forked from VoxeLibre/VoxeLibre
Merge pull request 'mcl_death_drop refactoring' (#1415) from mcl-death-drop-refactoring into master
Reviewed-on: MineClone2/MineClone2#1415
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d07cf64d11
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@ -5,17 +5,17 @@ Add an API to register buckets to mcl
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Register a new liquid
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Register a new liquid
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Accept folowing params:
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Accept folowing params:
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* source_place = a string or function.
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* source_place: a string or function.
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* string: name of the node to place
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* string: name of the node to place
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* function(pos): will returns name of the node to place with pos being the placement position
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* function(pos): will returns name of the node to place with pos being the placement position
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* source_take = table of liquid source node names to take
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* source_take: table of liquid source node names to take
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* itemname = itemstring of the new bucket item (or nil if liquid is not takeable)
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* itemname: itemstring of the new bucket item (or nil if liquid is not takeable)
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* inventory_image = texture of the new bucket item (ignored if itemname == nil)
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* inventory_image: texture of the new bucket item (ignored if itemname == nil)
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* name = user-visible bucket description
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* name: user-visible bucket description
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* longdesc = long explanatory description (for help)
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* longdesc: long explanatory description (for help)
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* usagehelp = short usage explanation (for help)
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* usagehelp: short usage explanation (for help)
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* tt_help = very short tooltip help
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* tt_help: very short tooltip help
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* 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.
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* 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.
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* groups = optional list of item groups
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* groups: optional list of item groups
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This function can be called from any mod (which depends on this one)
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This function can be called from any mod (which depends on this one)
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@ -0,0 +1,14 @@
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# mcl_death_drop
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Drop registered inventories on player death.
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## mcl_death_drop.register_dropped_list(inv, listname, drop)
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* inv: can be:
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* "PLAYER": will be interpreted like player inventory (to avoid multiple calling to get_inventory())
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* function(player): must return inventory
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* listname: string
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* drop: bool
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* true: the entire list will be dropped
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* false: items with curse_of_vanishing enchantement will be broken.
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## mcl_death_drop.registered_dropped_lists
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Table containing dropped list inventory, name and drop state.
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@ -1,26 +1,40 @@
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local random = math.random
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mcl_death_drop = {}
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mcl_death_drop.registered_dropped_lists = {}
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function mcl_death_drop.register_dropped_list(inv, listname, drop)
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table.insert(mcl_death_drop.registered_dropped_lists, {inv=inv, listname=listname, drop=drop})
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end
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mcl_death_drop.register_dropped_list("PLAYER", "main", true)
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mcl_death_drop.register_dropped_list("PLAYER", "craft", true)
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mcl_death_drop.register_dropped_list("PLAYER", "armor", true)
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mcl_death_drop.register_dropped_list(function(player) return select(3, armor:get_valid_player(player)) end , "armor", false)
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minetest.register_on_dieplayer(function(player)
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minetest.register_on_dieplayer(function(player)
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local keep = minetest.settings:get_bool("mcl_keepInventory", false)
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local keep = minetest.settings:get_bool("mcl_keepInventory", false)
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if keep == false then
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if keep == false then
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-- Drop inventory, crafting grid and armor
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-- Drop inventory, crafting grid and armor
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local inv = player:get_inventory()
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local playerinv = player:get_inventory()
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local pos = player:get_pos()
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local pos = player:get_pos()
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local name, player_armor_inv, armor_armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
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-- No item drop if in deep void
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-- No item drop if in deep void
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local void, void_deadly = mcl_worlds.is_in_void(pos)
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local void, void_deadly = mcl_worlds.is_in_void(pos)
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local lists = {
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{ inv = inv, listname = "main", drop = true },
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for l=1,#mcl_death_drop.registered_dropped_lists do
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{ inv = inv, listname = "craft", drop = true },
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local inv = mcl_death_drop.registered_dropped_lists[l].inv
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{ inv = player_armor_inv, listname = "armor", drop = true },
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if inv == "PLAYER" then
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{ inv = armor_armor_inv, listname = "armor", drop = false },
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inv = playerinv
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}
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elseif type(inv) == "function" then
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for l=1,#lists do
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inv = inv(player)
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local inv = lists[l].inv
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end
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local listname = lists[l].listname
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local listname = mcl_death_drop.registered_dropped_lists[l].listname
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local drop = lists[l].drop
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local drop = mcl_death_drop.registered_dropped_lists[l].drop
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if inv ~= nil then
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if inv ~= nil then
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for i, stack in ipairs(inv:get_list(listname)) do
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for i, stack in ipairs(inv:get_list(listname)) do
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local x = math.random(0, 9)/3
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local x = random(0, 9)/3
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local z = math.random(0, 9)/3
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local z = random(0, 9)/3
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pos.x = pos.x + x
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pos.x = pos.x + x
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pos.z = pos.z + z
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pos.z = pos.z + z
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if not void_deadly and drop and not mcl_enchanting.has_enchantment(stack, "curse_of_vanishing") then
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if not void_deadly and drop and not mcl_enchanting.has_enchantment(stack, "curse_of_vanishing") then
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