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Merge pull request 'mcl_death_drop refactoring' (#1415) from mcl-death-drop-refactoring into master

Reviewed-on: MineClone2/MineClone2#1415
This commit is contained in:
AFCMS 2021-03-28 18:13:57 +00:00
commit d07cf64d11
3 changed files with 52 additions and 24 deletions

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@ -5,17 +5,17 @@ Add an API to register buckets to mcl
Register a new liquid Register a new liquid
Accept folowing params: Accept folowing params:
* source_place = a string or function. * source_place: a string or function.
* string: name of the node to place * string: name of the node to place
* function(pos): will returns name of the node to place with pos being the placement position * function(pos): will returns name of the node to place with pos being the placement position
* source_take = table of liquid source node names to take * source_take: table of liquid source node names to take
* itemname = itemstring of the new bucket item (or nil if liquid is not takeable) * itemname: itemstring of the new bucket item (or nil if liquid is not takeable)
* inventory_image = texture of the new bucket item (ignored if itemname == nil) * inventory_image: texture of the new bucket item (ignored if itemname == nil)
* name = user-visible bucket description * name: user-visible bucket description
* longdesc = long explanatory description (for help) * longdesc: long explanatory description (for help)
* usagehelp = short usage explanation (for help) * usagehelp: short usage explanation (for help)
* tt_help = very short tooltip help * tt_help: very short tooltip help
* extra_check(pos, placer) = optional function(pos) which can returns false to avoid placing the liquid. Placer is object/player who is placing the liquid, can be nil. * extra_check(pos, placer): (optional) function(pos) which can returns false to avoid placing the liquid. Placer is object/player who is placing the liquid, can be nil.
* groups = optional list of item groups * groups: optional list of item groups
This function can be called from any mod (which depends on this one) This function can be called from any mod (which depends on this one)

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@ -0,0 +1,14 @@
# mcl_death_drop
Drop registered inventories on player death.
## mcl_death_drop.register_dropped_list(inv, listname, drop)
* inv: can be:
* "PLAYER": will be interpreted like player inventory (to avoid multiple calling to get_inventory())
* function(player): must return inventory
* listname: string
* drop: bool
* true: the entire list will be dropped
* false: items with curse_of_vanishing enchantement will be broken.
## mcl_death_drop.registered_dropped_lists
Table containing dropped list inventory, name and drop state.

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@ -1,26 +1,40 @@
local random = math.random
mcl_death_drop = {}
mcl_death_drop.registered_dropped_lists = {}
function mcl_death_drop.register_dropped_list(inv, listname, drop)
table.insert(mcl_death_drop.registered_dropped_lists, {inv=inv, listname=listname, drop=drop})
end
mcl_death_drop.register_dropped_list("PLAYER", "main", true)
mcl_death_drop.register_dropped_list("PLAYER", "craft", true)
mcl_death_drop.register_dropped_list("PLAYER", "armor", true)
mcl_death_drop.register_dropped_list(function(player) return select(3, armor:get_valid_player(player)) end , "armor", false)
minetest.register_on_dieplayer(function(player) minetest.register_on_dieplayer(function(player)
local keep = minetest.settings:get_bool("mcl_keepInventory", false) local keep = minetest.settings:get_bool("mcl_keepInventory", false)
if keep == false then if keep == false then
-- Drop inventory, crafting grid and armor -- Drop inventory, crafting grid and armor
local inv = player:get_inventory() local playerinv = player:get_inventory()
local pos = player:get_pos() local pos = player:get_pos()
local name, player_armor_inv, armor_armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
-- No item drop if in deep void -- No item drop if in deep void
local void, void_deadly = mcl_worlds.is_in_void(pos) local void, void_deadly = mcl_worlds.is_in_void(pos)
local lists = {
{ inv = inv, listname = "main", drop = true }, for l=1,#mcl_death_drop.registered_dropped_lists do
{ inv = inv, listname = "craft", drop = true }, local inv = mcl_death_drop.registered_dropped_lists[l].inv
{ inv = player_armor_inv, listname = "armor", drop = true }, if inv == "PLAYER" then
{ inv = armor_armor_inv, listname = "armor", drop = false }, inv = playerinv
} elseif type(inv) == "function" then
for l=1,#lists do inv = inv(player)
local inv = lists[l].inv end
local listname = lists[l].listname local listname = mcl_death_drop.registered_dropped_lists[l].listname
local drop = lists[l].drop local drop = mcl_death_drop.registered_dropped_lists[l].drop
if inv ~= nil then if inv ~= nil then
for i, stack in ipairs(inv:get_list(listname)) do for i, stack in ipairs(inv:get_list(listname)) do
local x = math.random(0, 9)/3 local x = random(0, 9)/3
local z = math.random(0, 9)/3 local z = random(0, 9)/3
pos.x = pos.x + x pos.x = pos.x + x
pos.z = pos.z + z pos.z = pos.z + z
if not void_deadly and drop and not mcl_enchanting.has_enchantment(stack, "curse_of_vanishing") then if not void_deadly and drop and not mcl_enchanting.has_enchantment(stack, "curse_of_vanishing") then