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46 Commits

Author SHA1 Message Date
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
1036 changed files with 2933 additions and 66545 deletions

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@ -7,12 +7,11 @@ read_globals = {
"dump",
"vector",
"VoxelManip", "VoxelArea",
"PseudoRandom", "PcgRandom",
"ItemStack",
"PseudoRandom", "ItemStack",
"Settings",
"unpack",
-- Silence errors about custom table methods.
table = { fields = { "copy", "indexof" } }
-- Silence "accessing undefined field copy of global table".
table = { fields = { "copy" } }
}
-- Overwrites minetest.handle_node_drops

View File

@ -1,11 +1,12 @@
language: generic
sudo: false
addons:
apt:
packages:
- luarocks
before_install:
- luarocks install --local luacheck
script:
- $HOME/.luarocks/bin/luacheck ./mods
script:
- $HOME/.luarocks/bin/luacheck --no-color ./mods
notifications:
email: false

View File

@ -1,34 +0,0 @@
# Minetest Game
The default game bundled in the Minetest engine.
For further information, check [this forum topic](https://forum.minetest.net/viewtopic.php?f=15&t=9724).
Also see the [Minetest Wiki](https://wiki.minetest.net/Subgames/Minetest_Game) for more information.
## Installation
- Unzip the archive, rename the folder to minetest_game and
place it in .. minetest/games/
- GNU/Linux: If you use a system-wide installation place
it in ~/.minetest/games/.
The Minetest engine can be found at
[GitHub](https://github.com/minetest/minetest).
For further information or help, see:
https://wiki.minetest.net/Installing_Mods
## Compatibility
The Minetest Game GitHub master HEAD is generally compatible with the GitHub
master HEAD of the Minetest engine.
Additionally, when the Minetest engine is tagged to be a certain version (e.g.
0.4.10), Minetest Game is tagged with the version too.
When stable releases are made, Minetest Game and the Minetest engine is packaged and made available at
https://minetest.net/downloads/
## Licensing
See `LICENSE.txt`

28
README.txt Normal file
View File

@ -0,0 +1,28 @@
Minetest Game [minetest_game]
=============================
The main subgame for the Minetest engine
========================================
To use this subgame with the Minetest engine, insert this repository as
/games/minetest_game
The Minetest engine can be found in:
https://github.com/minetest/minetest/
Compatibility
--------------
The Minetest Game github master HEAD is generally compatible with the github
master HEAD of the Minetest engine.
Additionally, when the Minetest engine is tagged to be a certain version (eg.
0.4.10), Minetest Game is tagged with the version too.
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!)
Licensing
---------
See LICENSE.txt

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@ -1,3 +1 @@
name = Minetest Game
author = Minetest
description = Bundled by default with Minetest, and aims to be lightweight, moddable, and fairly playable without mods.

View File

@ -2,11 +2,10 @@ Minetest Game API
=================
GitHub Repo: https://github.com/minetest/minetest_game
Introduction
------------
The Minetest Game game offers multiple new possibilities in addition to the Minetest engine's built-in API,
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
Please note:
@ -15,7 +14,6 @@ Please note:
* [#ABC] refers to a section in this document
* [pos] refers to a position table `{x = -5, y = 0, z = 200}`
Bucket API
----------
@ -36,7 +34,6 @@ The bucket API allows registering new types of buckets for non-default liquids.
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
--------
@ -45,7 +42,6 @@ Beds API
def -- See [#Bed definition]
)
* `beds.can_dig(bed_pos)` Returns a boolean whether the bed at `bed_pos` may be dug
* `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
@ -71,17 +67,6 @@ Beds API
}
}
Bones API
---------
An ordered list of listnames (default: "main", "craft") of the player inventory,
that will be placed into bones or dropped on player death can be looked up or changed
in `bones.player_inventory_lists`.
e.g. `table.insert(bones.player_inventory_lists, "backpack")`
Creative API
------------
@ -103,69 +88,11 @@ 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.
Chests API
----------
The chests API allows the creation of chests, which have their own inventories for holding items.
`default.chest.get_chest_formspec(pos)`
* Returns a formspec for a specific chest.
* `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
`default.chest.chest_lid_obstructed(pos)`
* Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
* `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
`default.chest.chest_lid_close(pn)`
* Closes the chest that a player is currently looking in.
* `pn` The name of the player whose chest is going to be closed
`default.chest.open_chests`
* A table indexed by player name to keep track of who opened what chest.
* Key: The name of the player.
* Value: A table containing information about the chest the player is looking at.
e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
`default.chest.register_chest(name, def)`
* Registers new chest
* `name` Name for chest
* `def` See [#Chest Definition]
### Chest Definition
description = "Chest",
tiles = {
"default_chest_top.png",
"default_chest_top.png",
"default_chest_side.png",
"default_chest_side.png",
"default_chest_front.png",
"default_chest_inside.png"
}, -- Textures which are applied to the chest model.
sounds = default.node_sound_wood_defaults(),
sound_open = "default_chest_open",
sound_close = "default_chest_close",
groups = {choppy = 2, oddly_breakable_by_hand = 2},
protected = false, -- If true, only placer can modify chest.
Doors API
---------
The doors mod allows modders to register custom doors and trapdoors.
`doors.registered_doors[name] = Door definition`
* Table of registered doors, indexed by door name
`doors.registered_trapdoors[name] = Trapdoor definition`
* Table of registered trap doors, indexed by trap door name
`doors.register_door(name, def)`
* Registers new door
@ -201,28 +128,17 @@ The doors mod allows modders to register custom doors and trapdoors.
has the permissions needed to open this door. If omitted then no
permission checks are performed.
`doors.door_toggle(pos, node, clicker)`
* Toggle door open or shut
* `pos` Position of the door
* `node` Node definition
* `clicker` Player definition for the player that clicked on the door
### Door definition
description = "Door description",
inventory_image = "mod_door_inv.png",
groups = {choppy = 2},
tiles = {"mod_door.png"}, -- UV map.
-- The front and back of the door must be identical in appearence as they swap on
-- open/close.
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)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
### Trapdoor definition
@ -230,20 +146,11 @@ The doors mod allows modders to register custom doors and trapdoors.
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 texture for the four sides of the trapdoor.
-- The texture should have the trapdoor side drawn twice, in the lowest and highest
-- 1/8ths of the texture, both upright. The area between is not used.
-- The lower 1/8th will be used for the closed trapdoor, the higher 1/8th will be used
-- for the open 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)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback
### Fence gate definition
@ -253,43 +160,6 @@ The doors mod allows modders to register custom doors and trapdoors.
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), -- optional
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback
Dungeon Loot API
----------------
The mod that places chests with loot in dungeons provides an API to register additional loot.
`dungeon_loot.register(def)`
* Registers one or more loot items
* `def` Can be a single [#Loot definition] or a list of them
`dungeon_loot.registered_loot`
* Table of all registered loot, not to be modified manually
### Loot definition
name = "item:name",
chance = 0.5,
-- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
-- Due to an extra step in the selection process, 0.5 does not(!) mean that
-- on average every second chest will have this item
count = {1, 4},
-- ^ table with minimum and maximum amounts of this item
-- optional, defaults to always single item
y = {-32768, -512},
-- ^ table with minimum and maximum heights this item can be found at
-- optional, defaults to no height restrictions
types = {"desert"},
-- ^ table with types of dungeons this item can be found in
-- supported types: "normal" (the cobble/mossycobble one), "sandstone"
-- "desert" and "ice"
-- optional, defaults to no type restrictions
Fence API
---------
@ -312,7 +182,6 @@ Allows creation of new fences with "fencelike" drawtype.
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(),
Walls API
---------
@ -325,7 +194,6 @@ walls.register(name, desc, texture, mat, sounds)
^ mat = "default:stone". Used to auto-generate crafting recipe.
^ sounds = sounds: see [#Default sounds]
Farming API
-----------
@ -366,12 +234,9 @@ The farming API allows you to easily register plants and hoes.
maxlight = default.LIGHT_MAX -- Maximum light to grow
}
Fire API
--------
Add group flammable when registering a node to make fire seek for it.
Add it to an item to make it burn up when dropped in lava or fire.
New node def property:
`on_burn(pos)`
@ -419,62 +284,8 @@ Give Initial Stuff API
^ Adds items to the list of items to be given
Players API
-----------
The player API can register player models and update the player's appearence
* `player_api.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]
* saved to player_api.registered_models
* `player_api.registered_player_models[name]`
* Get a model's definition
* see [#Model definition]
* `player_api.set_model(player, model_name)`
* Change a player's model
* `player`: PlayerRef
* `model_name`: model registered with player_api.register_model()
* `player_api.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
* `player_api.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
* `player_api.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},
-- ...
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
stepheight = 0.6, -- In nodes
eye_height = 1.47, -- In nodes above feet position
}
TNT API
-------
----------
`tnt.register_tnt(definition)`
@ -484,7 +295,6 @@ TNT API
* `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`.
* `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
* `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.
@ -592,15 +402,11 @@ set a players home position and teleport a player to home position.
Sfinv API
---------
It is recommended that you read this link for a good introduction to the
sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
### sfinv Methods
**Pages**
* sfinv.set_page(player, pagename) - changes the page
* sfinv.get_page(player) - get the current page name. Will never return nil
* 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.
@ -697,65 +503,39 @@ And override this function to change the layout:
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, worldaligntex)`
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
* Registers a stair
* 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]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `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, worldaligntex)`
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
* Registers a slab
* `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname"
* 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 slab's definition
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `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_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
* Registers an inner corner stair
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_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]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
`stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
* Registers an outer corner stair
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_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]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)`
* A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
* A wrapper for stairs.register_stair and stairs.register_slab
* Uses almost the same arguments as stairs.register_stair
* `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed
* `desc_stair`: Description for stair node
* `desc_slab`: Description for slab node
Xpanes API
----------
@ -773,10 +553,8 @@ Creates panes that automatically connect to each other
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
use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
}
Raillike definitions
--------------------
@ -810,48 +588,64 @@ Sounds inside the default table can be used within the sounds field of node defi
* `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
----------
GUI and formspecs
-----------------
The player API can register player models and update the player's appearence
`default.get_hotbar_bg(x, y)`
`default.player_register_model(name, def)`
* Get the hotbar background as string, containing the formspec elements
* x: Horizontal position in the formspec
* y: Vertical position in the formspec
* Register a new model to be used by players.
* name: model filename such as "character.x", "foo.b3d", etc.
* def: See [#Model definition]
`default.gui_bg`
`default.registered_player_models[name]`
* Deprecated, remove from mods.
* Get a model's definition
* see [#Model definition]
`default.gui_bg_img`
`default.player_set_model(player, model_name)`
* Deprecated, remove from mods.
* Change a player's model
* `player`: PlayerRef
* `model_name`: model registered with player_register_model()
`default.gui_slots`
`default.player_set_animation(player, anim_name [, speed])`
* Deprecated, remove from mods.
* 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.gui_survival_form`
`default.player_set_textures(player, textures)`
* Entire formspec for the survival inventory
* Sets player textures
* `player`: PlayerRef
* `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
`default.get_furnace_active_formspec(fuel_percent, item_percent)`
default.player_get_animation(player)
* Get the active furnace formspec using the defined GUI elements
* fuel_percent: Percent of how much the fuel is used
* item_percent: Percent of how much the item is cooked
* Returns a table containing fields `model`, `textures` and `animation`.
* Any of the fields of the returned table may be nil.
* player: PlayerRef
`default.get_furnace_inactive_formspec()`
* Get the inactive furnace formspec using the defined GUI elements
### 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},
-- ...
},
}
Leafdecay
---------
@ -890,39 +684,70 @@ callback overridden. All the nodes listed in `leaves` have their
Dyes
----
Minetest Game dyes are registered with:
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.
groups = {dye = 1, color_<color> = 1},
### Color groups
To make recipes that will work with dyes from many mods, define them using the
dye group and the color groups.
Base color groups:
Dye color groups:
* `basecolor_white`
* `basecolor_grey`
* `basecolor_black`
* `basecolor_red`
* `basecolor_yellow`
* `basecolor_green`
* `basecolor_cyan`
* `basecolor_blue`
* `basecolor_magenta`
* `color_white`
* `color_grey`
* `color_dark_grey`
* `color_black`
* `color_red`
* `color_pink`
* `color_orange`
* `color_brown`
* `color_yellow`
* `color_green`
* `color_dark_green`
* `color_blue`
* `color_cyan`
* `color_violet`
* `color_magenta`
Extended color groups ( * means also base color )
Example of one shapeless recipe using the dye group and a color group:
* `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:dye,color_yellow"},
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
-----
@ -960,13 +785,6 @@ Trees
* `default.grow_acacia_bush(pos)`
* Grows an acaia bush at pos
* `default.grow_pine_bush(pos)`
* Grows a pine bush at pos
* `default.grow_blueberry_bush(pos)`
* Grows a blueberry bush at pos
Carts
-----
@ -989,7 +807,6 @@ Carts
likely be called many times per second, so the function needs
to make sure that the event is handled properly.
Key API
-------

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@ -1,63 +0,0 @@
# Transforms the generic po file produced by weblate into a series of
# locale/[modname].ja.tr files.
# TODO: make it work for all languages!
import os
import re
from collections import defaultdict
strings=dict()
modstr=defaultdict(list)
for modname in os.listdir("../mods/"):
for fn in os.listdir("../mods/"+modname):
if fn.endswith(".lua"):
s=open("../mods/"+modname+"/"+fn).read()
for gtstring in re.findall("S\(.*\)", s):
k=gtstring[3:-2]
strings[k]=modname
modstr[modname].append(k)
"""
for m in modstr.keys():
print(m)
for v in modstr[m]:
print("\t"+v)
"""
locales = list()
for fn in os.listdir("."):
if fn .endswith(".po"):
locales.append(fn[:-3])
print(locales)
notused=set()
for loc in locales:
matches = 0
nom = 0
msgid = None
translation = dict()
for line in open(loc+".po"):
match = re.match('[^#]*msgstr[ \t]+"(.*)"', line)
if match and msgid is not None:
translation[msgid]=match.group(1)
match = re.match('[^#]*msgid[ \t]+"(.*)"', line)
if match:
msgid = match.group(1)
if msgid in strings:
matches+=1
else:
nom+=1
notused.add(msgid)
else:
msgid=None
print("{}: {}/{}".format(loc, matches, matches+nom))
for modname in os.listdir("../mods/"):
os.makedirs("../mods/{0}/locale".format(modname), exist_ok=True)
localefile = open("../mods/{0}/locale/{0}.{1}.tr".format(modname, loc), "w")
localefile.write("# textdomain: "+modname+"\n\n")
for k in modstr[modname]:
if k in translation:
localefile.write("{}={}\n\n".format(k,translation[k]))
localefile.close()
print(notused)

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@ -1,21 +1,18 @@
# This file contains settings of Minetest Game that can be changed in
# minetest.conf.
# This file contains settings of Minetest Game that can be changed in minetest.conf
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
# Whether creative mode (fast digging of all blocks, unlimited resources) should
# be enabled.
# Whether creative mode (fast digging of all blocks, unlimited resources) should be enabled
#creative_mode = false
# Sets the behaviour of the inventory items when a player dies.
# bones: Store items in a bone node but drop items if inside protected area.
# drop: Drop items on the ground.
# keep: Player keeps items.
#bones_mode = bones
# "bones": Store all items inside a bone node but drop items if inside protected area
# "drop": Drop all items on the ground
# "keep": Player keeps all items
#bones_mode = "bones"
# The time in seconds after which the bones of a dead player can be looted by
# everyone.
# 0 to disable.
# The time in seconds after which the bones of a dead player can be looted by everyone
# 0 to disable
#share_bones_time = 1200
# How much earlier the bones of a dead player can be looted by
@ -23,12 +20,8 @@
# 0 to disable. By default it is "share_bones_time" divide by four.
#share_bones_time_early = 300
# Inform player of condition and location of new bones.
#bones_position_message = false
# Whether fire should be enabled. If disabled, 'basic_flame' nodes will
# disappear.
# 'permanent_flame' nodes will remain with either setting.
# Whether fire should be enabled. If disabled, 'basic flame' nodes will disappear.
# 'permanent flame' nodes will remain with either setting.
#enable_fire = true
# Enable flame sound.
@ -37,30 +30,24 @@
# Whether lavacooling should be enabled.
#enable_lavacooling = true
# Whether the stuff in initial_stuff should be given to new players.
# 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
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,default:torch 99,default:cobble 99
# Whether the TNT mod should be enabled.
# Whether the TNT mod should be enabled
#enable_tnt = <true in singleplayer, false in multiplayer>
# The radius of a TNT explosion.
# The radius of a TNT explosion
#tnt_radius = 3
# Enable the stairs mod ABM that replaces the old 'upside down'
# stair and slab nodes in old maps with the new param2 versions.
#enable_stairs_replace_abm = false
# Whether to allow respawning in beds.
# Default value is true.
# Whether you allow respawning in beds
# Default value is true
#enable_bed_respawn = true
# Whether players can skip night by sleeping.
# Default value is true.
# Whether players can skip night by sleeping
# Default value is true
#enable_bed_night_skip = true
# Whether the engine's spawn search, which does not check for a suitable
# starting biome, is used.
# Default value is false.
#engine_spawn = false

View File

@ -10,10 +10,6 @@ Various Minetest developers and contributors (MIT)
Authors of media (textures)
---------------------------
BlockMen (CC BY-SA 3.0)
All textures unless otherwise noted
TumeniNodes (CC BY-SA 3.0)
beds_bed_under.png
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

View File

@ -109,7 +109,7 @@ function beds.register_bed(name, def)
return itemstack
end,
on_rotate = function(pos, node, user, _, new_param2)
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)
@ -121,7 +121,7 @@ function beds.register_bed(name, def)
minetest.record_protection_violation(p, user:get_player_name())
return false
end
if new_param2 % 32 > 3 then
if mode ~= screwdriver.ROTATE_FACE then
return false
end
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
@ -141,9 +141,6 @@ function beds.register_bed(name, def)
minetest.set_node(newp, {name = name .. "_top", param2 = new_param2})
return true
end,
can_dig = function(pos, player)
return beds.can_dig(pos)
end,
})
minetest.register_node(name .. "_top", {
@ -163,12 +160,6 @@ function beds.register_bed(name, def)
on_destruct = function(pos)
destruct_bed(pos, 2)
end,
can_dig = function(pos, player)
local node = minetest.get_node(pos)
local dir = minetest.facedir_to_dir(node.param2)
local p = vector.add(pos, dir)
return beds.can_dig(p)
end,
})
minetest.register_alias(name, name .. "_bottom")

View File

@ -1,30 +1,25 @@
-- beds/beds.lua
-- support for MT game translation.
local S = beds.get_translator
-- Fancy shaped bed
beds.register_bed("beds:fancy_bed", {
description = S("Fancy Bed"),
description = "Fancy Bed",
inventory_image = "beds_bed_fancy.png",
wield_image = "beds_bed_fancy.png",
tiles = {
bottom = {
"beds_bed_top1.png",
"beds_bed_under.png",
"default_wood.png",
"beds_bed_side1.png",
"beds_bed_side1.png^[transformFX",
"beds_bed_foot.png",
"default_wood.png",
"beds_bed_foot.png",
},
top = {
"beds_bed_top2.png",
"beds_bed_under.png",
"default_wood.png",
"beds_bed_side2.png",
"beds_bed_side2.png^[transformFX",
"beds_bed_head.png",
"beds_bed_head.png",
"default_wood.png",
}
},
nodebox = {
@ -49,7 +44,7 @@ beds.register_bed("beds:fancy_bed", {
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = {
{"", "", "group:stick"},
{"wool:white", "wool:white", "wool:white"},
{"wool:red", "wool:red", "wool:white"},
{"group:wood", "group:wood", "group:wood"},
},
})
@ -57,13 +52,13 @@ beds.register_bed("beds:fancy_bed", {
-- Simple shaped bed
beds.register_bed("beds:bed", {
description = S("Simple Bed"),
description = "Simple Bed",
inventory_image = "beds_bed.png",
wield_image = "beds_bed.png",
tiles = {
bottom = {
"beds_bed_top_bottom.png^[transformR90",
"beds_bed_under.png",
"default_wood.png",
"beds_bed_side_bottom_r.png",
"beds_bed_side_bottom_r.png^[transformfx",
"beds_transparent.png",
@ -71,7 +66,7 @@ beds.register_bed("beds:bed", {
},
top = {
"beds_bed_top_top.png^[transformR90",
"beds_bed_under.png",
"default_wood.png",
"beds_bed_side_top_r.png",
"beds_bed_side_top_r.png^[transformfx",
"beds_bed_side_top.png",
@ -84,7 +79,7 @@ beds.register_bed("beds:bed", {
},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = {
{"wool:white", "wool:white", "wool:white"},
{"wool:red", "wool:red", "wool:white"},
{"group:wood", "group:wood", "group:wood"}
},
})

2
mods/beds/depends.txt Normal file
View File

@ -0,0 +1,2 @@
default
wool

View File

@ -1,4 +1,5 @@
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
@ -8,18 +9,15 @@ end
-- Helper functions
local function get_look_yaw(pos)
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
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
else
return 0, rotation
return 0, n.param2
end
end
@ -58,14 +56,16 @@ 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
beds.player[name] = nil
beds.bed_position[name] = nil
if beds.player[name] ~= nil then
beds.player[name] = nil
player_in_bed = player_in_bed - 1
end
-- skip here to prevent sending player specific changes (used for leaving players)
if skip then
return
end
if p then
player:set_pos(p)
player:setpos(p)
end
-- physics, eye_offset, etc
@ -78,9 +78,9 @@ local function lay_down(player, pos, bed_pos, state, skip)
-- lay down
else
beds.pos[name] = pos
beds.bed_position[name] = bed_pos
beds.player[name] = 1
beds.pos[name] = pos
player_in_bed = player_in_bed + 1
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
@ -89,7 +89,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
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:set_pos(p)
player:setpos(p)
default.player_attached[name] = true
hud_flags.wielditem = false
default.player_set_animation(player, "lay" , 0)
@ -98,27 +98,18 @@ local function lay_down(player, pos, bed_pos, state, skip)
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
if finished then
form_n = beds.formspec .. "label[2.7,9; Good morning.]"
form_n = beds.formspec .. "label[2.7,11; Good morning.]"
else
form_n = beds.formspec .. "label[2.2,9;" .. tostring(player_in_bed) ..
form_n = beds.formspec .. "label[2.2,11;" .. tostring(player_in_bed) ..
" of " .. tostring(ges) .. " players are in bed]"
if is_majority and is_night_skip_enabled() then
form_n = form_n .. "button_exit[2,6;4,0.75;force;Force night skip]"
form_n = form_n .. "button_exit[2,8;4,0.75;force;Force night skip]"
end
end
@ -143,7 +134,7 @@ end
function beds.on_rightclick(pos, player)
local name = player:get_player_name()
local ppos = player:get_pos()
local ppos = player:getpos()
local tod = minetest.get_timeofday()
if tod > 0.2 and tod < 0.805 then
@ -180,15 +171,6 @@ function beds.on_rightclick(pos, player)
end
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
@ -198,7 +180,7 @@ if enable_respawn then
local name = player:get_player_name()
local pos = beds.spawn[name]
if pos then
player:set_pos(pos)
player:setpos(pos)
return true
end
end)
@ -223,25 +205,16 @@ 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
local is_majority = (#minetest.get_connected_players() / 2) < last_player_in_bed
if is_majority and is_night_skip_enabled() then
update_formspecs(true)
update_formspecs(is_night_skip_enabled())
if is_night_skip_enabled() then
beds.skip_night()
beds.kick_players()
else
update_formspecs(false)
end
end
end)

View File

@ -1,20 +1,11 @@
-- beds/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("beds")
beds = {}
beds.player = {}
beds.bed_position = {}
beds.pos = {}
beds.spawn = {}
beds.get_translator = S
beds.formspec = "size[8,11;true]" ..
"no_prepend[]" ..
"bgcolor[#080808BB;true]" ..
"button_exit[2,10;4,0.75;leave;" .. S("Leave Bed") .. "]"
beds.formspec = "size[8,15;true]" ..
"bgcolor[#080808BB; true]" ..
"button_exit[2,12;4,0.75;leave;Leave Bed]"
local modpath = minetest.get_modpath("beds")

View File

@ -30,7 +30,6 @@ 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

@ -1,6 +0,0 @@
# textdomain: beds
Fancy Bed=Незвычайны ложак
Simple Bed=Просты ложак

View File

@ -1,6 +0,0 @@
# textdomain: beds
Fancy Bed=Zdobená postel
Simple Bed=Prostá postel

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# textdomain: beds
Fancy Bed=Schönes Bett
Simple Bed=Schlichtes Bett

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@ -1,6 +0,0 @@
# textdomain: beds
Fancy Bed=
Simple Bed=

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@ -1,6 +0,0 @@
# textdomain: beds
Fancy Bed=Luksa lito
Simple Bed=Simpla lito

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@ -1,6 +0,0 @@
# textdomain: beds
Fancy Bed=Cama sofisticada
Simple Bed=Cama sencilla

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# textdomain: beds
Fancy Bed=Lit fantaisie
Simple Bed=Lit Simple

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# textdomain: beds
Fancy Bed=Csinos ágy
Simple Bed=Egyszerű ágy

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# textdomain: beds
Fancy Bed=Dipan Mewah
Simple Bed=Dipan Sederhana

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# textdomain: beds
Fancy Bed=Letto elegante
Simple Bed=Letto semplice

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# textdomain: beds
Fancy Bed=お洒落なベッド
Simple Bed=簡素なベッド

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# textdomain: beds
Fancy Bed=se jadni ckana
Simple Bed=sampu ckana

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# textdomain: beds
Fancy Bed=Katil Beragam
Simple Bed=Katil Biasa

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# textdomain: beds
Fancy Bed=Mooi Bed
Simple Bed=Simpel bed

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# textdomain: beds
Fancy Bed=Łóżko ozdobne
Simple Bed=Proste łóżko

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# textdomain: beds
Fancy Bed=Cama com Cabeceira
Simple Bed=Cama Simples

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# textdomain: beds
Fancy Bed=Cama com Cabeceira
Simple Bed=Cama Simples

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# textdomain: beds
Fancy Bed=Pat Luxos
Simple Bed=Pat Simplu

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# textdomain: beds
Fancy Bed=Необычная кровать
Simple Bed=Обычная кровать

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# textdomain: beds
Fancy Bed=Китњаст кревет
Simple Bed=Једноставан кревет

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# textdomain: beds
Fancy Bed=Süslü Yatak
Simple Bed=Basit Yatak

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# textdomain: beds
Fancy Bed=Чепурне Ліжко
Simple Bed=Просте Ліжко

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# textdomain: beds
Fancy Bed=豪华大床
Simple Bed=简单的床

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@ -1,6 +0,0 @@
# textdomain: beds
Fancy Bed=
Simple Bed=

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name = beds
description = Minetest Game mod: beds
depends = default, wool

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@ -53,7 +53,7 @@ end
function beds.set_spawns()
for name,_ in pairs(beds.player) do
local player = minetest.get_player_by_name(name)
local p = player:get_pos()
local p = player:getpos()
-- but don't change spawn location if borrowing a bed
if not minetest.is_protected(p, name) then
beds.spawn[name] = p

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Minetest Game mod: binoculars
=============================
See license.txt for license information.
Authors of source code
----------------------
paramat (MIT)
Authors of media (textures)
---------------------------
paramat (CC BY-SA 3.0):
binoculars_binoculars.png
Crafting
--------
binoculars:binoculars
default:obsidian_glass O
default:bronze_ingot B
O_O
BBB
O_O
Usage
-----
In survival mode, use of zoom requires the binoculars item in your inventory,
they will allow a 10 degree field of view.
It can take up to 5 seconds for adding to or removal from inventory to have an
effect, however to instantly allow the use of this zoom 'use' (leftclick) the
item.
Zoom with a field of view of 15 degrees is automatically allowed in creative
mode and for any player with the 'creative' privilege.
The 'binoculars.update_player_property()' function is global so can be
redefined by a mod for alternative behaviour.

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@ -1,81 +0,0 @@
-- binoculars/init.lua
-- Mod global namespace
binoculars = {}
-- Load support for MT game translation.
local S = minetest.get_translator("binoculars")
-- Detect creative mod
local creative_mod = minetest.get_modpath("creative")
-- Cache creative mode setting as fallback if creative mod not present
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
-- Update player property
-- Global to allow overriding
function binoculars.update_player_property(player)
local creative_enabled =
(creative_mod and creative.is_enabled_for(player:get_player_name())) or
creative_mode_cache
local new_zoom_fov = 0
if player:get_inventory():contains_item(
"main", "binoculars:binoculars") then
new_zoom_fov = 10
elseif creative_enabled then
new_zoom_fov = 15
end
-- Only set property if necessary to avoid player mesh reload
if player:get_properties().zoom_fov ~= new_zoom_fov then
player:set_properties({zoom_fov = new_zoom_fov})
end
end
-- Set player property 'on joinplayer'
minetest.register_on_joinplayer(function(player)
binoculars.update_player_property(player)
end)
-- Cyclic update of player property
local function cyclic_update()
for _, player in ipairs(minetest.get_connected_players()) do
binoculars.update_player_property(player)
end
minetest.after(4.7, cyclic_update)
end
minetest.after(4.7, cyclic_update)
-- Binoculars item
minetest.register_craftitem("binoculars:binoculars", {
description = S("Binoculars\nUse with 'Zoom' key"),
inventory_image = "binoculars_binoculars.png",
stack_max = 1,
on_use = function(itemstack, user, pointed_thing)
binoculars.update_player_property(user)
end,
})
-- Crafting
minetest.register_craft({
output = "binoculars:binoculars",
recipe = {
{"default:obsidian_glass", "", "default:obsidian_glass"},
{"default:bronze_ingot", "default:bronze_ingot", "default:bronze_ingot"},
{"default:obsidian_glass", "", "default:obsidian_glass"},
}
})

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@ -1,59 +0,0 @@
License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2017 paramat
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2017 paramat
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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# textdomain: binoculars

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name = binoculars
description = Minetest Game mod: binoculars
depends = default
optional_depends = creative

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@ -13,19 +13,3 @@ 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)
Controls
--------
Right mouse button = Enter or exit boat when pointing at boat.
Forward = Speed up.
Slow down when moving backwards.
Forward + backward = Enable cruise mode: Boat will accelerate to maximum forward
speed and remain at that speed without needing to hold the
forward key.
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.

1
mods/boats/depends.txt Normal file
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@ -0,0 +1 @@
default

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@ -1,8 +1,3 @@
-- boats/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("boats")
--
-- Helper functions
--
@ -38,21 +33,18 @@ end
--
local boat = {
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"},
},
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,
auto = false
removed = false
}
@ -61,16 +53,15 @@ function boat.on_rightclick(self, clicker)
return
end
local name = clicker:get_player_name()
if self.driver and name == self.driver then
if self.driver and clicker == self.driver then
self.driver = nil
self.auto = false
clicker:set_detach()
player_api.player_attached[name] = false
player_api.set_animation(clicker, "stand" , 30)
local pos = clicker:get_pos()
default.player_attached[name] = false
default.player_set_animation(clicker, "stand" , 30)
local pos = clicker:getpos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
minetest.after(0.1, function()
clicker:set_pos(pos)
clicker:setpos(pos)
end)
elseif not self.driver then
local attach = clicker:get_attach()
@ -81,25 +72,18 @@ function boat.on_rightclick(self, clicker)
end
clicker:set_detach()
end
self.driver = name
self.driver = clicker
clicker:set_attach(self.object, "",
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
player_api.player_attached[name] = true
{x = 0, y = 11, z = -3}, {x = 0, y = 0, z = 0})
default.player_attached[name] = true
minetest.after(0.2, function()
player_api.set_animation(clicker, "sit" , 30)
default.player_set_animation(clicker, "sit" , 30)
end)
clicker:set_look_horizontal(self.object:get_yaw())
clicker:set_look_horizontal(self.object:getyaw())
end
end
-- If driver leaves server while driving boat
function boat.on_detach_child(self, child)
self.driver = nil
self.auto = false
end
function boat.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal = 1})
if staticdata then
@ -118,23 +102,21 @@ function boat.on_punch(self, puncher)
if not puncher or not puncher:is_player() or self.removed then
return
end
local name = puncher:get_player_name()
if self.driver and name == self.driver then
if self.driver and puncher == self.driver then
self.driver = nil
puncher:set_detach()
player_api.player_attached[name] = false
default.player_attached[puncher:get_player_name()] = false
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(name))
and creative.is_enabled_for(puncher:get_player_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:get_pos(), leftover)
minetest.add_item(self.object:getpos(), leftover)
end
end
-- delay remove to ensure player is detached
@ -146,49 +128,38 @@ end
function boat.on_step(self, dtime)
self.v = get_v(self.object:get_velocity()) * get_sign(self.v)
self.v = get_v(self.object:getvelocity()) * get_sign(self.v)
if self.driver then
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("[boats] Cruise on"))
end
elseif ctrl.down then
self.v = self.v - dtime * 1.8
if self.auto then
self.auto = false
minetest.chat_send_player(self.driver, S("[boats] Cruise off"))
end
elseif ctrl.up or self.auto then
self.v = self.v + dtime * 1.8
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
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
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:get_velocity()
local velo = self.object:getvelocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:set_pos(self.object:get_pos())
self.object:setpos(self.object:getpos())
return
end
local s = get_sign(self.v)
self.v = self.v - dtime * 0.6 * s
self.v = self.v - 0.02 * s
if s ~= get_sign(self.v) then
self.object:set_velocity({x = 0, y = 0, z = 0})
self.object:setvelocity({x = 0, y = 0, z = 0})
self.v = 0
return
end
@ -196,7 +167,7 @@ function boat.on_step(self, dtime)
self.v = 5 * get_sign(self.v)
end
local p = self.object:get_pos()
local p = self.object:getpos()
p.y = p.y - 0.5
local new_velo
local new_acce = {x = 0, y = 0, z = 0}
@ -208,13 +179,13 @@ 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:get_yaw(),
self.object:get_velocity().y)
self.object:set_pos(self.object:get_pos())
new_velo = get_velocity(self.v, self.object:getyaw(),
self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
else
p.y = p.y + 1
if is_water(p) then
local y = self.object:get_velocity().y
local y = self.object:getvelocity().y
if y >= 5 then
y = 5
elseif y < 0 then
@ -222,24 +193,24 @@ function boat.on_step(self, dtime)
else
new_acce = {x = 0, y = 5, z = 0}
end
new_velo = get_velocity(self.v, self.object:get_yaw(), y)
self.object:set_pos(self.object:get_pos())
new_velo = get_velocity(self.v, self.object:getyaw(), y)
self.object:setpos(self.object:getpos())
else
new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:get_velocity().y) < 1 then
local pos = self.object:get_pos()
if math.abs(self.object:getvelocity().y) < 1 then
local pos = self.object:getpos()
pos.y = math.floor(pos.y) + 0.5
self.object:set_pos(pos)
new_velo = get_velocity(self.v, self.object:get_yaw(), 0)
self.object:setpos(pos)
new_velo = get_velocity(self.v, self.object:getyaw(), 0)
else
new_velo = get_velocity(self.v, self.object:get_yaw(),
self.object:get_velocity().y)
self.object:set_pos(self.object:get_pos())
new_velo = get_velocity(self.v, self.object:getyaw(),
self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
end
end
end
self.object:set_velocity(new_velo)
self.object:set_acceleration(new_acce)
self.object:setvelocity(new_velo)
self.object:setacceleration(new_acce)
end
@ -247,7 +218,7 @@ minetest.register_entity("boats:boat", boat)
minetest.register_craftitem("boats:boat", {
description = S("Boat"),
description = "Boat",
inventory_image = "boats_inventory.png",
wield_image = "boats_wield.png",
wield_scale = {x = 2, y = 2, z = 1},
@ -275,7 +246,7 @@ minetest.register_craftitem("boats:boat", {
boat = minetest.add_entity(pointed_thing.under, "boats:boat")
if boat then
if placer then
boat:set_yaw(placer:get_look_horizontal())
boat:setyaw(placer:get_look_horizontal())
end
local player_name = placer and placer:get_player_name() or ""
if not (creative and creative.is_enabled_for and

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@ -1,4 +0,0 @@
# textdomain: boats
Boat=Човен

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