
s = s.replace("\\'", "'")
s = s.replace("\n", "@n")
s = s.replace("\\n", "@n")
s = s.replace("=", "@=")
lOut.append(s)
return lOut
# Gets strings from an existing translation file
# returns both a dictionary of translations
# and the full original source text so that the new text
# can be compared to it for changes.
def import_tr_file(tr_file):
dOut = {}
text = None
if os.path.exists(tr_file):
with open(tr_file, "r", encoding='utf-8') as existing_file :
# save the full text to allow for comparison
# of the old version with the new output
text = existing_file.read()
existing_file.seek(0)
# a running record of the current comment block
# we're inside, to allow preceeding multi-line comments
# to be retained for a translation line
latest_comment_block = None
for line in existing_file.readlines():
line = line.rstrip('\n')
if line[:3] == "###":
# Reset comment block if we hit a header
latest_comment_block = None
continue
if line[:1] == "#":
# Save the comment we're inside
if not latest_comment_block:
latest_comment_block = line
else:
latest_comment_block = latest_comment_block + "\n" + line
continue
match = pattern_tr.match(line)
if match:
# this line is a translated line
outval = {}
outval["translation"] = match.group(2)
if latest_comment_block:
# if there was a comment, record that.
outval["comment"] = latest_comment_block
latest_comment_block = None
dOut[match.group(1)] = outval
return (dOut, text)
# Walks all lua files in the mod folder, collects translatable strings,
# and writes it to a template.txt file
# Returns a dictionary of localized strings to source file sets
# that can be used with the strings_to_text function.
def generate_template(folder, mod_name):
dOut = {}
for root, dirs, files in os.walk(folder):
for name in files:
if fnmatch.fnmatch(name, "*.lua"):
fname = os.path.join(root, name)
found = read_lua_file_strings(fname)
if params["verbose"]:
print(f"{fname}: {str(len(found))} translatable strings")
for s in found:
sources = dOut.get(s, set())
sources.add(f"### {os.path.basename(fname)} ###")
dOut[s] = sources
if len(dOut) == 0:
return None
templ_file = os.path.join(folder, "locale/template.txt")
write_template(templ_file, dOut, mod_name)
return dOut
# Updates an existing .tr file, copying the old one to a ".old" file
# if any changes have happened
# dNew is the data used to generate the template, it has all the
# currently-existing localized strings
def update_tr_file(dNew, mod_name, tr_file):
if params["verbose"]:
print(f"updating {tr_file}")
tr_import = import_tr_file(tr_file)
dOld = tr_import[0]
textOld = tr_import[1]
textNew = strings_to_text(dNew, dOld, mod_name)
if textOld and textOld != textNew:
print(f"{tr_file} has changed.")
shutil.copyfile(tr_file, f"{tr_file}.old")
with open(tr_file, "w", encoding='utf-8') as new_tr_file:
new_tr_file.write(textNew)
# Updates translation files for the mod in the given folder
def update_mod(folder):
modname = get_modname(folder)
if modname is not None:
process_po_files(folder, modname)
print(f"Updating translations for {modname}")
data = generate_template(folder, modname)
if data == None:
print(f"No translatable strings found in {modname}")
else:
for tr_file in get_existing_tr_files(folder):
update_tr_file(data, modname, os.path.join(folder, "locale/", tr_file))
else:
print("Unable to find modname in folder " + folder)
# Determines if the folder being pointed to is a mod or a mod pack
# and then runs update_mod accordingly
def update_folder(folder):
is_modpack = os.path.exists(os.path.join(folder, "modpack.txt")) or os.path.exists(os.path.join(folder, "modpack.conf"))
if is_modpack:
subfolders = [f.path for f in os.scandir(folder) if f.is_dir()]
for subfolder in subfolders:
update_mod(subfolder + "/")
else:
update_mod(folder)
print("Done.")
def run_all_subfolders(folder):
for modfolder in [f.path for f in os.scandir(folder) if f.is_dir()]:
update_folder(modfolder + "/")
main()

144
init.lua
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@ -23,6 +23,16 @@ local default_fuse = rocket_max_fuse/2 -- 7 seconds at 1 m/s^2 is 24.5 meters tr
local enable_grenade = minetest.settings:get_bool("torch_bomb_enable_grenades", true)
local crossbow_range = tonumber(minetest.settings:get("torch_bomb_base_crossbow_range")) or 25
local enable_crossbows = minetest.settings:get_bool("torch_bomb_enable_crossbows", true)
local torch_bow_uses = tonumber(minetest.settings:get("torch_bomb_base_crossbow_uses")) or 30
-- Detect creative mod
local creative_mod = minetest.get_modpath("creative")
-- Cache creative mode setting as fallback if creative mod not present
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
-- 12 torches grenade
local ico1 = {
vector.new(0.000000, -1.000000, 0.000000),
@ -286,6 +296,38 @@ minetest.after(0, function()
torch_def_on_place = minetest.registered_nodes[torch_item].on_place
end)
local function play_bolt_hit(pos)
minetest.sound_play("torch_bomb_bolt_hit", {pos=pos, gain=1, max_hear_distance=32})
end
local function embed_torch(target, placer, pos)
if minetest.get_item_group(minetest.get_node(target.above).name, "torch") ~= 0 then
return
end
torch_def_on_place(ItemStack(torch_item), placer, target)
local target_pos = target.above
local dir_back = vector.normalize(vector.subtract(pos, target_pos))
local vel_back = vector.multiply(dir_back, 10)
minetest.add_particlespawner({
amount = math.random(1,6),
time = 0.1,
minpos = target_pos,
maxpos = target_pos,
minvel = vector.subtract(dir_back, 2),
maxvel = vector.add(dir_back, 2),
minacc = {x=0, y=-9, z=0},
maxacc = {x=0, y=-9, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 1,
maxsize = 2,
collisiondetection = true,
collision_removal = false,
texture = "torch_bomb_shard.png",
})
minetest.after(math.random()*0.1, play_bolt_hit, pos)
end
local function kerblam(pos, placer, dirs, min_range)
pos = vector.round(pos)
local targets = {}
@ -308,29 +350,7 @@ local function kerblam(pos, placer, dirs, min_range)
minetest.pos_to_string(pos) .. " and placed " .. #targets .. " torches.")
for _, target in ipairs(targets) do
if minetest.get_item_group(minetest.get_node(target.above).name, "torch") == 0 then -- TODO remove this check after culling close-together targets
torch_def_on_place(ItemStack(torch_item), placer, target)
local target_pos = target.above
local dir_back = vector.normalize(vector.subtract(pos, target_pos))
local vel_back = vector.multiply(dir_back, 10)
minetest.add_particlespawner({
amount = math.random(1,6),
time = 0.1,
minpos = target_pos,
maxpos = target_pos,
minvel = vector.subtract(dir_back, 2),
maxvel = vector.add(dir_back, 2),
minacc = {x=0, y=-9, z=0},
maxacc = {x=0, y=-9, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 1,
maxsize = 2,
collisiondetection = true,
collision_removal = false,
texture = "torch_bomb_shard.png",
})
end
embed_torch(target, placer, pos)
end
end
@ -648,7 +668,8 @@ if enable_grenade then
max_hear_distance = 32,
})
if not minetest.setting_getbool("creative_mode") and not minetest.check_player_privs(user, "creative") then
if not ((creative_mod and creative.is_enabled_for(user:get_player_name())) or
creative_mode_cache) then
itemstack:set_count(itemstack:get_count() - 1)
end
@ -699,6 +720,81 @@ if enable_grenade then
})
end
----------------------------------------------------------------------
-- Torch crossbows
local function register_torch_bow(name, desc, material, image, torch_bow_range, torch_bow_uses)
minetest.register_tool("torch_bomb:torch_crossbow_" .. name, {
description = S("@1 Torch Crossbow", desc),
inventory_image = image,
wield_scale = 1,
stack_max = 1,
groups = nil,
sound = {
breaks = "default_tool_break",
},
on_use = function(itemstack, user, pointed_thing)
if not user then return end
local inv = user:get_inventory()
local playerpos = user:get_pos()
playerpos.y = playerpos.y + 1.5
if not inv:contains_item("main", {name=torch_item, count=1}) then
minetest.sound_play("torch_bomb_crossbow_reload", {pos=playerpos, gain=1, max_hear_distance=64}) --out of ammo sound
return
end
if not ((creative_mod and creative.is_enabled_for(user:get_player_name())) or
creative_mode_cache) then
inv:remove_item("main", {name=torch_item, count=1})
itemstack:add_wear(65535/(torch_bow_uses-1))
end
local dir = user:get_look_dir()
local target = vector.add(playerpos, vector.multiply(dir, torch_bow_range))
local raycast = minetest.raycast(playerpos, target, false, true)
local target_pointed = find_target(raycast)
if target_pointed then
embed_torch(target_pointed, user, playerpos)
end
minetest.sound_play("torch_bomb_crossbow_fire", {pos=playerpos, gain=1, max_hear_distance=64})
return itemstack
end,
})
if minetest.get_modpath("farming") then
minetest.register_craft({
output = "torch_bomb:torch_crossbow_" .. name,
recipe = {
{material, torch_item, material},
{'farming:string', 'group:stick', 'farming:string'},
{'', 'group:stick', ''},
},
})
else
minetest.register_craft({
output = "torch_bomb:torch_crossbow_" .. name,
recipe = {
{material, torch_item, material},
{'', 'group:stick', ''},
{'', 'group:stick', ''},
},
})
end
end
if enable_crossbows then
register_torch_bow("wood", S("Wooden"), "group:wood", "torch_bomb_crossbow_wood.png", crossbow_range, torch_bow_uses)
register_torch_bow("bronze", S("Bronze"), "default:bronze_ingot", "torch_bomb_crossbow_bronze.png", crossbow_range * 2, torch_bow_uses * 3)
register_torch_bow("steel", S("Steel"), "default:steel_ingot", "torch_bomb_crossbow_steel.png", crossbow_range * 3, torch_bow_uses * 3)
end
----------------------------------------------------------------------
-- Crafting

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@ -1,6 +1,24 @@
# textdomain: torch_bomb
### init.lua ###
#@1 is the type of bomb that this rocket lofts
@1 Rocket=
#@1 is the material the crossbow is made out of
@1 Torch Crossbow=
#material the crossbow is made out of
Bronze=
Mega Torch Bomb=
#help text in the fuse setting window
Rocket accelerates at 1 m/s^2.@nFuse duration from 1 to @1 seconds:=
#button label
Set=
#material the crossbow is made out of
Steel=
Torch Bomb=
Torch Grenade=
Torch Grenade=
#material the crossbow is made out of
Wooden=

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@ -1,4 +1,4 @@
name = torch_bomb
description = Place torches throughout your entire surroundings with a torch bomb
depends = default
optional_depends = tnt
optional_depends = tnt, creative, farming

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@ -6,4 +6,10 @@ torch_bomb_enable_grenades (Enable torch grenades) bool true
torch_bomb_grenade_range (Max range of torch grenade) int 25
torch_bomb_enable_rockets (Enable rocket versions of torch bombs) bool true
# 14 seconds at 1 m/s^2 is 98 meters traveled
torch_bomb_max_fuse (Maximum fuse duration of rockets) int 14
torch_bomb_max_fuse (Maximum fuse duration of rockets) int 14
torch_bomb_enable_crossbows (Enable torch crossbows) bool true
#bronze and steel crossbows have three times this number of uses
torch_bomb_base_crossbow_uses (Base number of crossbow uses) int 30
#bronze crossbows have twice this range, steel crossbows have three times this range
torch_bomb_base_crossbow_range (Base crossbow range) int 25

4
sounds/license.txt Normal file
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@ -0,0 +1,4 @@
https://freesound.org/people/nettimato/sounds/350345/ by nettimato July 15th, 2016 under CC-0, from the bweapons modpack:
torch_bomb_bolt_hit
torch_bomb_crossbow_fire
torch_bomb_crossbow_reload

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@ -6,4 +6,6 @@ Copyright (C) 2015-2016 Wuzzy
Copyright (C) 2016 sofar (sofar@foo-projects.org)
Copyright (C) 2018 paramat
Torch bomb shard by FaceDeer 2020 under the CC0 license
Torch bomb shard by FaceDeer 2020 under the CC0 license
torch_bomb_crossbow is from the bweapons modpack's bow pack and is licenced under CC BY 4.0. https://github.com/ClockGen/bweapons_modpack/tree/master/bweapons_bows_pack/textures

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