Bones: Ability to change bones mode. Tidy up code
Add 'bones_mode' setting to minetest.conf -> Modes: bones, drop, keep Remove table 'bones' Add minetest.conf.example description Remove protection check from may_replace
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@ -5,6 +5,12 @@
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# Whether creative mode (fast digging of all blocks, unlimited resources) should be enabled
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#creative_mode = false
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# Sets the behaviour of the inventory items when a player dies.
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# "bones": Store all items inside a bone node but drop items if inside protected area
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# "drop": Drop all items on the ground
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# "keep": Player keeps all items
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#bones_mode = "bones"
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# The time in seconds after which the bones of a dead player can be looted by everyone
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# 0 to disable
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#share_bones_time = 1200
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@ -1,8 +1,6 @@
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-- Minetest 0.4 mod: bones
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-- See README.txt for licensing and other information.
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bones = {}
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local function is_owner(pos, name)
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local owner = minetest.get_meta(pos):get_string("owner")
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if owner == "" or owner == name or minetest.check_player_privs(name, "protection_bypass") then
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@ -11,7 +9,7 @@ local function is_owner(pos, name)
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return false
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end
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bones.bones_formspec =
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local bones_formspec =
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"size[8,9]" ..
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default.gui_bg ..
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default.gui_bg_img ..
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@ -78,11 +76,11 @@ minetest.register_node("bones:bones", {
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end,
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on_punch = function(pos, node, player)
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if(not is_owner(pos, player:get_player_name())) then
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if not is_owner(pos, player:get_player_name()) then
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return
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end
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if(minetest.get_meta(pos):get_string("infotext") == "") then
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if minetest.get_meta(pos):get_string("infotext") == "" then
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return
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end
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@ -131,13 +129,9 @@ local function may_replace(pos, player)
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local node_name = minetest.get_node(pos).name
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local node_definition = minetest.registered_nodes[node_name]
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-- if the node is unknown, we let the protection mod decide
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-- this is consistent with when a player could dig or not dig it
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-- unknown decoration would often be removed
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-- while unknown building materials in use would usually be left
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-- if the node is unknown, we return false
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if not node_definition then
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-- only replace nodes that are not protected
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return not minetest.is_protected(pos, player:get_player_name())
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return false
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end
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-- allow replacing air and liquids
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@ -157,8 +151,26 @@ local function may_replace(pos, player)
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return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
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end
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local drop = function(pos, itemstack)
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local obj = core.add_item(pos, itemstack:take_item(itemstack:get_count()))
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if obj then
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obj:setvelocity({
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x = math.random(-10, 10) / 9,
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y = 5,
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z = math.random(-10, 10) / 9,
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})
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end
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end
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minetest.register_on_dieplayer(function(player)
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if minetest.setting_getbool("creative_mode") then
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local bones_mode = minetest.setting_get("bones_mode") or "bones"
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if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
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bones_mode = "bones"
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end
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-- return if keep inventory set or in creative mode
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if bones_mode == "keep" or minetest.setting_getbool("creative_mode") then
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return
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end
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@ -168,34 +180,38 @@ minetest.register_on_dieplayer(function(player)
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return
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end
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local pos = player:getpos()
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pos.x = math.floor(pos.x+0.5)
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pos.y = math.floor(pos.y+0.5)
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pos.z = math.floor(pos.z+0.5)
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local param2 = minetest.dir_to_facedir(player:get_look_dir())
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local pos = vector.round(player:getpos())
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local player_name = player:get_player_name()
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if (not may_replace(pos, player)) then
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if (may_replace({x=pos.x, y=pos.y+1, z=pos.z}, player)) then
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-- drop one node above if there's space
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-- this should solve most cases of protection related deaths in which players dig straight down
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-- yet keeps the bones reachable
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-- check if it's possible to place bones, if not go 1 higher
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if bones_mode == "bones" and not may_replace(pos, player) then
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pos.y = pos.y + 1
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else
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-- drop items instead of delete
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for i=1,player_inv:get_size("main") do
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minetest.add_item(pos, player_inv:get_stack("main", i))
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end
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for i=1,player_inv:get_size("craft") do
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minetest.add_item(pos, player_inv:get_stack("craft", i))
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end
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-- empty lists main and craft
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player_inv:set_list("main", {})
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player_inv:set_list("craft", {})
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return
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end
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end
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-- still cannot place bones? change mode to 'drop'
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if bones_mode == "bones" and not may_replace(pos, player) then
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bones_mode = "drop"
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end
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if bones_mode == "drop" then
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-- drop inventory items
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for i = 1, player_inv:get_size("main") do
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drop(pos, player_inv:get_stack("main", i))
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end
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player_inv:set_list("main", {})
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-- drop crafting grid items
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for i = 1, player_inv:get_size("craft") do
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drop(pos, player_inv:get_stack("craft", i))
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end
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player_inv:set_list("craft", {})
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drop(pos, ItemStack("bones:bones"))
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return
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end
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local param2 = minetest.dir_to_facedir(player:get_look_dir())
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minetest.set_node(pos, {name = "bones:bones", param2 = param2})
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local meta = minetest.get_meta(pos)
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@ -209,14 +225,14 @@ minetest.register_on_dieplayer(function(player)
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inv:add_item("main", stack)
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else
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--drop if no space left
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minetest.add_item(pos, stack)
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drop(pos, stack)
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end
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end
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player_inv:set_list("main", {})
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player_inv:set_list("craft", {})
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meta:set_string("formspec", bones.bones_formspec)
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meta:set_string("formspec", bones_formspec)
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meta:set_string("owner", player_name)
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if share_bones_time ~= 0 then
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