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104 Commits

Author SHA1 Message Date
mckaygerhard a3a271b21f stairs - fix multiengine protocol loading of sound table 2023-08-13 19:32:15 -04:00
mckaygerhard a110849017 default/player_Api dinamically set the model player on client conection
* improves previous commit 13cd243a03 ,
  the problem is that both server and client must be equal protocol, so
  this ugly hack check if this was loaded into FinalMinetest or Multicraft
  to dinamically check client nature and re-registering the model when
  server and client do not have same player models due the colisionbox check
* NOTE: the check already need to check if the engine is old and the server not,
  so the conditional just try to do exact check agains TRUE boolean.
* Closed https://codeberg.org/minenux/minetest-game-minetest/issues/12
  fixed the problem of collisionbox for the lufix player in ugly way but
  much more effectivelly due can be mixed in FinalMinetest and Multicraft
2023-08-13 19:31:31 -04:00
mckaygerhard 23eb8437f4 default - revent knockback for attached players
* backported from default game
  fbbc7fc996
2023-08-06 13:21:45 -04:00
mckaygerhard d77ba194d4 update player model remove vertial 1 node offset on newer engines only
* Player model: Remove vertical 1 node offset for new engines, but
  Required due to the settable player collision box engine feature
  change for MT/MTG v0.5.0 that breaks compatibility with old client
  so due that this commit will added backguard compatibility
* Autodetec minetest versoin engine and provide right model
  character, update player code to provide compatibility with player_api
2023-08-06 12:36:03 -04:00
mckaygerhard a6073f034d mods hudbars+hbarmor+hbhunger - make check for max_hp witout segfault old engines
* optimize checks, only set once, upgrade upstream
* use right supported check for version string
* do not make redundant checks and set of hp_max
* property set log warning notification when parts of mod are not used
* autodetect armor mod and able to work without it
2023-07-26 01:20:32 -04:00
mckaygerhard 2de5aaeeff mods - hudbars+hbhunger+hbarmor - featured upgrade
* fix workaroun about ssettings not configurable
* do not hardcoded hp_max from other mods, unless configured here
* provide settings for hbhunger steps
* provide settings for auto hide or not hbarmor
* document those missing features
* mark mod with version 2.3.5.0 and using redo flag
* detection of original mods and bypass build-in own features
* optimize loading of hubar for armor, bad initialization
* real check player becouse of wrong implementation at engine
2023-07-24 15:27:25 -04:00
mckaygerhard a3f7816526 backguard compatibility of hp_max in older clients, (missing breath_max)
* honoring customizations of hp_max its not so valid in older
  clients becouse of a bug in older clients of hardcoded healt player
  long time ago user requested https://github.com/minetest/minetest/issues/2246
  the value was hardcoded into engine and do not allow to be
  customized by mods until the commit above, this patch
  takes that into consideration and set the value to 20.
* NOTE: as side effect if you started a server that support
  hp_max modification and try to connect using a older client,
  client will perfectly supports the already configured healt
  from client, but will start at 20 initialy, of course with
  max_hp supported over the value of 20
2023-07-19 00:44:11 -04:00
mckaygerhard 918bb6e8bb mods - hudbars : not hardcoded the hb.init_hudbar max values
* real fix for missing format_string_config.textdomain
  backpoted from c219b708f8
* fix the backguard compatibility for format_string_config.format_string
* add configuration settings for hp_max of player and breath_max
* do not hardcoded hp_max neither breath_max and honor customizations
* real fix of get_properties when join players
* set alternate honored max values before get_properties when join players
* increase default ticks of updates for hud bar, to avoid performance
  issues in low end devices
* optimize and fix texture images
2023-07-17 01:16:50 -04:00
mckayshirou b4c29033c9 fix creative mode mod backguard compatibility for all engines
* dont follow the creative upstream mod,
  its just wrapper around get_bool(creative) setting, so create a check privilegie
  function and provide backguard compatibility checks
* backported fix from c770d5cb43
  same backported from c770d5cb43
2023-07-13 23:03:51 -04:00
mckaygerhard fd5ca024e6 integrated nice hudbars into our default minetest game
* checkout facc2cffb8
* version 2.3.4 with many backported fixeds
2023-06-20 00:42:50 -04:00
mckaygerhard 336ce1c8db sfinv - sfinv_home set better text for home button 2023-06-18 04:58:26 -04:00
mckaygerhard 8196401ab8 fireflies - fix wrong conditional 2023-06-18 04:33:29 -04:00
mckaygerhard c624fef6f3 Merge sync 'stable-4.0' to stay in sync with featured fireflies mod
* integrate creative new mod
* featured fireflies with ethereal support
2023-06-18 03:17:30 -04:00
mckaygerhard 9836d04755 fireflies - sync with oiginal and add support for ethereal
* sync with fireflies of upstream original mod and from minenux
* Add vessels group to firefly vessel
* Detect creative mode and creative privilegies, using creative mod
* Detect ethereal mod and provide more biomes of place
2023-06-18 03:17:07 -04:00
mckaygerhard ee13c9f46a fireflies - sync with oiginal and add support for ethereal
* sync with fireflies of upstream original mod and from minenux
* Add vessels group to firefly vessel
* Detect creative mode and creative privilegies, using creative mod
* Detect ethereal mod and provide more biomes of place
2023-06-18 03:14:10 -04:00
mckaygerhard ea2069d30e fireflies - allow to spawn/put the net fireflies on more biomes if ethereal
* if the etherealmod is detected allow to spawn/put the net/fireflies
  in more biomes
2023-06-17 10:25:47 -04:00
mckaygerhard 1624147edc included the reduced and external mantanied fireflies mod for older engines
* the mt5 game already has a improved version of fireflies with timer nodes
  that hide the fireflies at day
2023-06-17 09:59:47 -04:00
mckaygerhard f208b6312d updated upgraded simplified creative and provide privilegie feature
* register privilegie of creative for older or newer engines
* enhanced the formspec of the creative player to 4 rows
* try to upgrade most close to track upstream original
* return back text button, remove extra media
  check https://notabug.org/TenPlus1/creative/issues/2
* update readme information to diference features
2023-06-16 00:36:33 -04:00
mckaygerhard ae8c3f8eba sfinv - upgrade sfinv and integrated sfinv_home to sfinv 2023-06-12 00:32:55 -04:00
mckaygerhard 729e344fc8 sethome - update mod to upstream 2023-06-12 00:02:51 -04:00
mckaygerhard 8e59006dc8 sethome - update mod to upstream 2023-06-12 00:02:10 -04:00
mckaygerhard 284eb28d6c toolranks - fix mt 5.X depends 2023-06-11 23:21:20 -04:00
mckaygerhard 901fb492c1 Fix many workbench and enchanting table bugs from MT-Eurythmia
* fix crash https://github.com/Mynetest/Mynetest-server/issues/105
* detect that hammer is present and detect if that mese list are mese
* backported https://github.com/MT-Eurythmia/xdecor/commit/59a65c60611ebe8ef3ced2e406968f049>
* backported https://github.com/MT-Eurythmia/xdecor/commit/28a24a805be109eb8ab32b8633b1dfef5>
2023-06-11 21:46:20 -04:00
mckaygerhard 13a6891758 xdecor - crash avoiting: Added further sanity check and update formspecs
* update xdecir minenux up to 20230611
* backporting https://notabug.org/minenux/minetest-mod-xdecor/commit/3e0ca1304d454297739d6f8>
* backporting https://github.com/0siribix/xdecor/commit/c7e756afc7d246817209c415c6e9a9dda533>
* backporting https://github.com/0siribix/xdecor/commit/3823fce1e05a9472e7cf798c8346ba95ead1>
* backporting https://notabug.org/minenux/minetest-mod-xdecor/commit/9f4002b749920a6aa906ce7>
2023-06-11 19:57:23 -04:00
mckaygerhard dab09dfd32 mods - add tenplus1 toolranks with some backported changes features
* toolranks from minenux with spanish translation and featured description
* backguard compatibility
2023-06-11 14:50:11 -04:00
mckaygerhard ebdf4427d3 creative - fix mistake on privs 2023-06-11 06:29:33 -04:00
mckaygerhard 4a9e24b2f2 provide minetest.is_creative_enabled and backguard compatibilty 2023-06-11 06:19:33 -04:00
mckaygerhard aa9f63cb3f farming - make apples 3d backporting the 3d_apples mod 2023-06-07 17:21:20 -04:00
mckaygerhard 115c85ce40 xdecor - fix possible bad array on enchanting code, related to some bugs
* update mod to f6d0f0b2a5c1d435217bb3409a76da9eb36fe889 with last README info nodes
2023-06-07 16:32:25 -04:00
mckaygerhard 00bad47eed incorporate xdecor a more light respect homedecor 2023-06-06 15:12:23 -04:00
mckaygerhard c23219729c update farming mod for mt game v4, need test compatibility 2023-06-06 11:28:47 -04:00
general 07d4778ffb update information and references.. use git.minetest.org as mirror
* update game info and release focused version
* modernize the game.conf but mantanin compatibility
* provide LICENSE clarification about real autor historicaly (blockmen)
2022-08-23 11:20:42 -04:00
Герхард PICCORO Lenz McKAY d82008a256 tnt - update to fix MT5 game detectio engine api
* backported fca1999990
* closes https://notabug.org/TenPlus1/tnt/issues/2
* closes https://codeberg.org/minenux/minetest-mod-tnt/issues/2
2022-08-05 22:47:04 -04:00
Герхард PICCORO Lenz McKAY e02a31343a v 20220728 - update boats mod, fix missing global minetest object access
* property detect the feature using the namespace global var
2022-07-27 01:56:38 -04:00
Герхард PICCORO Lenz McKAY 36427dada6 merge fix for misc error (fix misc error on boat contidional)
* recommit 58c2cb6d89 after upgrade boats
* sync merge with 5.2 stable brach from codeberg repo
2022-07-27 01:53:03 -04:00
mckaygerhard b6d93e76d3 Added detection of mod player_api agains default
* use aliasing sustitution to use player_api when detected
* backported those to legacy.lua
2022-04-14 21:11:48 -04:00
mckaygerhard 812bb323f6 Verify object is player before checking privs backported for mt 0.4.17 game
* backported 3a3f71aa50
* prevents a crash when a 'nil' digger is passed by the engine to minetest.node_dig
2022-04-14 21:04:28 -04:00
mckaygerhard d18f9b4251 Do not crash when a skeleton key is used on an unknown node
* backported from default MT 5.1+
2022-04-14 20:57:56 -04:00
mckaygerhard 574d6cc65c Fix flammable item entities crashing
* backported from https://github.com/minetest/minetest_game/pull/2659
* fix to close https://codeberg.org/minenux/minetest-game-minetest/issues/11
2022-04-14 20:45:16 -04:00
Герхард PICCORO Lenz McKAY b1440d887d mod: farming - lower refill time, add player check, fix de locale, add trellis
* Import upstream changes from upstream tenplus1 as
  00e4b3cb89
* lower refill time, add player check
  2e90959a6c
* fix de translations due update translations
  a19f852ddf
* fix spanish translations due typos
  35c5245b3c
* add trellis setting to registered_crops
  https://codeberg.org/minenux/minetest-mod-farming/commit/3cbbb3678e
2022-03-09 12:14:28 -04:00
mckaygerhard 2f97407591 upgrade beds,boats,bucket,carts,creative,doors,farming,fire,stairs,tnt,wool
* beds 7b6fae96d5
* boats 3832de08f7
* bucket 1d9f32295a
* carts dcbca916cf
* creative ca09e77370
* doors a89ab0454d
* farming 10de84d12d
* fire 4e5f7ad553
* stairs c3a5af6c45
* tnt 8195861f90
* wool de642a08e8
2022-03-01 23:26:11 -04:00
mckaygerhard c7cb79422b improve README and api documentation 2022-02-28 23:44:55 -04:00
mckaygerhard c23bd322f7 docs - fix missing colon in sintax game_api 2022-02-28 23:17:14 -04:00
mckaygerhard 18aed0219b * document, configure and improve the give_initial_stuff
* This mod provides some stuff per player at initial play when first join only
* set initial_stuff = default:wood 2,farming:bread 2,default:furnace 1,default:torch 5
* the initial_stuff is only configured per config files not at menu
2021-12-13 20:12:36 -06:00
Герхард PICCORO Lenz McKAY f1e7172fe1 adapted from player_api: Set eye height property for player model
* backported d4e1bd053e
* Player API: Set eye height property for new player model
2021-12-10 17:35:02 -04:00
SmallJoker 74702c6ada Carts: Replace old, deprecated function names 2021-12-10 17:23:59 -04:00
Lars Hofhansl d37c1d2312 Creative: Do not give creative priv to admin 2021-12-10 17:20:34 -04:00
Герхард PICCORO Lenz McKAY be96530e20 Mushroom spread: make overridable and reduce spread
* Move mushroom spread ABM action into a global and overridable function.
  but do not optimise spread code
* backported bcf98df5fa
* Reduce spread range to reduce spread through walls.
2021-12-10 15:24:32 -04:00
paramat 535204298e Farming: Make cotton look like cotton, add crafted string item
Remove string -> cotton alias.
2021-12-10 15:11:15 -04:00
mckaygerhard 657f7cee6e set art and game default, use minenux name and logo venenux
* backported d5cc8c46f6
* now we are into minenux so minetest4 stable-4.0 branch for engine
2021-12-10 13:11:24 -04:00
Герхард PICCORO Lenz McKAY 95e70da3a6 Default: Increase the maximum level of the diamond axe to 3
* backported https://github.com/minetest/minetest_game/pull/1854
* This is the maximum level of the other diamond tools and makes the
  number of uses similar to them.
* fixed https://github.com/minetest/minetest_game/issues/1456
  Diamond axe breaks earlier than mese axe
2021-12-09 16:54:51 -04:00
Герхард PICCORO Lenz McKAY e07ad71d11 Improve node descriptions for most default items and nodes
* backported https://github.com/minetest/minetest_game/pull/1834
* addressed consistency issues previously discussed in:
* https://github.com/minetest/minetest_game/issues/1473
  Bad item descriptions: Too generic descriptions among specific descriptions
  also cos has a strong tendency towards mixing generic item names
* https://github.com/minetest/minetest_game/issues/1817
  Add tree species to descriptions for appletree and jungletree
  No change to node technical names though. Normal wood is obviously an appletree
2021-12-09 16:26:54 -04:00
paramat 9cf3c953f1 Flowers: More flowers 2021-12-09 15:34:31 -04:00
ezhh 4a1fc02e82 Descriptions: Make capitalization consistent 2021-12-09 15:31:52 -04:00
Герхард PICCORO Lenz McKAY 2b6de659cb Floatland biomes: Add ocean biomes to fix missing sandstone
* Update biome lists for blob ores.
* backported bdc09d2313
2021-12-09 15:30:08 -04:00
Ezhh aa7f6cd060 Make sapling, leaves and fence descriptions consistent
* backported https://github.com/minetest/minetest_game/pull/1795
2021-12-09 15:07:47 -04:00
John Cole fb610ffa59 Allow mossy cobble slabs to combine
* backported https://github.com/minetest/minetest_game/pull/1791
* fixed https://github.com/minetest/minetest_game/issues/1790
2021-12-09 15:03:29 -04:00
tenplus1 fea78bdf54 Creative: Add 'creative' privilege for survival servers
* This adds a 'creative' privilege to survival servers which OPs can bestow
 on admin or competent builders to give access to the creative inventory.
* backported from 0157175346
2021-12-09 13:00:48 -04:00
sofar d6a66860af Prevent divide by zero (#2106)
This forces all explosions to damage entities within the 1 node
range. If that needs to be disabled, the damage_radius needs to
be set to 0.
2018-05-18 12:50:47 +02:00
paramat 6d850f23a5 Flower spread ABM: Optimise
Match maximum spread density to maximum mapgen density for flowers.
Place 3 flora nodes at once instead of 1.
Change ABM chance value to 300 to match previous spread rate.
ABM becomes 3 times less intensive.
2018-05-18 12:50:47 +02:00
paramat 2c1af0861f Doors: Avoid crash on nil player in 'can dig door' 2018-05-18 12:50:47 +02:00
Jat15 d2ae721235 Stairs: unbind table groups (#2036)
Unbind table groups for base block, stairs, slabs.
2018-05-18 12:50:18 +02:00
paramat 01db55cee5 default:dirt_with_snow: Re-add to soil group
Previously, saplings were not growing if the dirt they are on turned to
'dirt with snow' before growth.
Also for consistency with other dirt nodes.
2018-05-06 20:44:30 +02:00
Ekdohibs 4ba2b5179e Furnace: Fix being able to cook items without enough fuel
This was triggered when too much time had elapsed when timer was called.
Also, fix timer resolution giving free fuel time.
2018-05-06 20:44:30 +02:00
Diego Martínez a5092c0df6 creative: Add missing tooltips. 2018-05-06 20:44:30 +02:00
paramat 575c098bae Book textures: Reset colour profiles to remove warnings 2018-05-06 20:44:22 +02:00
paramat cddd59b578 Book textures: Replace with more original textures 2018-05-06 20:40:45 +02:00
ezhh 7a4b1e0ce1 Default: Make burntimes more rational and consistent 2017-12-05 21:24:02 +01:00
DTA7 0216fa08ec Add nil checks for placer 2017-11-19 23:03:38 +01:00
raymoo ca3e807d35 Creative: Make the placenode registration check for non-player placers 2017-11-19 23:03:38 +01:00
raymoo ca38bb2390 Creative: Make handle_node_drops override work for non-player diggers 2017-11-19 23:03:38 +01:00
Coder12a 7d07c52d09 Books: Convert \r to \n
Some files or editors may use \r instand of \n like notepad++. If you copy
text written in notepad++ and pasted into the book. The book will only have
one page.
2017-11-19 23:03:38 +01:00
SmallJoker 532013a032 Creative: Cache inventory items on load 2017-11-19 23:03:38 +01:00
tenplus1 a52622669f TNT: Add tnt.boom defaults
This adds def, def.radius and def.damage_radius defaults to the
tnt.boom() function if they aren't specified on call.
2017-11-19 23:03:38 +01:00
SmallJoker ce5e668681 Bones: Return bones when taking the last ItemStack 2017-11-19 23:03:38 +01:00
tenplus1 6530fa914b Flowers: Add waterlily right-click checks
Check for on_rightclick functions of nodes when holding a waterlily.
2017-11-19 23:03:38 +01:00
rubenwardy 86eb0e1617 Sfinv: Remove possibility of infinite loop when homepage doesn't exist 2017-11-19 23:03:38 +01:00
rubenwardy 93fb9b36ce Sfinv: Rename navigation tabs to reduce chance of a conflict 2017-11-19 23:03:38 +01:00
danielmeek32 09e3505ea1 Chests: Fix locked chest protection against explosions (#1886)
Fixes #1885
2017-11-19 23:03:38 +01:00
tenplus1 cecbfc1676 Chests: Fix open chest after player leave (#1884)
This should fix the chest staying open when a player disconnects while inside.
2017-11-19 23:03:38 +01:00
tenplus1 fba6f6a4cf TNT: Add explode_center flag
Add 'explode_centre' flag which when false explodes as normal and when true runs on_blast on centre node as well as dropping items.
2017-11-19 23:03:38 +01:00
tenplus1 6053456af1 Mushroom spread: Optimise and make overridable
Move mushroom spread ABM action into a global and overridable function.
Optimise spread code.
Reduce spread range to reduce spread through walls.
2017-11-19 23:03:38 +01:00
Hybrid Dog cc2f75b2f9 Register fence: Allow setting nodedefs to 'false' 2017-11-19 23:03:38 +01:00
tenplus1 b6ef71c92e TNT's tnt:boom cleanup (#1868)
The tnt:boom node doesn't actually need the on_construct and on_timer functions to remove the node after 0.4 seconds as the tnt_explode function already does this beforehand.
2017-11-19 23:03:38 +01:00
SmallJoker 876da2fbc6 Beds: Do not crash when placing in an unknown node 2017-11-19 23:03:38 +01:00
paramat ea45ca57a5 Lava cooling: Increase interval to 2
An excessive load has been reported caused by the node searching, so even
when no lava is present.
2017-11-19 23:03:34 +01:00
SmallJoker 6fa3ebfa75 Carts: Check for last pathfinder predition too Minor fix to reduce cart jitter slightly 2017-11-19 22:57:28 +01:00
SmallJoker efe6fb6dfb TNT: Only burn visually connected powder (#1857) 2017-11-19 22:57:28 +01:00
SmallJoker 1aeb2baa91 Creative: Prevent unauthorized item access (#1840) 2017-11-19 22:57:28 +01:00
Ezhh e4d6425846 Correct farming/stairs dependency (#1838) 2017-11-19 22:57:28 +01:00
Paramat 81f885795d Crafting: Remove duplicate reversed recipes (#1777)
For axes and hoes only use one recipe that matches the appearance of the texture and in inventory.
2017-11-19 22:53:53 +01:00
paramat f3e29bc2cc Saplings: Reduce grow time to ABM equivalent
Previous times were chosen using statistical maths, but reports suggested
this was too long.
I tested by timing an ABM acting on 100 nodes, with interval and chance equal
to the old sapling ABM.
50 at 4m59s.
99 at 24m58s.
100 at 26m58s.
So choose a grow time between 5 and 25 min for tree and bush saplings.
If 'can grow' is false at grow time the timer is reset to 5 min.
2017-11-19 22:53:53 +01:00
DS-Minetest 3a72f7b84b Add backface_culling to open chests and fencegates 2017-11-19 22:53:53 +01:00
Foz 20bd4560f8 TNT: Track TNT owner in metadata for protection mods
It is useful for protection mods to know who owns an exploding
TNT block. This allows the blocks destroyed by the TNT to be
limited to the same ones the owner could destroy without using
TNT.

TNT placed within a protected area by the area owner, and later
ignited by another player will destroy within the protected area
nodes the igniter may not otherwise be able to interact with. Any
player could significantly increase the size of an explosion by
placing more TNT in an adjacent unprotected area if the original
TNT block was placed withing 1 node of such a boundary. This
feature sounds dangerous, but we are talking about TNT. Players
should use it carefully.
2017-11-19 22:53:53 +01:00
SmallJoker 8991b9fe54 Carts: Do not connect rails with gunpowder (#1812) 2017-11-19 22:53:53 +01:00
Johannes Fritz aea6c5dd1d Stairs: Add backface culling to stair meshes
If backface culling is not specified for a tile in 'images' it is set to true.
Slabs already have backface culling due to being defined as nodeboxes (which
are then converted to meshnodes).
2017-11-19 22:53:53 +01:00
paramat da41caca66 Chests: Check 'def' of node above chest to avoid crash
In 'chest_lid_obstructed(pos)' check for nil 'def' to avoid a crash caused by
an unknown node above the chest.
2017-11-19 22:53:14 +01:00
red-001 103af98864 Books: Also limit the max size of the title
This limits the max size of the full title of the book to `80` letters and
the size of the part thats displayed in the tooltip to `35` letters.
2017-11-19 22:53:14 +01:00
red-001 26606b0520 Books: Limit the size of books
Really large books just waste hard drive space and the engine is not designed to
handle that much data in item metadata, this can cause strange things to happen.
2017-11-19 22:52:00 +01:00
red-001 706844e8bf Books: Add nil value checks to the book formspec handler 2017-11-19 22:52:00 +01:00
paramat a56274c230 Stairs: Use one recipe matching inventory appearence
No longer have 2 recipes for stairs, choose the one that matches the appearence
in inventory (stair rising toward the right).
Helps to reduce recipe count now that an increasing number of stairs are
being registered.
2017-11-19 22:52:00 +01:00
vorunbekannt75@web.de 3512226867 Default: Revert "Default: Shorter and better ABMs"
This reverts commit e523c3a296 to re-enable
the overriding and redefinition of these global functions.
2017-11-19 17:16:32 +01:00
ShadowNinja d5b9fee6fe Merge 0.4.16 into stable-0.4 2017-06-03 17:22:59 -04:00
sfan5 437860feff Merge tag '0.4.15' into stable-0.4
0.4.15
2016-12-22 23:00:57 +01:00
1022 changed files with 28472 additions and 3298 deletions

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@ -12,6 +12,7 @@ Copyright (C) 2015 paramat CC BY-SA 3.0
License of source code
----------------------
Copyright (C) 2010-2012 Blockmen
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
See README.txt in each mod directory for information about other authors.

63
README.md Normal file
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@ -0,0 +1,63 @@
Minetest4 Game
==============
The default game for the Minetest4 engine.
This is a fork from minetest default game, this
are made from minenux project https://codeberg.org/minenux
for minetest v4 and minetest v5 or 5.X releases.
Introduction
------------
This is the branch `stable-4.0` of minetest game for minetest4 a version
that is focused in v4 of minetest but mainly in 0.4 release. There's
also a minetest5 game version too in `stable-5.2` branch.
This are focused to provide minimal default game featured for minetest4
to be playable, with an [api](game_api.md) for more aditions (in the form of mods)
For further information, check the [Minetest Wiki](https://wiki.minetest.org/index.php?title=Games/Minetest_Game)
## Download
Can be obtained from https://codeberg.org/minenux/minetest-game-minetest/tags
those like 4.0.17 by example https://codeberg.org/minenux/minetest-game-minetest/releases/tag/4.0.17
It will download a tar.gz file, uncompress the content and a directory will be created,
the name of the directory does not matter, the contents will be used later to install.
When stable releases are made, Minetest Game and the Minetest engine is packaged
and made available at https://codeberg.org/minenux/minetest-engine/archive/stable-4.0.tar.gz
or generally at https://codeberg.org/minenux/minetest-engine/releases/tag/4.0.17 by example.
This have a mirror at https://git.minetest.org/minenux/minetest-game-minetest/releases
## Installation
This game can be used in any version from 0.4.15 to 5.1, it may work with recent version but with issues
After download, rename the directory decompressed to `minetest_game` and put to the "games" directory:
- GNU/Linux: If you use a system-wide installation place
it in ~/.minetest4/games/.
- Others: `minetest/games/` or `games` directory from the path were the binary are.
For further information or help, see: https://wiki.minetest.net/Installing_Mods
## Content
This sub game or game will contain a set of mods, that provide a behaviour of the game,
For more information check [mods/README.md](mods/README.md)
## Compatibility
This source code and files are focused in most olders minetest4 engine or 0.4.X ones
from https://codeberg.org/minenux/minetest-engine/src/branch/stable-4.0
For minetest5 check https://codeberg.org/minenux/minetest-engine/src/branch/stable-5.2
## Licensing
See `LICENSE.txt`, Blockmen was the original and fisrt person to provide this set game.

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Minetest Game [minetest_game]
=============================
The main subgame for the Minetest engine
========================================
Minetest4 Game
==============
To use this subgame with the Minetest engine, insert this repository as
/games/minetest_game
The default game for the Minetest4 engine.
The Minetest engine can be found in:
https://github.com/minetest/minetest/
This is a fork from minetest default game, this
are made from minenux project https://codeberg.org/minenux
for minetest v5 and minetest v4 or 0.4.
Compatibility
--------------
The Minetest Game github master HEAD is generally compatible with the github
master HEAD of the Minetest engine.
Introduction
------------
Additionally, when the Minetest engine is tagged to be a certain version (eg.
0.4.10), Minetest Game is tagged with the version too.
This is the branch `stable-4.0` of minetest game for minetest4 a version
that is focused in v5 of minetest but mainly in 4.0 release. There's
also a minetest4 game version too in `stable-4.0` branch.
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!)
This are focused to provide minimal default game featured for minetest4
to be playable, with an [api](game_api.md) for more aditions (in the form of mods)
Licensing
---------
For further information, check the [Minetest Wiki](https://wiki.minetest.net/Subgames/Minetest_Game)
See LICENSE.txt
## Download
Can be obtained from https://codeberg.org/minenux/minetest-game-minetest/tags
those like 4.0.X by example https://codeberg.org/minenux/minetest-game-minetest/releases/tag/4.0.17
It will download a tar.gz file, uncompress the content and a directory will be created,
the name of the directory does not matter, the contents will be used later to install.
When stable releases are made, Minetest Game and the Minetest engine is packaged
and made available at https://codeberg.org/minenux/minetest-engine/archive/stable-4.0.tar.gz
or generally at https://codeberg.org/minenux/minetest-engine/releases/tag/4.0.17 by example.
## Installation
This game can be used in any version from 5.0 to 4.0, it may work with 5.3 but not with 5.5
After download, rename the directory decompressed to `minetest_game` and put to the "games" directory:
- GNU/Linux: If you use a system-wide installation place
it in ~/.minetest4/games/.
- Others: `minetest/games/` or `games` directory from the path were the binary are.
For further information or help, see: https://wiki.minetest.net/Installing_Mods
## Content
* api
* beds
* bucket
* bones
* boats
* creative
* default
* doors
* farming
* fire
* give_initial_stuff
* stairs
* carts
* dye
* flowers
* screwdriver
* tnt
* xpanes
* sfinv
* vessels
* walls
* wool
The default mod provides sethome and player_api call ones, binoculars from v5 are
just separate privilegies for zoom, butterflies and fireflies from v5 can be set
by dmobs or mobs_doomed mod, the spawn mod is just minimal spawn management
pooly provided and better managed by mods like rspawn and spawnrandom.
## Compatibility
This source code and files are only compatible with matched minetest4 engine
from https://codeberg.org/minenux/minetest-engine/src/branch/stable-4.0
Additionally, when the Minetest4 engine is tagged to be a certain version (e.g.
4.0.17), Minetest Game is tagged with the version 4.0.17 too.
## Licensing
See `LICENSE.txt`

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name = Minetest Game
name = Minetest4
title = Minetest4
author = Blockmen
description = MinenuX game bundled default with Minetest4
min_minetest_version = 0.4.15
max_minetest_version = 5.1

962
game_api.md Normal file
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Minetest Game API
=================
This is a fork of the original one at https://github.com/minetest/minetest_game
For more information about fork check [Differences](#differences) section.
Introduction
------------
The Minetest4 Game game 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 Minetest4 API, visit https://codeberg.org/minenux/minetest-engine-minetest/src/branch/stable-4.0/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}`
## Table of Contents
- [Bucket API](#bucket-api)
- [Beds API](#beds-api)
- [Bed definition](#bed-definition)
- [Creative API](#creative-api)
- [Doors API](#doors-api)
- [Methods](#methods)
- [Door definition](#door-definition)
- [Trapdoor definition](#trapdoor-definition)
- [Fence gate definition](#fence-gate-definition)
- [Fence API](#fence-api)
- [fence definition](#fence-definition)
- [Walls API](#walls-api)
- [Farming API](#farming-api)
- [Hoe Definition](#hoe-definition)
- [Plant definition](#plant-definition)
- [Fire API](#fire-api)
- [Give Initial Stuff API](#give-initial-stuff-api)
- [TNT API](#tnt-api)
- [Screwdriver API](#screwdriver-api)
- [Sethome API](#sethome-api)
- [Sfinv API](#sfinv-api)
- [sfinv Methods](#sfinv-methods)
- [sfinv Members](#sfinv-members)
- [Context](#context)
- [sfinv.register_page](#sfinvregister_page)
- [get formspec](#get-formspec)
- [Customising themes](#customising-themes)
- [Stairs API](#stairs-api)
- [Xpanes API](#xpanes-api)
- [Pane definition](#pane-definition)
- [Raillike definitions](#raillike-definitions)
- [Default sounds](#default-sounds)
- [Default constants](#default-constants)
- [Player API](#player-api)
- [Model Definition](#model-definition)
- [Leafdecay](#leafdecay)
- [Dyes](#dyes)
- [Color groups](#color-groups)
- [Color lists](#color-lists)
- [Trees](#trees)
- [Carts](#carts)
- [Key API](#key-api)
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
false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
-- a source neighbour, even if defined as 'liquid_renewable = false'.
-- Needed to avoid creating holes in sloping rivers.
)
The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.
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
------------
Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
For example,
creative.register_tab("tools", "Tools", minetest.registered_tools)
is used to show all tools. Name is used in the sfinv page name, title is the
human readable title.
`is_enabled_for` is used to check whether a player is in creative mode:
creative.is_enabled_for(name)
Override this to allow per-player game modes.
The contents of `creative.formspec_add` is appended to every creative inventory
page. Mods can use it 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", -- `backface_culling` will automatically be
-- set to `true` if not specified.
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]
`farming.registered_plants[name] = definition`
* Table of registered plants, indexed by plant name
### 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.
`on_ignite(pos, igniter)`
* Called when Flint and steel (or a mod defined ignitor) is used on a node.
Defining it may prevent the default action (spawning flames) from triggering.
* `pos` Position of the ignited node.
* `igniter` Player that used the tool, when available.
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
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` with the following addition:
* `explode_center` false by default which removes TNT node on blast, when true will explode center node.
`tnt.burn(position, [nodename])`
^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
If no such callback exists, fallback to turn tnt group nodes to their
"_burning" variant.
nodename isn't required unless already known.
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
Sfinv API
---------
### sfinv Methods
**Pages**
* sfinv.set_page(player, pagename) - changes the page
* sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
* sfinv.register_page(name, def) - register a page, see section below
* sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
* Note: Page must already be defined, (opt)depend on the mod defining it.
* sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
and calls set_inventory_formspec().
* sfinv.get_formspec(player, context) - builds current page's formspec
**Contexts**
* sfinv.get_or_create_context(player) - gets the player's context
* sfinv.set_context(player, context)
**Theming**
* sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
* show_inv, defaults to false. Whether to show the player's main inventory
* size, defaults to `size[8,8.6]` if not specified
* sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
### sfinv Members
* pages - table of pages[pagename] = def
* pages_unordered - array table of pages in order of addition (used to build navigation tabs).
* contexts - contexts[playername] = player_context
* enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
### Context
A table with these keys:
* page - current page name
* nav - a list of page names
* nav_titles - a list of page titles
* nav_idx - current nav index (in nav and nav_titles)
* any thing you want to store
* sfinv will clear the stored data on log out / log in
### sfinv.register_page
sfinv.register_page(name, def)
def is a table containing:
* `title` - human readable page name (required)
* `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
* `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
* `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
* `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
* `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
### get formspec
Use sfinv.make_formspec to apply a layout:
return sfinv.make_formspec(player, context, [[
list[current_player;craft;1.75,0.5;3,3;]
list[current_player;craftpreview;5.75,1.5;1,1;]
image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
listring[current_player;main]
listring[current_player;craft]
image[0,4.25;1,1;gui_hb_bg.png]
image[1,4.25;1,1;gui_hb_bg.png]
image[2,4.25;1,1;gui_hb_bg.png]
image[3,4.25;1,1;gui_hb_bg.png]
image[4,4.25;1,1;gui_hb_bg.png]
image[5,4.25;1,1;gui_hb_bg.png]
image[6,4.25;1,1;gui_hb_bg.png]
image[7,4.25;1,1;gui_hb_bg.png]
]], true)
See above (methods section) for more options.
### Customising themes
Simply override this function to change the navigation:
function sfinv.get_nav_fs(player, context, nav, current_idx)
return "navformspec"
end
And override this function to change the layout:
function sfinv.make_formspec(player, context, content, show_inv, size)
local tmp = {
size or "size[8,8.6]",
theme_main,
sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
content
}
if show_inv then
tmp[4] = theme_inv
end
return table.concat(tmp, "")
end
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 for sides", (unused), "texture for top and bottom"}, -- 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.node_sound_metal_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},
-- ...
},
eye_height = 1.47, -- In nodes above feet position
}
Leafdecay
---------
To enable leaf decay for leaves when a tree is cut down by a player,
register the tree with the default.register_leafdecay(leafdecaydef)
function.
If `param2` of any registered 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.
`default.register_leafdecay(leafdecaydef)`
`leafdecaydef` is a table, with following members:
{
trunks = {"default:tree"}, -- nodes considered trunks
leaves = {"default:leaves", "default:apple"},
-- nodes considered for removal
radius = 3, -- radius to consider for searching
}
Note: all the listed nodes in `trunks` have their `on_after_destruct`
callback overridden. All the nodes listed in `leaves` have their
`on_timer` callback overridden.
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_snowy_pine_tree(pos)`
* Grows a new design snowy 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_bush(pos)`
* Grows a bush at pos
* `default.grow_acacia_bush(pos)`
* Grows an acaia bush at pos
Carts
-----
carts.register_rail(
"mycarts:myrail", -- Rail name
nodedef, -- standard nodedef
railparams -- rail parameter struct (optional)
)
railparams = {
on_step(obj, dtime), -- Event handler called when
-- cart is on rail
acceleration, -- integer acceleration factor (negative
-- values to brake)
}
The event handler is called after all default calculations
are made, so the custom on_step handler can override things
like speed, acceleration, player attachment. The handler will
likely be called many times per second, so the function needs
to make sure that the event is handled properly.
Key API
-------
The key API allows mods to add key functionality to nodes that have
ownership or specific permissions. Using the API will make it so
that a node owner can use skeleton keys on their nodes to create keys
for that node in that location, and give that key to other players,
allowing them some sort of access that they otherwise would not have
due to node protection.
To make your new nodes work with the key API, you need to register
two callback functions in each nodedef:
`on_key_use(pos, player)`
* Is called when a player right-clicks (uses) a normal key on your
* node.
* `pos` - position of the node
* `player` - PlayerRef
* return value: none, ignored
The `on_key_use` callback should validate that the player is wielding
a key item with the right key meta secret. If needed the code should
deny access to the node functionality.
If formspecs are used, the formspec callbacks should duplicate these
checks in the metadata callback functions.
`on_skeleton_key_use(pos, player, newsecret)`
* Is called when a player right-clicks (uses) a skeleton key on your
* node.
* `pos` - position of the node
* `player` - PlayerRef
* `newsecret` - a secret value(string)
* return values:
* `secret` - `nil` or the secret value that unlocks the door
* `name` - a string description of the node ("a locked chest")
* `owner` - name of the node owner
The `on_skeleton_key_use` function should validate that the player has
the right permissions to make a new key for the item. The newsecret
value is useful if the node has no secret value. The function should
store this secret value somewhere so that in the future it may compare
key secrets and match them to allow access. If a node already has a
secret value, the function should return that secret value instead
of the newsecret value. The secret value stored for the node should
not be overwritten, as this would invalidate existing keys.
Aside from the secret value, the function should retun a descriptive
name for the node and the owner name. The return values are all
encoded in the key that will be given to the player in replacement
for the wielded skeleton key.
if `nil` is returned, it is assumed that the wielder did not have
permissions to create a key for this node, and no key is created.
## Table of Contents
- [Bucket API](#bucket-api)
- [Beds API](#beds-api)
- [Bed definition](#bed-definition)
- [Creative API](#creative-api)
- [Doors API](#doors-api)
- [Methods](#methods)
- [Door definition](#door-definition)
- [Trapdoor definition](#trapdoor-definition)
- [Fence gate definition](#fence-gate-definition)
- [Fence API](#fence-api)
- [fence definition](#fence-definition)
- [Walls API](#walls-api)
- [Farming API](#farming-api)
- [Hoe Definition](#hoe-definition)
- [Plant definition](#plant-definition)
- [Fire API](#fire-api)
- [Give Initial Stuff API](#give-initial-stuff-api)
- [TNT API](#tnt-api)
- [Screwdriver API](#screwdriver-api)
- [Sethome API](#sethome-api)
- [Sfinv API](#sfinv-api)
- [sfinv Methods](#sfinv-methods)
- [sfinv Members](#sfinv-members)
- [Context](#context)
- [sfinv.register_page](#sfinvregister_page)
- [get formspec](#get-formspec)
- [Customising themes](#customising-themes)
- [Stairs API](#stairs-api)
- [Xpanes API](#xpanes-api)
- [Pane definition](#pane-definition)
- [Raillike definitions](#raillike-definitions)
- [Default sounds](#default-sounds)
- [Default constants](#default-constants)
- [Player API](#player-api)
- [Model Definition](#model-definition)
- [Leafdecay](#leafdecay)
- [Dyes](#dyes)
- [Color groups](#color-groups)
- [Color lists](#color-lists)
- [Trees](#trees)
- [Carts](#carts)
- [Key API](#key-api)

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@ -1,19 +1,69 @@
Minetest Game API
=================
GitHub Repo: https://github.com/minetest/minetest_game
This is a fork of the original one at https://github.com/minetest/minetest_game
For more information about fork check [Differences](#differences) section.
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
The Minetest4 Game game 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 Minetest4 API, visit https://codeberg.org/minenux/minetest-engine-minetest/src/branch/stable-4.0/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}`
## Table of Contents
- [Bucket API](#bucket-api)
- [Beds API](#beds-api)
- [Bed definition](#bed-definition)
- [Creative API](#creative-api)
- [Doors API](#doors-api)
- [Methods](#methods)
- [Door definition](#door-definition)
- [Trapdoor definition](#trapdoor-definition)
- [Fence gate definition](#fence-gate-definition)
- [Fence API](#fence-api)
- [fence definition](#fence-definition)
- [Walls API](#walls-api)
- [Farming API](#farming-api)
- [Hoe Definition](#hoe-definition)
- [Plant definition](#plant-definition)
- [Fire API](#fire-api)
- [Give Initial Stuff API](#give-initial-stuff-api)
- [TNT API](#tnt-api)
- [Screwdriver API](#screwdriver-api)
- [Sethome API](#sethome-api)
- [Sfinv API](#sfinv-api)
- [sfinv Methods](#sfinv-methods)
- [sfinv Members](#sfinv-members)
- [Context](#context)
- [sfinv.register_page](#sfinvregister_page)
- [get formspec](#get-formspec)
- [Customising themes](#customising-themes)
- [Stairs API](#stairs-api)
- [Xpanes API](#xpanes-api)
- [Pane definition](#pane-definition)
- [Raillike definitions](#raillike-definitions)
- [Default sounds](#default-sounds)
- [Default constants](#default-constants)
- [Player API](#player-api)
- [Model Definition](#model-definition)
- [Leafdecay](#leafdecay)
- [Dyes](#dyes)
- [Color groups](#color-groups)
- [Color lists](#color-lists)
- [Trees](#trees)
- [Carts](#carts)
- [Key API](#key-api)
Bucket API
----------
@ -155,7 +205,8 @@ The doors mod allows modders to register custom doors and trapdoors.
### Fence gate definition
description = "Wooden Fence Gate",
texture = "default_wood.png",
texture = "default_wood.png", -- `backface_culling` will automatically be
-- set to `true` if not specified.
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), -- optional
@ -301,14 +352,15 @@ TNT API
* `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".
* `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png`.
`tnt.boom(position, definition)`
`tnt.boom(position[, definition])`
^ Create an explosion.
* `position` The center of explosion.
* `definition` The TNT definion as passed to `tnt.register`
* `definition` The TNT definion as passed to `tnt.register` with the following addition:
* `explode_center` false by default which removes TNT node on blast, when true will explode center node.
`tnt.burn(position, [nodename])`
@ -643,6 +695,7 @@ default.player_get_animation(player)
bar = {x = 20, y = 39},
-- ...
},
eye_height = 1.47, -- In nodes above feet position
}
Leafdecay
@ -862,3 +915,48 @@ for the wielded skeleton key.
if `nil` is returned, it is assumed that the wielder did not have
permissions to create a key for this node, and no key is created.
## Table of Contents
- [Bucket API](#bucket-api)
- [Beds API](#beds-api)
- [Bed definition](#bed-definition)
- [Creative API](#creative-api)
- [Doors API](#doors-api)
- [Methods](#methods)
- [Door definition](#door-definition)
- [Trapdoor definition](#trapdoor-definition)
- [Fence gate definition](#fence-gate-definition)
- [Fence API](#fence-api)
- [fence definition](#fence-definition)
- [Walls API](#walls-api)
- [Farming API](#farming-api)
- [Hoe Definition](#hoe-definition)
- [Plant definition](#plant-definition)
- [Fire API](#fire-api)
- [Give Initial Stuff API](#give-initial-stuff-api)
- [TNT API](#tnt-api)
- [Screwdriver API](#screwdriver-api)
- [Sethome API](#sethome-api)
- [Sfinv API](#sfinv-api)
- [sfinv Methods](#sfinv-methods)
- [sfinv Members](#sfinv-members)
- [Context](#context)
- [sfinv.register_page](#sfinvregister_page)
- [get formspec](#get-formspec)
- [Customising themes](#customising-themes)
- [Stairs API](#stairs-api)
- [Xpanes API](#xpanes-api)
- [Pane definition](#pane-definition)
- [Raillike definitions](#raillike-definitions)
- [Default sounds](#default-sounds)
- [Default constants](#default-constants)
- [Player API](#player-api)
- [Model Definition](#model-definition)
- [Leafdecay](#leafdecay)
- [Dyes](#dyes)
- [Color groups](#color-groups)
- [Color lists](#color-lists)
- [Trees](#trees)
- [Carts](#carts)
- [Key API](#key-api)

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@ -31,8 +31,11 @@
#enable_lavacooling = true
# Whether the stuff in initial_stuff should be given to new players
#give_initial_stuff = false
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,default:torch 99,default:cobble 99
# its depends of the configured at the initital_stuff_mod
#give_initial_stuff = true
# What initial stuff will be given to player if initial stuff are set to true
#initial_stuff = default:wood,farming:bread,default:furnace,default:torch
# Whether the TNT mod should be enabled
#enable_tnt = <true in singleplayer, false in multiplayer>

55
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@ -0,0 +1,55 @@
Default mods
------------
For information check [../README.md](../README.md)
## Content
Most of those mods have mirror at http://git.mirror.org
| mod name | origin or work | version | info |
| ------------------ | --------------------------------------------------- | -------- | --- |
| api | https://codeberg.org/minenux/minetest-game-minetest | https://codeberg.org/minenux/minetest-game-minetest/commit/c7cb79422ba19c696966472942db6177c934838d | [api](../game_api.md) |
| beds | https://codeberg.org/minenux/minetest-mod-beds | https://codeberg.org/minenux/minetest-mod-beds/commit/7b6fae96d5e273dad9a373e63eb958145c9bfbef | [beds/README.md](beds/README.md) |
| boats | https://codeberg.org/minenux/minetest-mod-boats | https://codeberg.org/minenux/minetest-mod-boats/commit/3832de08f705d5d2e7b5a971760e5fad1653305f | [boats/README.md](boats/README.md) |
| bucket | https://codeberg.org/minenux/minetest-mod-bucket.git | https://codeberg.org/minenux/minetest-mod-bucket/commit/1d9f32295aba3ef2a86be302050f34c1766e93d5 | [bucket/README.md](bucket/README.md) |
| bones | https://codeberg.org/minenux/minetest-game-minetest | https://codeberg.org/minenux/minetest-game-minetest/commit/c7cb79422ba19c696966472942db6177c934838d | |
| carts | https://codeberg.org/minenux/minetest-mod-carts | https://codeberg.org/minenux/minetest-mod-carts/commit/dcbca916cffdcec281f0129ef350db2686bda933 | [carts/README.md](carts/README.md) |
| creative | https://codeberg.org/minenux/minetest-mod-creative | https://codeberg.org/minenux/minetest-mod-creative/commit/ca09e773701f834fec7de18bf13598b3323778db | [creative/README.md](creative/README.md) |
| default | https://codeberg.org/minenux/minetest-game-minetest | https://codeberg.org/minenux/minetest-game-minetest/commit/c7cb79422ba19c696966472942db6177c934838d | |
| doors | https://codeberg.org/minenux/minetest-mod-doors | https://codeberg.org/minenux/minetest-mod-doors/commit/a89ab0454deb4933b6e4971c57055c40b7938e5b | [doors/README.md](doors/README.md) |
| dye | https://codeberg.org/minenux/minetest-game-minetest | https://codeberg.org/minenux/minetest-game-minetest/commit/c7cb79422ba19c696966472942db6177c934838d | |
| farming | https://codeberg.org/minenux/minetest-mod-farming | https://codeberg.org/minenux/minetest-mod-farming/commit/08c3a9b37bab5d8a0f5971b168aef412db5fc424 | [farming/README.md](farming/README.md) |
| fire | https://codeberg.org/minenux/minetest-mod-fire | https://codeberg.org/minenux/minetest-mod-fire/commit/4e5f7ad55314bd9b126fb133cfc5a32fa58b20d2 | [fire/README.md](fire/README.md) |
| fireflies | https://codeberg.org/minenux/minetest-game-minetest | https://codeberg.org/minenux/minetest-game-minetest/commit/ee13c9f46ad23972dfd52e74104b265d81bd50b8 | [fireflies/README.md](fireflies/README.md) |
| flowers | https://codeberg.org/minenux/minetest-game-minetest | https://codeberg.org/minenux/minetest-game-minetest/commit/c7cb79422ba19c696966472942db6177c934838d | |
| hudbars | https://codeberg.org/minenux/minetest-mod-hudbars | https://codeberg.org/minenux/minetest-mod-hudbars/commit/1a86b2a773030bd26d6fac2c3b9f6df6d23916ed | [hudbars/README.md](hudbars/README.md) |
| give_initial_stuff | https://codeberg.org/minenux/minetest-game-minetest | https://codeberg.org/minenux/minetest-game-minetest/commit/c7cb79422ba19c696966472942db6177c934838d | |
| killme | https://codeberg.org/minenux/minetest-game-minetest | https://codeberg.org/minenux/minetest-game-minetest/commit/c7cb79422ba19c696966472942db6177c934838d | |
| sfinv | https://codeberg.org/minenux/minetest-game-minetest | https://codeberg.org/minenux/minetest-game-minetest/commit/c7cb79422ba19c696966472942db6177c934838d | |
| stairs | https://codeberg.org/minenux/minetest-mod-stairs | https://codeberg.org/minenux/minetest-mod-stairs/commit/c3a5af6c452daca599d226df694df1b75f15c110 | [stairs/README.md](stairs/README.md) |
| screwdriver | https://codeberg.org/minenux/minetest-game-minetest | https://codeberg.org/minenux/minetest-game-minetest/commit/c7cb79422ba19c696966472942db6177c934838d | |
| sethome | https://codeberg.org/minenux/minetest-game-minetest | https://codeberg.org/minenux/minetest-game-minetest/commit/8e59006dc81ebe6785380158e57ba126cb3a4163 | |
| tnt | https://codeberg.org/minenux/minetest-mod-tnt | https://codeberg.org/minenux/minetest-mod-tnt/commit/8195861f905a90b53cd52348deb34df41a053027 | [tnt/README.md](tnt/README.md) |
| toolranks | https://codeberg.org/minenux/minetest-mod-toolranks | https://codeberg.org/minenux/minetest-mod-toolranks/commit/5c9553e5ac6cc7ae375033b76ef7771a6935c771 | [toolranks/README.md](toolranks/README.md) |
| vessels | https://codeberg.org/minenux/minetest-game-minetest | https://codeberg.org/minenux/minetest-game-minetest/commit/c7cb79422ba19c696966472942db6177c934838d | |
| walls | https://codeberg.org/minenux/minetest-game-minetest | https://codeberg.org/minenux/minetest-game-minetest/commit/c7cb79422ba19c696966472942db6177c934838d | |
| wool | https://codeberg.org/minenux/minetest-mod-wool | https://codeberg.org/minenux/minetest-mod-wool/commit/de642a08e80bfd7a4a1e5629e50458a609dbda3a | [wool/README.md](wool/README.md) |
| xpanes | https://codeberg.org/minenux/minetest-game-minetest | https://codeberg.org/minenux/minetest-game-minetest/commit/c7cb79422ba19c696966472942db6177c934838d | |
| xdecor | https://codeberg.org/minenux/minetest-game-xdecor | https://codeberg.org/minenux/minetest-game-xdecor/commit/cd0c35b8c58153f7c353b5dbfac35e524fa0ea18 | [xdecor/README.md](xdecor/README.md) |
The default mod provides sethome and player_api call ones, binoculars from v5 are
just separate privilegies for zoom, butterflies and fireflies from v5 can be set
by dmobs or mobs_doomed mod, the spawn mod is just minimal spawn management
pooly provided and better managed by mods like rspawn and spawnrandom.
## Compatibility
This source code and files are focused in most olders minetest4 engine or 0.4.X ones
from https://codeberg.org/minenux/minetest-engine/src/branch/stable-4.0
For minetest5 check https://codeberg.org/minenux/minetest-engine/src/branch/stable-5.2
## Licensing
See `LICENSE.txt`

26
mods/beds/Changelog.txt Normal file
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@ -0,0 +1,26 @@
1.0.1 beta
----------
- Add backwards compatibility with PilzAdam's beds mod
- Fix placement
- Fix small bugs
- Prevent possible crash
1.1
---
- Add fancy bed model (based on jp's model)
- Add API to register beds
- Allow players always to detach from bed (by donat-b)
- If more than 50% of players want sleep they can skip the night
- Don't show sleep dialog in singleplayer
1.1.1
-----
- Prevent possbile crash by trying to reposition leaving players
1.2
---
- Updated to use default bed functions
- Texture check to fix beds using old api
- 'bed_sleep_divide' setting added [1 for all, 2 for half, 3 for third]
- Add POVA support
- Add pink fancy bed and blue simple bed

96
mods/beds/README.md Normal file
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@ -0,0 +1,96 @@
minetest mod Beds
=========================
This mod improves beds which allows sleep, featured to (auto) skip the night.
Information
-----------
This mod is named `beds` to sleep, by rightclick the bed. It featured
in singleplayer mode that the night gets skipped immediately. If playing
in multiplayer you get shown how many other players are in bed too,
if all players are sleeping the night gets skipped.
![screenshot.jpg](screenshot.jpg)
Tech information
----------------
This mod sustitute default one, you must disable the default of minetest
game if present or override it.
#### Features
* Night Skypping:
This mod auto featured night skip in singleplayer, in multiplayer it skipped
if more than a set percentage (default 50%) of the players are lying
in bed and use this option. Check configuration section for more info.
* Controlled 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. Check configuration section for more info.
* More beds:
It features two more beds, the "Blue Simple Bed" like the "Simple Bed"
but in blue, and the "Pink Fancy Bed" like the "Fancy Bed" but in pink.
#### Dependencies
* default
* player_api (for newer engines)
Optional dependences:
* intllib (only for older engines)
* pova (optional)
The pova mod are not xplicit set as optional depends, due the circular depends bug,
its detected and used.
#### Configuration
| Configuration | type | default | place file | Notes about |
| --------------------- | ----- | ------- | ------------ | ----------------------------------------- |
| enable_bed_respawn | bool | true | minetest.conf | Enable respawn point set to last sleep bed |
| enable_bed_night_skip | bool | false | minetest.conf | You can disable the night skip feature |
| bed_sleep_divide | int | 2 | minetest.conf | Division of players needed to skip night |
#### Nodes
Crafting are same as original default mod, but colored uses a white plus the other color.
| Node name | Description name |
| ----------------------- | --------------------- |
| beds:bed | Simple bed |
| beds:bed_blue | Simple bed blue |
| beds:fancy_bed | Fancy shaped bed |
| beds:fancy_bed_pink | Fancy shaped bed pink |
#### Nodes and Aliasing
| mod name : node name | new mod name : new node |
| --------------------------- | ----------------------- |
| beds:bed_top_red | beds:bed_top |
| beds:bed_bottom_red | beds:bed_bottom |
License
------
### Authors of source code
Originally by BlockMen (MIT)
Various Minetest developers and contributors (MIT)
### Authors of media (textures)
BlockMen (CC BY-SA 3.0)
All textures unless otherwise noted
JP (WTFPL)
All models unless otherwise noted
Check [license.txt](license.txt)

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@ -1,26 +0,0 @@
Minetest Game mod: beds
=======================
See license.txt for license information.
Authors of source code
----------------------
Originally by BlockMen (MIT)
Various Minetest developers and contributors (MIT)
Authors of media (textures)
---------------------------
BlockMen (CC BY-SA 3.0)
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
immediately. If playing multiplayer you get shown how many other players are in bed too,
if all players are sleeping the night gets skipped. 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 controlled 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 disable the night skip feature by setting "enable_bed_night_skip = false" in
minetest.conf or by using the /set command in-game.

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@ -1,165 +1,128 @@
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)
minetest.check_for_falling(other)
else
reverse = not reverse
end
end
function beds.register_bed(name, def)
minetest.register_node(name .. "_bottom", {
local new_tiles
local new_mesh = "beds_simple_bed.obj"
-- old api texture check
if def.tiles and def.tiles.bottom then
new_tiles = "beds_simple_bed.png" -- default
-- check for fancy bed
if def.nodebox and def.nodebox.bottom and #def.nodebox.bottom > 3 then
new_tiles = "beds_fancy_bed.png"
new_mesh = "beds_fancy_bed.obj"
end
end
-- register bed node
minetest.register_node(name, {
description = def.description,
inventory_image = def.inventory_image,
wield_image = def.wield_image,
drawtype = "nodebox",
tiles = def.tiles.bottom,
drawtype = "mesh",
mesh = def.mesh or new_mesh,
tiles = new_tiles or def.tiles,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
stack_max = 1,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 1},
sounds = def.sounds or default.node_sound_wood_defaults(),
node_box = {
type = "fixed",
fixed = def.nodebox.bottom,
groups = {
choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 1,
fall_damage_add_percent = -40, bouncy = 85
},
sounds = default.node_sound_wood_defaults(),
selection_box = {
type = "fixed",
fixed = def.selectionbox,
fixed = def.selectionbox
},
collision_box = {
type = "fixed",
fixed = def.collisionbox
},
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
not (placer and placer:get_player_control().sneak) then
if udef and udef.on_rightclick
and not (placer and placer:is_player()
and placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
local pos
if minetest.registered_items[minetest.get_node(under).name].buildable_to then
if udef and udef.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())
local player_name = placer and placer:get_player_name() or ""
if minetest.is_protected(pos, player_name)
and not minetest.check_player_privs(player_name, "protection_bypass") then
minetest.record_protection_violation(pos, 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 dir = placer and placer:get_look_dir() and
minetest.dir_to_facedir(placer:get_look_dir()) or 0
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())
if minetest.is_protected(botpos, player_name)
and not minetest.check_player_privs(player_name, "protection_bypass") then
minetest.record_protection_violation(botpos, 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})
minetest.set_node(pos, {name = name, param2 = dir})
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(placer:get_player_name())) then
if not beds.is_creative(player_name) 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)
on_rightclick = function(pos, node, clicker)
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 = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
sounds = def.sounds or default.node_sound_wood_defaults(),
drop = name .. "_bottom",
node_box = {
type = "fixed",
fixed = def.nodebox.top,
},
on_destruct = function(pos)
destruct_bed(pos, 2)
beds.remove_spawns_at(pos)
end,
can_dig = function(pos, player)
return beds.can_dig(pos)
end
})
minetest.register_alias(name, name .. "_bottom")
minetest.register_alias(name .. "_bottom", name)
minetest.register_alias(name .. "_top", "air")
-- register recipe
minetest.register_craft({
output = name,
recipe = def.recipe

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@ -1,87 +1,65 @@
local S = beds.get_translator
-- Fancy shaped bed
beds.register_bed("beds:fancy_bed", {
description = "Fancy Bed",
description = S("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},
tiles = {"beds_fancy_bed.png", "default_wood.png"},
mesh = "beds_fancy_bed.obj",
selectionbox = {-0.5, -0.5, -0.5, 0.5, -0.06, 1.5},
collisionbox = {-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"},
},
{"wool:white", "wool:white", "wool:white"},
{"group:wood", "group:wood", "group:wood"}
}
})
beds.register_bed("beds:fancy_bed_pink", {
description = S("Pink Fancy Bed"),
inventory_image = "beds_bed_fancy_pink.png",
wield_image = "beds_bed_fancy_pink.png",
tiles = {"beds_fancy_bed_pink.png", "default_wood.png"},
mesh = "beds_fancy_bed.obj",
selectionbox = {-0.5, -0.5, -0.5, 0.5, -0.06, 1.5},
collisionbox = {-0.5, -0.5, -0.5, 0.5, -0.06, 1.5},
recipe = {
{"", "", "group:stick"},
{"wool:pink", "wool:pink", "wool:white"},
{"group:wood", "group:wood", "group:wood"}
}
})
-- Simple shaped bed
beds.register_bed("beds:bed", {
description = "Simple Bed",
description = S("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},
},
tiles = {"beds_simple_bed.png"},
mesh = "beds_simple_bed.obj",
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = {
{"wool:red", "wool:red", "wool:white"},
{"wool:white", "wool:white", "wool:white"},
{"group:wood", "group:wood", "group:wood"}
},
}
})
beds.register_bed("beds:bed_blue", {
description = S("Blue Simple Bed"),
inventory_image = "beds_bed_blue.png",
wield_image = "beds_bed_blue.png",
tiles = {"beds_simple_bed_blue.png"},
mesh = "beds_simple_bed.obj",
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = {
{"wool:blue", "wool:blue", "wool:white"},
{"group:wood", "group:wood", "group:wood"}
}
})
-- Aliases for PilzAdam's beds mod
@ -93,12 +71,12 @@ minetest.register_alias("beds:bed_top_red", "beds:bed_top")
minetest.register_craft({
type = "fuel",
recipe = "beds:fancy_bed_bottom",
burntime = 13,
recipe = "beds:fancy_bed",
burntime = 13
})
minetest.register_craft({
type = "fuel",
recipe = "beds:bed_bottom",
burntime = 12,
recipe = "beds:bed",
burntime = 12
})

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@ -1,2 +1,4 @@
default
wool
pova?
intllib?

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@ -0,0 +1 @@
beds which allows sleep, featured to (auto) skip the night.

View File

@ -1,7 +1,11 @@
local S = beds.get_translator
local is_50 = beds.is_50
local is_54 = beds.is_54
local is_pova = minetest.get_modpath("pova")
local pi = math.pi
local player_in_bed = 0
local is_sp = minetest.is_singleplayer()
local enable_respawn = minetest.settings:get_bool("enable_bed_respawn")
if enable_respawn == nil then
enable_respawn = true
end
@ -9,34 +13,49 @@ 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
local rotation = minetest.get_node(pos).param2
if rotation > 3 then
rotation = rotation % 4 -- Mask colorfacedir values
end
if rotation == 1 then
return pi / 2, rotation
elseif rotation == 3 then
return -pi / 2, rotation
elseif rotation == 0 then
return pi, rotation
else
return 0, n.param2
return 0, rotation
end
end
local function is_night_skip_enabled()
local enable_night_skip = minetest.settings:get_bool("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
@ -45,7 +64,9 @@ local function check_in_beds(players)
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()
@ -55,61 +76,156 @@ local function lay_down(player, pos, bed_pos, state, skip)
-- 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
if not beds.player[name] then
return false -- player not in bed, do nothing
end
beds.bed_position[name] = nil
-- skip here to prevent sending player specific changes (used for leaving players)
if skip then
return
end
if p then
player:setpos(p)
end
player:set_pos(beds.pos[name])
-- physics, eye_offset, etc
local physics_override = beds.player[name].physics_override
beds.player[name] = nil
if is_pova then
pova.del_override(name, "force")
pova.do_override(player)
else
player:set_physics_override({
speed = physics_override.speed,
jump = physics_override.jump,
gravity = physics_override.gravity
})
end
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
if beds.is_50 then
player_api.player_attached[name] = false
player_api.set_animation(player, "stand" , 30)
else
default.player_attached[name] = false
default.player_set_animation(player, "stand" , 30)
end
hud_flags.wielditem = true
else -- lay down
-- Check if bed is occupied
for _, other_pos in pairs(beds.bed_position) do
if vector.distance(bed_pos, other_pos) < 0.1 then
minetest.chat_send_player(name, S("This bed is already occupied!"))
return false
end
end
if beds.is_54 then
-- Check if player is moving
if vector.length(player:get_velocity()) > 0.001 then
minetest.chat_send_player(name,
S("You have to stop moving before going to bed!"))
return false
end
end
-- Check if player is attached to an object
if player:get_attach() then
return false
end
if beds.player[name] then
-- player already in bed, do nothing
return false
end
beds.pos[name] = pos
player_in_bed = player_in_bed + 1
beds.bed_position[name] = bed_pos
beds.player[name] = {physics_override = player:get_physics_override()}
-- 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
-- p.y is just above the nodebox height of the 'Simple Bed' (the highest bed),
-- to avoid sinking down through the bed.
local p = {
x = bed_pos.x + dir.x / 2,
y = bed_pos.y + 0.07,
z = bed_pos.z + dir.z / 2
}
if is_pova then
pova.add_override(name, "force", {speed = 0, jump = 0, gravity = 0})
pova.do_override(player)
else
player:set_physics_override({speed = 0, jump = 0, gravity = 0})
end
player:set_pos(p)
if beds.is_50 then
player_api.player_attached[name] = true
player_api.set_animation(player, "lay" , 0)
else
default.player_attached[name] = true
default.player_set_animation(player, "lay" , 0)
end
hud_flags.wielditem = false
default.player_set_animation(player, "lay" , 0)
end
player:hud_set_flags(hud_flags)
end
local function get_player_in_bed_count()
local c = 0
for _, _ in pairs(beds.player) do
c = c + 1
end
return c
end
local function update_formspecs(finished)
local ges = #minetest.get_connected_players()
local form_n
local player_in_bed = get_player_in_bed_count()
local is_majority = (ges / 2) < player_in_bed
local form_n
local esc = minetest.formspec_escape
if finished then
form_n = beds.formspec .. "label[2.7,11; Good morning.]"
form_n = beds.formspec .. "label[2.7,9;" .. esc(S("Good morning.")) .. "]"
else
form_n = beds.formspec .. "label[2.2,11;" .. tostring(player_in_bed) ..
" of " .. tostring(ges) .. " players are in bed]"
form_n = beds.formspec .. "label[2.2,9;" ..
esc(S("@1 of @2 players are in bed", player_in_bed, ges)) .. "]"
if is_majority and is_night_skip_enabled() then
form_n = form_n .. "button_exit[2,8;4,0.75;force;Force night skip]"
form_n = form_n .. "button_exit[2,6;4,0.75;force;" ..
esc(S("Force night skip")) .. "]"
end
end
@ -118,36 +234,46 @@ local function update_formspecs(finished)
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 ppos = player:get_pos()
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.")
minetest.chat_send_player(name, S("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)
@ -159,10 +285,13 @@ function beds.on_rightclick(pos, player)
-- 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()
@ -172,27 +301,56 @@ function beds.on_rightclick(pos, player)
end
function beds.can_dig(bed_pos)
-- Check all players in bed which one is at the expected position
for _, player_bed_pos in pairs(beds.bed_position) do
if vector.equals(bed_pos, player_bed_pos) then
return false
end
end
return true
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)
if not player then return end
local name = player:get_player_name()
local pos = beds.spawn[name]
if pos then
player:setpos(pos)
player:set_pos(pos)
return true
end
end)
end
minetest.register_on_leaveplayer(function(player)
if not player then return end
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()
@ -201,20 +359,54 @@ minetest.register_on_leaveplayer(function(player)
end
end)
minetest.register_on_dieplayer(function(player)
if not player then return end
local name = player:get_player_name()
local in_bed = beds.player
local pos = player:get_pos()
local yaw = get_look_yaw(pos)
if in_bed[name] then
lay_down(player, nil, pos, false)
player:set_look_horizontal(yaw)
player:set_pos(pos)
end
end)
local div = tonumber(minetest.settings:get("bed_sleep_divide")) or 2
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "beds_form" then
return
end
-- Because "Force night skip" button is a button_exit, it will set fields.quit
-- and lay_down call will change value of player_in_bed, so it must be taken
-- earlier.
local last_player_in_bed = get_player_in_bed_count()
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
-- check if enough players are sleeping to skip night (was half)
local is_majority = (
#minetest.get_connected_players() / div) < last_player_in_bed
if is_majority and is_night_skip_enabled() then
update_formspecs(true)
beds.skip_night()
beds.kick_players()
else
update_formspecs(false)
end
end
end)

View File

@ -1,17 +1,62 @@
beds = {}
beds.player = {}
beds.pos = {}
beds.spawn = {}
local is_50 = nil
local is_53 = minetest.has_feature("object_step_has_moveresult")
local is_54 = minetest.has_feature("direct_velocity_on_players")
beds.formspec = "size[8,15;true]" ..
"bgcolor[#080808BB; true]" ..
"button_exit[2,12;4,0.75;leave;Leave Bed]"
-- Load support for MT game translation.
local S
if minetest.get_translator ~= nil then
S = minetest.get_translator("beds") -- 5.x translation function
is_50 = true
else
if minetest.get_modpath("intllib") then
dofile(minetest.get_modpath("intllib") .. "/init.lua")
if intllib.make_gettext_pair then
gettext, ngettext = intllib.make_gettext_pair() -- new gettext method
else
gettext = intllib.Getter() -- old text file method
end
S = gettext
else -- boilerplate function for 0.4
S = function(str, ...)
local args = {...}
return str:gsub("@%d+", function(match)
return args[tonumber(match:sub(2))]
end)
end
end
end
beds = {
player = {},
bed_position = {},
pos = {},
spawn = {},
get_translator = S,
formspec = "size[8,11;true]"
.. "no_prepend[]"
.. "bgcolor[#080808BB;true]"
.. "button_exit[2,10;4,0.75;leave;" .. minetest.formspec_escape(S("Leave Bed")) .. "]"
}
beds.is_50 = is_50
beds.is_53 = is_53
beds.is_54 = is_54
local modpath = minetest.get_modpath("beds")
-- check for minetest 5.x/0.4 compatibility
function beds.is_creative(name)
if is_53 then
return minetest.is_creative_enabled(name)
else
return creative.is_enabled_for(name) or minetest.settings:get_bool("creative_mode")
end
end
-- Load files
dofile(modpath .. "/functions.lua")
dofile(modpath .. "/api.lua")
dofile(modpath .. "/beds.lua")
dofile(modpath .. "/spawns.lua")
print("[MOD] Beds loaded")

View File

@ -30,6 +30,7 @@ Licenses of media (textures)
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2014-2016 BlockMen
Copyright (C) 2018 TumeniNodes
You are free to:
Share — copy and redistribute the material in any medium or format.

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Schickes Bett
Simple Bed=Schlichtes Bett
This bed is already occupied!=Dieses Bett ist bereits belegt!
You have to stop moving before going to bed!=Sie müssen stehen bleiben, bevor Sie zu Bett gehen können!
Good morning.=Guten Morgen.
@1 of @2 players are in bed=@1 von @2 Spielern sind im Bett
Force night skip=Überspringen der Nacht erzwingen
You can only sleep at night.=Sie können nur nachts schlafen.
Leave Bed=Bett verlassen

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Cama de lujo
Simple Bed=Cama sencilla
This bed is already occupied!=Esta cama esta ocupada
You have to stop moving before going to bed!=Deja de moverte o no podras acostarte
Good morning.=Buenos días.
@1 of @2 players are in bed=@1 de @2 jugadores están durmiendo
Force night skip=Forzar hacer de dia
You can only sleep at night.=Sólo puedes dormir por la noche.
Leave Bed=Levantarse

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Lit chic
Simple Bed=Lit simple
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Bonjour.
@1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit
Force night skip=Forcer le passage de la nuit
You can only sleep at night.=Vous ne pouvez dormir que la nuit.
Leave Bed=Se lever du lit

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Ranjang Mewah
Simple Bed=Ranjang Sederhana
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 dari @2 pemain sedang tidur
Force night skip=Paksa lewati malam
You can only sleep at night.=Anda hanya dapat tidur pada waktu malam.
Leave Bed=Tinggalkan Ranjang

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Letto decorato
Simple Bed=Letto semplice
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=
@1 of @2 players are in bed=
Force night skip=
You can only sleep at night.=
Leave Bed=Alzati dal letto

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=lo selja'i ckana
Simple Bed=lo sampu ckana
This bed is already occupied!=.i lo ti ckana cu canlu
You have to stop moving before going to bed!=lo nu do cando cu sarcu lo nu do sipna
Good morning.=.i .uise'inai cerni
@1 of @2 players are in bed=.i @1 cmima be lu'i @2 le pilno cu vreta lo ckana
Force night skip=bapli le nu co'u nicte
You can only sleep at night.=.i steci le ka nicte kei fa le ka do kakne le ka sipna ca pa ckaji be ce'u
Leave Bed=cliva lo ckana

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Katil Beragam
Simple Bed=Katil Biasa
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur
Force night skip=Paksa langkau malam
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
Leave Bed=Bangun

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Cama Bonita
Simple Bed=Cama Simples
This bed is already occupied!=Esta cama já está ocupada!
You have to stop moving before going to bed!=Você precisa parar de se mover antes de ir para cama!
Good morning.=Bom dia.
@1 of @2 players are in bed=@1 de @2 jogadores estão na cama
Force night skip=Forçar o amanhecer
You can only sleep at night.=Você só pode dormir à noite
Leave Bed=Sair da Cama

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Детализированная Кровать
Simple Bed=Обычная Кровать
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Доброе утро.
@1 of @2 players are in bed=@1 из @2 игроков в кровати
Force night skip=Пропустить ночь
You can only sleep at night.=Вы можете спать только ночью.
Leave Bed=Встать с кровати

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Fin säng
Simple Bed=Enkel Säng
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.= God morgon.
@1 of @2 players are in bed=@1 av @2 spelar försöker sover.
Force night skip=Tvinga över natten
You can only sleep at night.=Du kan bara sova på natten.
Leave Bed=Lämna Säng

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Pekná posteľ
Simple Bed=Jednoduchá posteľ
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Dobré ráno.
@1 of @2 players are in bed=@1 z @2 hráčov sú v posteli
Force night skip=Nútene preskočiť noc
You can only sleep at night.=Môžeš spať len v noci.
Leave Bed=Opusti posteľ

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=花式床
Simple Bed=简易床
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=强制跳过夜晚
You can only sleep at night.=你只能在晚上睡觉。
Leave Bed=离开床

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=花式床
Simple Bed=簡易床
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=強制跳過夜晚
You can only sleep at night.=你只能在晚上睡覺。
Leave Bed=離開床

View File

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=
Simple Bed=
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=
@1 of @2 players are in bed=
Force night skip=
You can only sleep at night.=
Leave Bed=

4
mods/beds/mod.conf Normal file
View File

@ -0,0 +1,4 @@
name = beds
description = beds which allows sleep, featured to (auto) skip the night.
depends = default, wool
optional_depends = player_api, pova, intllib

View File

@ -0,0 +1,160 @@
# Blender v2.69 (sub 0) OBJ File: ''
# www.blender.org
mtllib fancy_bed.mtl
o mattress_Mattress_nodebox-6_none.001_fancy_bed.png.001
v 0.437500 -0.312500 -0.437501
v 0.437500 -0.062500 -0.437501
v 0.437500 -0.062500 1.437499
v 0.437500 -0.312500 1.437499
v -0.437500 -0.312500 -0.437501
v -0.437500 -0.312500 1.437499
v -0.437500 -0.062500 1.437499
v -0.437500 -0.062500 -0.437501
v 0.437500 -0.176793 -0.437501
v -0.437500 -0.176793 -0.437501
vt 0.000171 0.499972
vt 0.000161 0.000182
vt 0.999791 0.000253
vt 0.999873 0.500022
vt 0.749576 0.000208
vt 0.749876 0.499854
vt 0.999848 0.999750
vt 0.000152 0.999750
vt 0.749276 0.130648
vt 0.000112 0.130648
g mattress_Mattress_nodebox-6_none.001_fancy_bed.png.001_none.001_fancy_bed.png.001
usemtl none.001_fancy_bed.png.001
s off
f 1/1 2/2 3/3 4/4
f 5/2 6/3 7/4 8/1
f 4/5 3/2 7/1 6/6
f 1/1 4/4 6/7 5/8
f 2/1 8/2 7/3 3/4
f 8/2 2/5 9/9 10/10
o wood_structure_Wood_structure_nodebox-4.001_none.002
v 0.374999 -0.375000 1.437499
v 0.374999 -0.125000 1.437499
v 0.374999 -0.125000 1.499999
v 0.374999 -0.375000 1.499999
v -0.374999 -0.375000 1.437499
v -0.374999 -0.375000 1.499999
v -0.374999 -0.125000 1.499999
v -0.374999 -0.125000 1.437499
v -0.375000 -0.500000 1.437499
v -0.375000 0.187500 1.437499
v -0.375000 0.187500 1.499999
v -0.375000 -0.500000 1.499999
v -0.500000 -0.500000 1.437499
v -0.500000 -0.500000 1.499999
v -0.500000 0.187500 1.499999
v -0.500000 0.187500 1.437499
v -0.437500 -0.375000 -0.437501
v -0.437500 -0.125000 -0.437501
v -0.437500 -0.125000 1.437498
v -0.437500 -0.375000 1.437498
v -0.500000 -0.375000 -0.437501
v -0.500000 -0.375000 1.437498
v -0.500000 -0.125000 1.437498
v -0.500000 -0.125000 -0.437501
v 0.375001 -0.000000 1.437499
v 0.375001 0.125000 1.437499
v 0.375001 0.125000 1.499999
v 0.375001 -0.000000 1.499999
v -0.375001 -0.000000 1.437499
v -0.375001 -0.000000 1.499999
v -0.375001 0.125000 1.499999
v -0.375001 0.125000 1.437499
v 0.500000 -0.500000 1.437499
v 0.500000 0.187500 1.437499
v 0.500000 0.187500 1.499999
v 0.500000 -0.500000 1.499999
v 0.375000 -0.500000 1.437499
v 0.375000 -0.500000 1.499999
v 0.375000 0.187500 1.499999
v 0.375000 0.187500 1.437499
v 0.500000 -0.375000 -0.437501
v 0.500000 -0.125000 -0.437501
v 0.500000 -0.125000 1.437499
v 0.500000 -0.375000 1.437499
v 0.437500 -0.375000 -0.437501
v 0.437500 -0.375000 1.437499
v 0.437500 -0.125000 1.437499
v 0.437500 -0.125000 -0.437501
v -0.375000 -0.500000 -0.500000
v -0.375000 -0.065000 -0.500000
v -0.375000 -0.065000 -0.437500
v -0.375000 -0.500000 -0.437500
v -0.500000 -0.500000 -0.500000
v -0.500000 -0.500000 -0.437500
v -0.500000 -0.065000 -0.437500
v -0.500000 -0.065000 -0.500000
v 0.375006 -0.375000 -0.500000
v 0.375006 -0.125000 -0.500000
v 0.375006 -0.125000 -0.437500
v 0.375006 -0.375000 -0.437500
v -0.375006 -0.375000 -0.500000
v -0.375006 -0.375000 -0.437500
v -0.375006 -0.125000 -0.437500
v -0.375006 -0.125000 -0.500000
v 0.500000 -0.500000 -0.500000
v 0.500000 -0.065000 -0.500000
v 0.500000 -0.065000 -0.437500
v 0.500000 -0.500000 -0.437500
v 0.375000 -0.500000 -0.500000
v 0.375000 -0.500000 -0.437500
v 0.375000 -0.065000 -0.437500
v 0.375000 -0.065000 -0.500000
vt 0.377610 0.378205
vt 0.622484 0.378175
vt 0.622515 0.623120
vt 0.377671 0.623151
g wood_structure_Wood_structure_nodebox-4.001_none.002_none.002
usemtl none.002
s off
f 59/11 60/12 61/13 62/14
f 63/14 64/11 65/12 66/13
f 59/11 63/14 66/13 60/12
f 62/14 61/13 65/12 64/11
f 59/11 62/14 64/13 63/12
f 60/12 66/11 65/14 61/13
f 67/11 71/12 74/13 68/14
f 70/14 69/11 73/12 72/13
f 67/11 70/12 72/13 71/14
f 68/11 74/12 73/13 69/14
f 75/11 76/12 77/13 78/14
f 79/14 80/11 81/12 82/13
f 75/14 79/11 82/12 76/13
f 78/11 77/12 81/13 80/14
f 75/11 78/12 80/13 79/14
f 76/11 82/12 81/13 77/14
g wood_structure_Wood_structure_nodebox-4.001_none.002_none.003
usemtl none.003
f 15/11 16/12 17/13 18/14
f 11/13 15/14 18/11 12/12
f 14/14 13/11 17/12 16/13
f 11/14 14/11 16/12 15/13
f 12/11 18/12 17/13 13/14
f 19/11 20/12 21/13 22/14
f 23/14 24/11 25/12 26/13
f 19/14 23/11 26/12 20/13
f 22/11 21/12 25/13 24/14
f 19/11 22/12 24/13 23/14
f 20/11 26/12 25/13 21/14
f 27/14 28/11 29/12 30/13
f 31/11 32/12 33/13 34/14
f 27/11 30/12 32/13 31/14
f 28/14 34/11 33/12 29/13
f 35/11 39/12 42/13 36/14
f 38/14 37/11 41/12 40/13
f 35/14 38/11 40/12 39/13
f 36/11 42/12 41/13 37/14
f 43/11 44/12 45/13 46/14
f 47/14 48/11 49/12 50/13
f 43/14 47/11 50/12 44/13
f 46/11 45/12 49/13 48/14
f 43/11 46/12 48/13 47/14
f 44/11 50/12 49/13 45/14
f 51/14 52/11 53/12 54/13
f 55/13 56/14 57/11 58/12
f 51/11 54/12 56/13 55/14
f 52/14 58/11 57/12 53/13

View File

@ -0,0 +1,32 @@
# Blender v2.69 (sub 0) OBJ File: ''
# www.blender.org
mtllib simple_bed.mtl
o Simple_Bed
v 0.500000 -0.500000 -0.500000
v 0.500000 0.060000 -0.500000
v 0.500000 0.060000 1.500000
v 0.500000 -0.500000 1.500000
v -0.500000 -0.500000 -0.500000
v -0.500000 -0.500000 1.500000
v -0.500000 0.060000 1.500000
v -0.500000 0.060000 -0.500000
vt 0.000112 0.780442
vt 0.000110 0.999969
vt 0.780324 0.999889
vt 0.780377 0.780471
vt 0.780636 0.390284
vt 0.999906 0.780382
vt 0.999906 0.390284
vt 0.780636 0.000047
vt 0.999906 0.000094
vt 0.390235 0.780320
vt 0.390235 0.000071
vt 0.000142 0.000142
usemtl none.002
s off
f 1/1 2/2 3/3 4/4
f 5/1 6/4 7/3 8/2
f 1/5 5/4 8/6 2/7
f 4/8 3/9 7/7 6/5
f 1/8 4/4 6/10 5/11
f 2/11 8/12 7/1 3/10

BIN
mods/beds/screenshot.jpg Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 215 KiB

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@ -0,0 +1,5 @@
enable_bed_respawn (Enable bed respawn) bool true
enable_bed_night_skip (Enable night skip) bool true
bed_sleep_divide (Division of players needed to skip night) float 2

View File

@ -3,30 +3,44 @@ 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()
@ -35,29 +49,53 @@ function beds.read_spawns()
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()
local p = player:get_pos()
-- 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
function beds.remove_spawns_at(pos)
for name, p in pairs(beds.spawn) do
if vector.equals(vector.round(p), pos) then
beds.spawn[name] = nil
end
end
beds.save_spawns()
end

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77
mods/boats/README.md Normal file
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@ -0,0 +1,77 @@
minetest mod boats
==========================
Boats improved for better performance and more realistic..
Information
-----------
This mod is named `boats`, it features work from original mod,
code changed to make it turn **quicker, better performance agains lag**,
and if you hit the shore too hard the boat is destroyed and drops 3 wood
![screenshot.png](screenshot.png)
#### Additions by TenPlus1
changed by TenPlus1 to add some new features
- boat is destroyed when crashing at speed (drops 3 wood)
- boats drop after 10 seconds if no driver
- boats can be damaged by mobs attacking player
- Improve physics of boat by implementing drag force (thanks gnag65)
- nil player check functions by misterskullz
Technical informaton
--------------------
When crafted you can use by putting and right click on,
then control with your directional keys:
#### Dependencies
* default
* mesecons (optional)
#### Crafting
W = any thing from wood group
```
W W
WWW
```
#### nodes
| Name | node | notes |
| ------------ | --------------- | ----- |
| Boat | boats:boat | it destroyed when crash at speed |
#### Controls (by default if not changed)
| Default key assigned | Action |
| -------------------- | -------------------------------------- |
| Right mouse button | Enter or exit boat when pointing at boat. |
| Forward | Speed up. Slow down when moving backwards. |
| Forward + backward | Enable cruise mode: accelerate to maximum speed without needing to hold. |
| Backward | Slow down. Speed up when moving backwards. Disable cruise mode. |
| Left | Turn to the left. Turn to the right when moving backwards. |
| Right | Turn to the right. Turn to the left when moving backwards. |
Licence
------
**Source code**
Modifications by TenPlus1
Originally by PilzAdam (MIT)
Various Minetest developers and contributors (MIT)
**Media (textures and model)**
Textures: Zeg9 (CC BY-SA 3.0)
original Model thetoon and Zeg9 (CC BY-SA 3.0),
modified by PavelS(SokolovPavel) (CC BY-SA 3.0),
modified by sofar (CC BY-SA 3.0)
Check [lisence.txt](lisence.txt)

View File

@ -1,15 +0,0 @@
Minetest Game mod: boats
========================
See license.txt for license information.
Authors of source code
----------------------
Originally by PilzAdam (MIT)
Various Minetest developers and contributors (MIT)
Authors of media (textures and model)
-------------------------------------
Textures: Zeg9 (CC BY-SA 3.0)
Model: thetoon and Zeg9 (CC BY-SA 3.0),
modified by PavelS(SokolovPavel) (CC BY-SA 3.0),
modified by sofar (CC BY-SA 3.0)

View File

@ -1 +1,3 @@
default
player_api?
creative?

View File

@ -1,3 +1,33 @@
-- boats/init.lua
local is_pa = minetest.get_modpath("player_api")
-- translation support and 5.x version check
local S, is_50, is_53
if minetest.get_translator ~= nil then
S = minetest.get_translator("boats") -- 5.x translation function
else
if minetest.get_modpath("intllib") then
dofile(minetest.get_modpath("intllib") .. "/init.lua")
if intllib.make_gettext_pair then
gettext, ngettext = intllib.make_gettext_pair() -- new gettext method
else
gettext = intllib.Getter() -- old text file method
end
S = gettext
else -- boilerplate function
S = function(str, ...)
local args = {...}
return str:gsub("@%d+", function(match)
return args[tonumber(match:sub(2))]
end)
end
end
end
-- check for minetest 5.x compatibility
is_50 = minetest.has_feature("httpfetch_binary_data")
is_53 = minetest.has_feature("direct_velocity_on_players") or minetest.has_feature("is_creative_enabled") or false
--
-- Helper functions
--
@ -8,15 +38,6 @@ local function is_water(pos)
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
@ -28,23 +49,41 @@ local function get_v(v)
return math.sqrt(v.x ^ 2 + v.z ^ 2)
end
local creative = minetest.settings:get_bool("creative_mode")
function is_creative_enabled(name)
if creative or minetest.check_player_privs(name, {creative = true}) then
if is_53 then
return minetest.is_creative_enabled(name)
else
return true
end
end
return false
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"},
initial_properties = {
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
removed = false,
auto = false
}
@ -53,39 +92,58 @@ function boat.on_rightclick(self, clicker)
return
end
local name = clicker:get_player_name()
if self.driver and clicker == self.driver then
self.driver = nil
if self.driver and name == self.driver then
-- Cleanup happens in boat.on_detach_child
clicker:set_detach()
default.player_attached[name] = false
default.player_set_animation(clicker, "stand" , 30)
local pos = clicker:getpos()
if is_pa then
player_api.set_animation(clicker, "stand", 30)
else
default.player_set_animation(clicker, "stand", 30)
end
local pos = clicker:get_pos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
minetest.after(0.1, function()
clicker:setpos(pos)
clicker:set_pos(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
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
self.driver = name
if is_pa then
player_api.player_attached[name] = true
else
default.player_attached[name] = true
end
minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
if is_pa then
player_api.set_animation(clicker, "sit", 30)
else
default.player_set_animation(clicker, "sit", 30)
end
end)
clicker:set_look_horizontal(self.object:getyaw())
clicker:set_look_horizontal(self.object:get_yaw())
end
end
-- If driver leaves server while driving boat
function boat.on_detach_child(self, child)
if child and child:get_player_name() == self.driver then
if is_pa then
player_api.player_attached[child:get_player_name()] = false
else
default.player_attached[child:get_player_name()] = false
end
self.driver = nil
self.auto = false
end
end
function boat.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal = 1})
self.object:set_armor_groups({fleshy = 100})
if staticdata then
self.v = tonumber(staticdata)
end
@ -102,21 +160,26 @@ 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
local name = puncher:get_player_name()
if self.driver and name == self.driver then
self.driver = nil
puncher:set_detach()
default.player_attached[puncher:get_player_name()] = false
if is_pa then
player_api.player_attached[name] = false
else
default.player_attached[name] = false
end
end
if not self.driver then
self.removed = true
local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(puncher:get_player_name()))
if not is_creative_enabled(name)
or not inv:contains_item("main", "boats:boat") then
local leftover = inv:add_item("main", "boats:boat")
-- if no room in inventory add a replacement boat to the world
if not leftover:is_empty() then
minetest.add_item(self.object:getpos(), leftover)
minetest.add_item(self.object:get_pos(), leftover)
end
end
-- delay remove to ensure player is detached
@ -128,46 +191,73 @@ 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())
-- after 10 seconds remove boat and drop as item if not boarded
self.count = (self.count or 0) + dtime
if self.count > 10 then
minetest.add_item(self.object:get_pos(), "boats:boat")
self.object:remove()
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()
self.v = get_v(self.object:get_velocity()) * math.sign(self.v)
if self.driver then
self.count = 0 -- reset 10 second drop counter
local driver_objref = minetest.get_player_by_name(self.driver)
if driver_objref then
local ctrl = driver_objref:get_player_control()
if ctrl.up and ctrl.down then
if not self.auto then
self.auto = true
minetest.chat_send_player(self.driver, S("Boat cruise mode on"))
end
elseif ctrl.down then
self.v = self.v - dtime * 2.0
if self.auto then
self.auto = false
minetest.chat_send_player(self.driver, S("Boat cruise mode off"))
end
elseif ctrl.up or self.auto then
self.v = self.v + dtime * 2.0
end
if ctrl.left then
if self.v < -0.001 then
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
else
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
end
elseif ctrl.right then
if self.v < -0.001 then
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
else
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
end
end
else
-- If driver leaves server while driving 'driver' is present
-- but driver objectref is nil. Reset boat properties.
self.driver = nil
self.auto = false
end
end
local velo = self.object:get_velocity()
if not self.driver and
self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:set_pos(self.object:get_pos())
return
end
-- We need to preserve velocity sign to properly apply drag force
-- while moving backward
local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v)
-- If drag is larger than velocity, then stop horizontal movement
if math.abs(self.v) <= math.abs(drag) then
self.v = 0
else
self.v = self.v - drag
end
local p = self.object:get_pos()
p.y = p.y - 0.5
local new_velo
local new_acce = {x = 0, y = 0, z = 0}
@ -179,13 +269,13 @@ function boat.on_step(self, dtime)
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())
new_velo = get_velocity(self.v, self.object:get_yaw(),
self.object:get_velocity().y)
self.object:set_pos(self.object:get_pos())
else
p.y = p.y + 1
if is_water(p) then
local y = self.object:getvelocity().y
local y = self.object:get_velocity().y
if y >= 5 then
y = 5
elseif y < 0 then
@ -193,24 +283,48 @@ function boat.on_step(self, dtime)
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())
new_velo = get_velocity(self.v, self.object:get_yaw(), y)
self.object:set_pos(self.object:get_pos())
else
new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:getvelocity().y) < 1 then
local pos = self.object:getpos()
if math.abs(self.object:get_velocity().y) < 1 then
local pos = self.object:get_pos()
pos.y = math.floor(pos.y) + 0.5
self.object:setpos(pos)
new_velo = get_velocity(self.v, self.object:getyaw(), 0)
self.object:set_pos(pos)
new_velo = get_velocity(self.v, self.object:get_yaw(), 0)
else
new_velo = get_velocity(self.v, self.object:getyaw(),
self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
new_velo = get_velocity(self.v, self.object:get_yaw(),
self.object:get_velocity().y)
self.object:set_pos(self.object:get_pos())
end
end
end
self.object:setvelocity(new_velo)
self.object:setacceleration(new_acce)
self.object:set_velocity(new_velo)
self.object:set_acceleration(new_acce)
-- if boat comes to sudden stop then destroy boat and drop 3x wood
if (self.v2 or 0) - self.v >= 3 then
if self.driver then
--print ("Crash! with driver", self.v2 - self.v)
local driver_objref = minetest.get_player_by_name(self.driver)
default.player_attached[self.driver] = false
driver_objref:set_detach()
if is_pa then
player_api.set_animation(driver_objref, "stand" , 30)
else
default.player_set_animation(driver_objref, "stand" , 30)
end
else
--print ("Crash! no driver")
end
minetest.add_item(self.object:get_pos(), "default:wood 3")
self.object:remove()
return
end
self.v2 = self.v
end
@ -218,7 +332,7 @@ minetest.register_entity("boats:boat", boat)
minetest.register_craftitem("boats:boat", {
description = "Boat",
description = S("Boat"),
inventory_image = "boats_inventory.png",
wield_image = "boats_wield.png",
wield_scale = {x = 2, y = 2, z = 1},
@ -230,7 +344,8 @@ minetest.register_craftitem("boats:boat", {
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
not (placer and placer:get_player_control().sneak) then
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
@ -244,9 +359,11 @@ minetest.register_craftitem("boats:boat", {
pointed_thing.under.y = pointed_thing.under.y + 0.5
boat = minetest.add_entity(pointed_thing.under, "boats:boat")
if boat then
boat:setyaw(placer:get_look_horizontal())
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(placer:get_player_name())) then
if placer then
boat:set_yaw(placer:get_look_horizontal())
end
local player_name = placer and placer:get_player_name() or ""
if not is_creative_enabled(player_name) then
itemstack:take_item()
end
end
@ -269,3 +386,6 @@ minetest.register_craft({
recipe = "boats:boat",
burntime = 20,
})
print ("[MOD] Boats loaded")

View File

@ -33,6 +33,7 @@ Copyright (C) 2012-2016 Zeg9
Copyright (C) 2012-2016 thetoon
Copyright (C) 2012-2016 PavelS(SokolovPavel)
Copyright (C) 2016 sofar (sofar@foo-projects.org)
Copyright (C) 2019 Bartosz (gang65@poczta.onet.pl)
You are free to:
Share — copy and redistribute the material in any medium or format.

2
mods/boats/mod.conf Normal file
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@ -0,0 +1,2 @@
name = boats
depends = default, player_api, creative

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@ -68,6 +68,12 @@ minetest.register_node("bones:bones", {
on_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if meta:get_inventory():is_empty("main") then
local inv = player:get_inventory()
if inv:room_for_item("main", {name = "bones:bones"}) then
inv:add_item("main", {name = "bones:bones"})
else
minetest.add_item(pos, "bones:bones")
end
minetest.remove_node(pos)
end
end,

56
mods/bucket/README.md Normal file
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@ -0,0 +1,56 @@
minetest mod Bucket
=========================
This mod is just bucket, but compatible with any engine
Information
-----------
This mod must be named `bucket` it permits to handle liquids
in a tool named bucket.
![screenshot.png](screenshot.png)
Tech information
----------------
This mod sustitute default one, you must disable the default of minetest
game if present or override it.
#### Dependencies
* default
Optional dependences:
* intllib
* dungeon_loot
#### Nodes
It does not provide any new node.
#### Items tools
| Node name | Description name |
| ----------------------- | --------------------- |
| bucket:bucket_empty | Empty Bucket |
| bucket:bucket_water | Water Bucket |
| bucket:bucket_river_water | River Water Bucket |
| bucket:bucket_lava | Lava Bucket |
License
-------
#### Authors of source code
Kahrl <kahrl@gmx.net> (LGPLv2.1+)
celeron55, Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+)
Various Minetest developers and contributors (LGPLv2.1+)
#### Authors of media (textures)
ElementW (CC BY-SA 3.0)
Check [license.txt](license.txt)

View File

@ -1,13 +1,56 @@
Minetest Game mod: bucket
minetest mod Bucket
=========================
See license.txt for license information.
Authors of source code
----------------------
Kahrl <kahrl@gmx.net> (LGPL 2.1)
celeron55, Perttu Ahola <celeron55@gmail.com> (LGPL 2.1)
Various Minetest developers and contributors (LGPL 2.1)
This mod is just bucket, but compatible with any engine
Information
-----------
This mod must be named `bucket` it permits to handle liquids
in a tool named bucket.
![screenshot.png](screenshot.png)
Tech information
----------------
This mod sustitute default one, you must disable the default of minetest
game if present or override it.
#### Dependencies
* default
Optional dependences:
* intllib
* dungeon_loot
#### Nodes
It does not provide any new node.
#### Items tools
| Node name | Description name |
| ----------------------- | --------------------- |
| bucket:bucket_empty | Empty Bucket |
| bucket:bucket_water | Water Bucket |
| bucket:bucket_river_water | River Water Bucket |
| bucket:bucket_lava | Lava Bucket |
License
-------
#### Authors of source code
Kahrl <kahrl@gmx.net> (LGPLv2.1+)
celeron55, Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+)
Various Minetest developers and contributors (LGPLv2.1+)
#### Authors of media (textures)
Authors of media (textures)
---------------------------
ElementW (CC BY-SA 3.0)
Check [license.txt](license.txt)

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@ -1,2 +1,2 @@
default
intllib?

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@ -0,0 +1 @@
handle liquids in a tool named bucket

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@ -1,15 +1,39 @@
-- Minetest 0.4 mod: bucket
-- Minetest mod: bucket
-- See README.txt for licensing and other information.
-- Load support for MT game translation.
local S
if minetest.get_translator ~= nil then
S = minetest.get_translator("bucket") -- 5.x translation function
else
if minetest.get_modpath("intllib") then
dofile(minetest.get_modpath("intllib") .. "/init.lua")
if intllib.make_gettext_pair then
gettext, ngettext = intllib.make_gettext_pair() -- new gettext method
else
gettext = intllib.Getter() -- old text file method
end
S = gettext
else -- boilerplate function
S = function(str, ...)
local args = {...}
return str:gsub("@%d+", function(match)
return args[tonumber(match:sub(2))]
end)
end
end
end
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',
output = "bucket:bucket_empty 1",
recipe = {
{'default:steel_ingot', '', 'default:steel_ingot'},
{'', 'default:steel_ingot', ''},
{"default:steel_ingot", "", "default:steel_ingot"},
{"", "default:steel_ingot", ""},
}
})
@ -65,11 +89,13 @@ function bucket.register_liquid(source, flowing, itemname, inventory_image, name
end
local node = minetest.get_node_or_nil(pointed_thing.under)
if not node then return end
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
not (user and user:is_player() and
user:get_player_control().sneak) then
return ndef.on_rightclick(
pointed_thing.under,
node, user,
@ -110,9 +136,9 @@ function bucket.register_liquid(source, flowing, itemname, inventory_image, name
end
minetest.register_craftitem("bucket:bucket_empty", {
description = "Empty Bucket",
description = S("Empty Bucket"),
inventory_image = "bucket.png",
stack_max = 99,
groups = {tool = 1},
liquids_pointable = true,
on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type == "object" then
@ -124,6 +150,7 @@ minetest.register_craftitem("bucket:bucket_empty", {
end
-- Check if pointing to a liquid source
local node = minetest.get_node(pointed_thing.under)
if not node then return end
local liquiddef = bucket.liquids[node.name]
local item_count = user:get_wielded_item():get_count()
@ -147,7 +174,7 @@ minetest.register_craftitem("bucket:bucket_empty", {
if inv:room_for_item("main", {name=liquiddef.itemname}) then
inv:add_item("main", liquiddef.itemname)
else
local pos = user:getpos()
local pos = user:get_pos()
pos.y = math.floor(pos.y + 0.5)
minetest.add_item(pos, liquiddef.itemname)
end
@ -184,17 +211,23 @@ bucket.register_liquid(
"default:water_flowing",
"bucket:bucket_water",
"bucket_water.png",
"Water Bucket",
{water_bucket = 1}
S("Water Bucket"),
{tool = 1, water_bucket = 1}
)
-- River water source is 'liquid_renewable = false' to avoid horizontal spread
-- of water sources in sloping rivers that can cause water to overflow
-- riverbanks and cause floods.
-- River water source is instead made renewable by the 'force renew' option
-- used here.
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},
S("River Water Bucket"),
{tool = 1, water_bucket = 1},
true
)
@ -203,7 +236,8 @@ bucket.register_liquid(
"default:lava_flowing",
"bucket:bucket_lava",
"bucket_lava.png",
"Lava Bucket"
S("Lava Bucket"),
{tool = 1}
)
minetest.register_craft({
@ -213,3 +247,16 @@ minetest.register_craft({
replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
})
-- Register buckets as dungeon loot
if minetest.global_exists("dungeon_loot") then
dungeon_loot.register({
{name = "bucket:bucket_empty", chance = 0.55},
-- water in deserts/ice or above ground, lava otherwise
{name = "bucket:bucket_water", chance = 0.45,
types = {"sandstone", "desert", "ice"}},
{name = "bucket:bucket_water", chance = 0.45, y = {0, 32768},
types = {"normal"}},
{name = "bucket:bucket_lava", chance = 0.45, y = {-32768, -1},
types = {"normal"}},
})
end

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# textdomain: bucket
Empty Bucket=Leerer Eimer
Water Bucket=Wassereimer
River Water Bucket=Flusswassereimer
Lava Bucket=Lavaeimer

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# textdomain: bucket
Empty Bucket=Malplena Sitelo
Water Bucket=Sitelo da Akvo
River Water Bucket=Sitelo da Rivera Akvo
Lava Bucket=Sitelo da Lafo

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# textdomain: bucket
Empty Bucket=Cubo vacío
Water Bucket=Cubo con agua
River Water Bucket=Cubo con agua de río
Lava Bucket=Cubo con lava

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# textdomain: bucket
Empty Bucket=Seau vide
Water Bucket=Seau d'eau
River Water Bucket=Seau d'eau de rivière
Lava Bucket=Seau de lave

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# textdomain: bucket
Empty Bucket=Ember Kosong
Water Bucket=Ember Air
River Water Bucket=Ember Air Sungai
Lava Bucket=Ember Lava

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# textdomain: bucket
Empty Bucket=Secchio vuoto
Water Bucket=Secchio d'acqua
River Water Bucket=Secchio d'acqua di fiume
Lava Bucket=Secchio di lava

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# textdomain: bucket
Empty Bucket=空のバケツ
Water Bucket=水入りバケツ
River Water Bucket=川の水入りバケツ
Lava Bucket=溶岩入りバケツ

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# textdomain: bucket
Empty Bucket=lo baktu be no da
Water Bucket=lo baktu be lo djacu
River Water Bucket=lo baktu be lo rirxe djacu
Lava Bucket=lo baktu be lo likro'i

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# textdomain: bucket
Empty Bucket=Baldi Kosong
Water Bucket=Baldi Air
River Water Bucket=Baldi Air Sungai
Lava Bucket=Baldi Lava

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# textdomain: bucket
Empty Bucket=Balde Vazio
Water Bucket=Balde de Água
River Water Bucket=Balde de Água do Rio
Lava Bucket=Balde de Lava

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# textdomain: bucket
Empty Bucket=Пустое Ведро
Water Bucket=Ведро с Водой
River Water Bucket=Ведро с Речной Водой
Lava Bucket=Ведро с Лавой

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# textdomain: bucket
Empty Bucket=Prázdne vedro
Water Bucket=Vedro s vodou
River Water Bucket=Vedro s vodou z rieky
Lava Bucket=Vedro s lávou

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# textdomain: bucket
Empty Bucket=Tom hink
Water Bucket=Vattenhink
River Water Bucket=Flodvattenshink
Lava Bucket=Lavahink

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# textdomain: bucket
Empty Bucket=Пусте Відро
Water Bucket=Відро З Водою
River Water Bucket=Відро З Річною Водою
Lava Bucket=Відро З Лавою

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# textdomain: bucket
Empty Bucket=空桶
Water Bucket=水桶
River Water Bucket=河水桶
Lava Bucket=岩浆桶

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# textdomain: bucket
Empty Bucket=空桶
Water Bucket=水桶
River Water Bucket=河水桶
Lava Bucket=岩漿桶

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# textdomain: bucket
Empty Bucket=
Water Bucket=
River Water Bucket=
Lava Bucket=

4
mods/bucket/mod.conf Normal file
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name = bucket
description = handle liquids in a tool named bucket
depends = default
optional_depends = dungeon_loot

0
mods/bucket/textures/bucket.png Executable file → Normal file
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74
mods/carts/README.md Normal file
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minetest mod Carts (formerly boost_cart)
==========================
Carts and rails (formerly boost_cart)
Information
-----------
This mod is named `carts`, it features work from `boost_cart` mod.
This is improved rail carts mod and featured boots rails..
![screenshot.png](screenshot.png)
#### Features
- A fast cart for your railway or roller coaster (up to 7 m/s!)
- Boost and brake rails
- Rail junction switching with the 'right-left' walking keys
- Handbrake with the 'back' key
#### Additions by TenPlus1
- Mesecon detector rail added
- 10 second cart drop when player or item not inside
- Alias' set to replace rails from boost_cart mod
Technical informaton
--------------------
Carts, based almost entirely on the mod boost_cart [1], which
itself is based on (and fully compatible with) the carts mod [2]
and the model was originally designed by stujones11 [3] (CC-0).
This mod can (and maybe must) replace the default carts mod of minetest game.
[1] https://github.com/SmallJoker/boost_cart/
[2] https://github.com/PilzAdam/carts/
[3] https://github.com/stujones11/railcart/
#### Dependencies
* default
* mesecons (optional)
#### nodes
| Name | node | notes |
| ------------ | --------------- | ----- |
| Rail | carts:rail | to use and travel over rails with carts |
| Bracke rails | carts:brakerail | rail to downgrade velocity of carts |
| Powered rail | carts:powerrail | rail to impulse velocity of a cart |
| Detector rail | carts:detectorrail | it depends on mesecons for detection of mese |
Alias:
| original | carts alias |
| -------------------- | -------------- |
| default:rail | carts:rail |
| carts:copperrail | default:rail |
| boost_cart:copperrail | default:rail |
| boost_cart:powerrail | carts:powerrail |
| boost_cart:brakerail | carts:brakerail |
| boost_cart:detectorrail | carts:detectorrail |
Licence
------
The model was originally designed by stujones11 [3] (CC-0).
Cart textures are based on original work from PixelBOX by Gambit (permissive
license).
Check [lisence.txt](lisence.txt)

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@ -1,22 +0,0 @@
Carts (formerly boost_cart)
==========================
Carts, based almost entirely on the mod boost_cart [1], which
itself is based on (and fully compatible with) the carts mod [2].
The model was originally designed by stujones11 [3] (CC-0).
Cart textures are based on original work from PixelBOX (WTFPL).
[1] https://github.com/SmallJoker/boost_cart/
[2] https://github.com/PilzAdam/carts/
[3] https://github.com/stujones11/railcart/
Features
----------
- A fast cart for your railway or roller coaster (up to 7 m/s!)
- Boost and brake rails
- Rail junction switching with the 'right-left' walking keys
- Handbrake with the 'back' key

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@ -1,10 +1,23 @@
-- carts/cart_entity.lua
-- support for MT game translation.
local S = carts.get_translator
-- is mesecons enabled ?
local HAVE_MESECONS_ENABLED = minetest.get_modpath("mesecons")
if HAVE_MESECONS_ENABLED then
dofile(minetest.get_modpath("carts") .. "/detector.lua")
end
local cart_entity = {
physical = false, -- otherwise going uphill breaks
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
visual = "mesh",
mesh = "carts_cart.b3d",
visual_size = {x=1, y=1},
textures = {"carts_cart.png"},
initial_properties = {
physical = false, -- otherwise going uphill breaks
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
visual = "mesh",
mesh = "carts_cart.b3d",
visual_size = {x=1, y=1},
textures = {"carts_cart.png"},
},
driver = nil,
punched = false, -- used to re-send velocity and position
@ -22,43 +35,49 @@ function cart_entity:on_rightclick(clicker)
end
local player_name = clicker:get_player_name()
if self.driver and player_name == self.driver then
self.driver = nil
carts:manage_attachment(clicker, nil)
elseif not self.driver then
self.driver = player_name
carts:manage_attachment(clicker, self.object)
self.driver = player_name
end
end
function cart_entity:on_activate(staticdata, dtime_s)
self.object:set_armor_groups({immortal=1})
self.attached_items = {} -- needed to stop itemcount glitch
if string.sub(staticdata, 1, string.len("return")) ~= "return" then
return
end
local data = minetest.deserialize(staticdata)
if not data or type(data) ~= "table" then
if type(data) ~= "table" then
return
end
self.railtype = data.railtype
if data.old_dir then
self.old_dir = data.old_dir
end
if data.old_vel then
self.old_vel = data.old_vel
end
end
function cart_entity:get_staticdata()
return minetest.serialize({
railtype = self.railtype,
old_dir = self.old_dir,
old_vel = self.old_vel
old_dir = self.old_dir
})
end
-- 0.5.x and later: When the driver leaves
function cart_entity:on_detach_child(child)
if child and child:get_player_name() == self.driver then
-- Clean up eye height
carts:manage_attachment(child, nil)
self.driver = nil
end
end
function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
local pos = self.object:getpos()
if not self.railtype then
local pos = self.object:get_pos()
local vel = self.object:get_velocity()
if not self.railtype or vector.equals(vel, {x=0, y=0, z=0}) then
local node = minetest.get_node(pos).name
self.railtype = minetest.get_item_group(node, "connect_to_raillike")
end
@ -80,12 +99,12 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
-- Detach driver and items
if self.driver then
if self.old_pos then
self.object:setpos(self.old_pos)
self.object:set_pos(self.old_pos)
end
local player = minetest.get_player_by_name(self.driver)
carts:manage_attachment(player, nil)
end
for _,obj_ in ipairs(self.attached_items) do
for _, obj_ in ipairs(self.attached_items) do
if obj_ then
obj_:set_detach()
end
@ -98,14 +117,13 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
local leftover = inv:add_item("main", "carts:cart")
-- If no room in inventory add a replacement cart to the world
if not leftover:is_empty() then
minetest.add_item(self.object:getpos(), leftover)
minetest.add_item(self.object:get_pos(), leftover)
end
end
self.object:remove()
return
end
-- Player punches cart to alter velocity
local vel = self.object:getvelocity()
if puncher:get_player_name() == self.driver then
if math.abs(vel.x + vel.z) > carts.punch_speed_max then
return
@ -120,7 +138,8 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
end
local punch_interval = 1
if tool_capabilities and tool_capabilities.full_punch_interval then
-- Faulty tool registrations may cause the interval to be set to 0 !
if tool_capabilities and (tool_capabilities.full_punch_interval or 0) > 0 then
punch_interval = tool_capabilities.full_punch_interval
end
time_from_last_punch = math.min(time_from_last_punch or punch_interval, punch_interval)
@ -152,7 +171,10 @@ local function rail_sound(self, dtime)
self.sound_handle = nil
minetest.after(0.2, minetest.sound_stop, handle)
end
local vel = self.object:getvelocity()
local vel = self.object:get_velocity()
if not vel then return end -- nil check
local speed = vector.length(vel)
if speed > 0 then
self.sound_handle = minetest.sound_play(
@ -169,32 +191,42 @@ local function get_railparams(pos)
return carts.railparams[node.name] or {}
end
local v3_len = vector.length
local function rail_on_step(self, dtime)
local vel = self.object:getvelocity()
-- if cart contains nothing then drop as item after 10 seconds
if not self.driver and #self.attached_items == 0 then
self.count = (self.count or 0) + dtime
if self.count > 10 then
minetest.add_item(self.object:get_pos(), "carts:cart")
if self.sound_handle then
local handle = self.sound_handle
self.sound_handle = nil
minetest.after(0.2, minetest.sound_stop, handle)
end
self.object:remove()
return
end
else
self.count = 0
end
local vel = self.object:get_velocity()
if self.punched then
vel = vector.add(vel, self.velocity)
self.object:setvelocity(vel)
self.object:set_velocity(vel)
self.old_dir.y = 0
elseif vector.equals(vel, {x=0, y=0, z=0}) then
return
end
local pos = self.object:getpos()
local pos = self.object:get_pos()
local cart_dir = carts:velocity_to_dir(vel)
local same_dir = vector.equals(cart_dir, self.old_dir)
local update = {}
-- stop cart if velocity vector flips
if self.old_vel and self.old_vel.y == 0 and
(self.old_vel.x * vel.x < 0 or self.old_vel.z * vel.z < 0) then
self.old_vel = {x = 0, y = 0, z = 0}
self.old_pos = pos
self.object:setvelocity(vector.new())
self.object:setacceleration(vector.new())
rail_on_step_event(get_railparams(pos).on_step, self, dtime)
return
end
self.old_vel = vector.new(vel)
if self.old_pos and not self.punched then
if self.old_pos and not self.punched and same_dir then
local flo_pos = vector.round(pos)
local flo_old = vector.round(self.old_pos)
if vector.equals(flo_pos, flo_old) then
@ -213,20 +245,29 @@ local function rail_on_step(self, dtime)
end
end
if self.old_pos then
-- Detection for "skipping" nodes
local found_path = carts:pathfinder(
pos, self.old_pos, self.old_dir, ctrl, self.old_switch, self.railtype
local stop_wiggle = false
if self.old_pos and same_dir then
-- Detection for "skipping" nodes (perhaps use average dtime?)
-- It's sophisticated enough to take the acceleration in account
local acc = self.object:get_acceleration()
local distance = dtime * (v3_len(vel) + 0.5 * dtime * v3_len(acc))
local new_pos, new_dir = carts:pathfinder(
pos, self.old_pos, self.old_dir, distance, ctrl,
self.old_switch, self.railtype
)
if not found_path then
-- No rail found: reset back to the expected position
pos = vector.new(self.old_pos)
if new_pos then
-- No rail found: set to the expected position
pos = new_pos
update.pos = true
cart_dir = new_dir
end
elseif self.old_pos and self.old_dir.y ~= 1 and not self.punched then
-- Stop wiggle
stop_wiggle = true
end
local cart_dir = carts:velocity_to_dir(vel)
local railparams
-- dir: New moving direction of the cart
@ -234,16 +275,25 @@ local function rail_on_step(self, dtime)
local dir, switch_keys = carts:get_rail_direction(
pos, cart_dir, ctrl, self.old_switch, self.railtype
)
local dir_changed = not vector.equals(dir, self.old_dir)
local new_acc = {x=0, y=0, z=0}
if vector.equals(dir, {x=0, y=0, z=0}) then
if stop_wiggle or vector.equals(dir, {x=0, y=0, z=0}) then
vel = {x = 0, y = 0, z = 0}
pos = vector.round(pos)
local pos_r = vector.round(pos)
if not carts:is_rail(pos_r, self.railtype)
and self.old_pos then
pos = self.old_pos
elseif not stop_wiggle then
pos = pos_r
else
pos.y = math.floor(pos.y + 0.5)
end
update.pos = true
update.vel = true
else
-- Direction change detected
if not vector.equals(dir, self.old_dir) then
if dir_changed then
vel = vector.multiply(dir, math.abs(vel.x + vel.z))
update.vel = true
if dir.y ~= self.old_dir.y then
@ -284,6 +334,11 @@ local function rail_on_step(self, dtime)
new_acc = vector.multiply(dir, acc)
end
-- mesecon detector rail
if HAVE_MESECONS_ENABLED then
carts:signal_detector_rail(vector.round(pos))
end
-- Limits
local max_vel = carts.speed_max
for _, v in pairs({"x","y","z"}) do
@ -294,9 +349,9 @@ local function rail_on_step(self, dtime)
end
end
self.object:setacceleration(new_acc)
self.old_pos = vector.new(pos)
if not vector.equals(dir, {x=0, y=0, z=0}) then
self.object:set_acceleration(new_acc)
self.old_pos = vector.round(pos)
if not vector.equals(dir, {x=0, y=0, z=0}) and not stop_wiggle then
self.old_dir = vector.new(dir)
end
self.old_switch = switch_keys
@ -306,7 +361,7 @@ local function rail_on_step(self, dtime)
for _, obj_ in pairs(minetest.get_objects_inside_radius(pos, 1)) do
if not obj_:is_player() and
obj_:get_luaentity() and
not obj_:get_luaentity().physical_state and
-- not obj_:get_luaentity().physical_state and
obj_:get_luaentity().name == "__builtin:item" then
obj_:set_attach(self.object, "", {x=0, y=0, z=0}, {x=0, y=0, z=0})
@ -332,7 +387,7 @@ local function rail_on_step(self, dtime)
elseif self.old_dir.z < 0 then
yaw = 1
end
self.object:setyaw(yaw * math.pi)
self.object:set_yaw(yaw * math.pi)
local anim = {x=0, y=0}
if dir.y == -1 then
@ -342,9 +397,15 @@ local function rail_on_step(self, dtime)
end
self.object:set_animation(anim, 1, 0)
self.object:setvelocity(vel)
if update.vel then
self.object:set_velocity(vel)
end
if update.pos then
self.object:setpos(pos)
if dir_changed then
self.object:set_pos(pos)
else
self.object:move_to(pos)
end
end
-- call event handler
@ -359,15 +420,17 @@ end
minetest.register_entity("carts:cart", cart_entity)
minetest.register_craftitem("carts:cart", {
description = "Cart (Sneak+Click to pick up)",
inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_side.png", "carts_cart_side.png"),
description = S("Cart") .. "\n" .. S("(Sneak+Click to pick up)"),
inventory_image = minetest.inventorycube(
"carts_cart_top.png", "carts_cart_front.png", "carts_cart_side.png"),
wield_image = "carts_cart_side.png",
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
not (placer and placer:get_player_control().sneak) then
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
@ -384,7 +447,7 @@ minetest.register_craftitem("carts:cart", {
end
minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
{pos = pointed_thing.above})
{pos = pointed_thing.above}, true)
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(placer:get_player_name())) then

View File

@ -1 +1,4 @@
default
intllib?
mesecons?
dungeon_loot?

75
mods/carts/detector.lua Normal file
View File

@ -0,0 +1,75 @@
local mesecons_rules = mesecon.rules.flat
function carts:turnoff_detector_rail(pos)
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "detector_rail") == 1 then
if node.name == "carts:detectorrail_on" then --has not been dug
minetest.swap_node(pos, {name = "carts:detectorrail", param2 = node.param2})
end
mesecon.receptor_off(pos, mesecons_rules)
end
end
function carts:signal_detector_rail(pos)
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "detector_rail") ~= 1 then
return
end
if node.name == "carts:detectorrail" then
minetest.swap_node(pos, {name = "carts:detectorrail_on", param2 = node.param2})
end
mesecon.receptor_on(pos, mesecons_rules)
minetest.after(0.5, carts.turnoff_detector_rail, carts, pos)
end
carts:register_rail("carts:detectorrail", {
description = "Detector rail",
tiles = {
"carts_rail_straight_dtc.png", "carts_rail_curved_dtc.png",
"carts_rail_t_junction_dtc.png", "carts_rail_crossing_dtc.png"
},
groups = carts:get_rail_groups({detector_rail = 1}),
mesecons = {receptor = {state = "off", rules = mesecons_rules}},
})
minetest.register_alias("boost_cart:detectorrail", "carts:detectorrail")
carts:register_rail("carts:detectorrail_on", {
description = "Detector rail ON (you hacker you)",
tiles = {
"carts_rail_straight_dtc_on.png", "carts_rail_curved_dtc_on.png",
"carts_rail_t_junction_dtc_on.png", "carts_rail_crossing_dtc_on.png"
},
groups = carts:get_rail_groups({
detector_rail = 1, not_in_creative_inventory = 1
}),
drop = "carts:detectorrail",
mesecons = {receptor = {state = "on", rules = mesecons_rules}},
})
minetest.register_alias("boost_cart:detectorrail_on", "carts:detectorrail_on")
minetest.register_craft({
output = "boost_cart:detectorrail 6",
recipe = {
{"default:steel_ingot", "mesecons:wire_00000000_off", "default:steel_ingot"},
{"default:steel_ingot", "group:stick", "default:steel_ingot"},
{"default:steel_ingot", "mesecons:wire_00000000_off", "default:steel_ingot"},
},
})

View File

@ -1,3 +1,5 @@
local is_50 = minetest.get_translator
function carts:get_sign(z)
if z == 0 then
return 0
@ -12,14 +14,28 @@ function carts:manage_attachment(player, obj)
end
local status = obj ~= nil
local player_name = player:get_player_name()
if default.player_attached[player_name] == status then
if obj and player:get_attach() == obj then
return
end
default.player_attached[player_name] = status
if is_50 then
player_api.player_attached[player_name] = status
else
default.player_attached[player_name] = status
end
if status then
player:set_attach(obj, "", {x=0, y=6, z=0}, {x=0, y=0, z=0})
player:set_attach(obj, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0})
player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0})
-- player_api does not update the animation
-- when the player is attached, reset to default animation
if is_50 then
player_api.set_animation(player, "stand")
else
default.player_set_animation(player, "stand")
end
else
player:set_detach()
player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0})
@ -99,6 +115,16 @@ function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
right.z = -dir.x
end
local straight_priority = ctrl and dir.y ~= 0
-- Normal, to disallow rail switching up- & downhill
if straight_priority then
cur = self:check_front_up_down(pos, dir, true, railtype)
if cur then
return cur
end
end
if ctrl then
if old_switch == 1 then
left_check = false
@ -106,14 +132,14 @@ function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
right_check = false
end
if ctrl.left and left_check then
cur = carts:check_front_up_down(pos, left, false, railtype)
cur = self:check_front_up_down(pos, left, false, railtype)
if cur then
return cur, 1
end
left_check = false
end
if ctrl.right and right_check then
cur = carts:check_front_up_down(pos, right, false, railtype)
cur = self:check_front_up_down(pos, right, false, railtype)
if cur then
return cur, 2
end
@ -122,9 +148,11 @@ function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
end
-- Normal
cur = carts:check_front_up_down(pos, dir, true, railtype)
if cur then
return cur
if not straight_priority then
cur = self:check_front_up_down(pos, dir, true, railtype)
if cur then
return cur
end
end
-- Left, if not already checked
@ -158,27 +186,37 @@ function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
return {x=0, y=0, z=0}
end
function carts:pathfinder(pos_, old_pos, old_dir, ctrl, pf_switch, railtype)
function carts:pathfinder(pos_, old_pos, old_dir, distance, ctrl,
pf_switch, railtype)
local pos = vector.round(pos_)
if vector.equals(old_pos, pos) then
return
end
local pf_pos = vector.round(old_pos)
local pf_dir = vector.new(old_dir)
distance = math.min(carts.path_distance_max,
math.floor(distance + 1))
for i = 1, 3 do
if vector.equals(pf_pos, pos) then
-- Success! Cart moved on correctly
return true
end
for i = 1, distance do
pf_dir, pf_switch = self:get_rail_direction(
pf_pos, pf_dir, ctrl, pf_switch or 0, railtype)
pf_dir, pf_switch = carts:get_rail_direction(pf_pos, pf_dir, ctrl, pf_switch, railtype)
if vector.equals(pf_dir, {x=0, y=0, z=0}) then
-- No way forwards
return false
return pf_pos, pf_dir
end
pf_pos = vector.add(pf_pos, pf_dir)
if vector.equals(pf_pos, pos) then
-- Success! Cart moved on correctly
return
end
end
-- Cart not found
return false
-- Not found. Put cart to predicted position
return pf_pos, pf_dir
end
function carts:register_rail(name, def_overwrite, railparams)
@ -211,7 +249,12 @@ end
function carts:get_rail_groups(additional_groups)
-- Get the default rail groups and add more when a table is given
local groups = {dig_immediate = 2, attached_node = 1, rail = 1, connect_to_raillike = 1}
local groups = {
dig_immediate = 2,
attached_node = 1,
rail = 1,
connect_to_raillike = minetest.raillike_group("rail")
}
if type(additional_groups) == "table" then
for k, v in pairs(additional_groups) do
groups[k] = v

View File

@ -1,20 +1,48 @@
-- carts/init.lua
-- translation support
local S
if minetest.get_translator ~= nil then
S = minetest.get_translator("carts") -- 5.x translation function
else
if minetest.get_modpath("intllib") then
dofile(minetest.get_modpath("intllib") .. "/init.lua")
if intllib.make_gettext_pair then
gettext, ngettext = intllib.make_gettext_pair() -- new gettext method
else
gettext = intllib.Getter() -- old text file method
end
S = gettext
else -- boilerplate function
S = function(str, ...)
local args = {...}
return str:gsub("@%d+", function(match)
return args[tonumber(match:sub(2))]
end)
end
end
end
carts = {}
carts.modpath = minetest.get_modpath("carts")
carts.railparams = {}
carts.get_translator = S
-- Maximal speed of the cart in m/s (min = -1)
carts.speed_max = 7
-- Set to -1 to disable punching the cart from inside (min = -1)
carts.punch_speed_max = 5
-- Maximal distance for the path correction (for dtime peaks)
carts.path_distance_max = 3
dofile(carts.modpath.."/functions.lua")
dofile(carts.modpath.."/rails.lua")
-- Support for non-default games
if not default.player_attached then
default.player_attached = {}
end
dofile(carts.modpath.."/cart_entity.lua")
-- Register rails as dungeon loot
if minetest.global_exists("dungeon_loot") then
dungeon_loot.register({
name = "carts:rail", chance = 0.35, count = {1, 6}
})
end

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