1 -- Minetest 0.4 mod: bones
2 -- See README.txt for licensing and other information.
6 local function is_owner(pos, name)
7 local owner = minetest.get_meta(pos):get_string("owner")
8 if owner == "" or owner == name or minetest.check_player_privs(name, "protection_bypass") then
14 bones.bones_formspec =
19 "list[current_name;main;0,0.3;8,4;]" ..
20 "list[current_player;main;0,4.85;8,1;]" ..
21 "list[current_player;main;0,6.08;8,3;8]" ..
22 "listring[current_name;main]" ..
23 "listring[current_player;main]" ..
24 default.get_hotbar_bg(0,4.85)
26 local share_bones_time = tonumber(minetest.setting_get("share_bones_time")) or 1200
27 local share_bones_time_early = tonumber(minetest.setting_get("share_bones_time_early")) or share_bones_time / 4
29 minetest.register_node("bones:bones", {
30 description = "Bones",
39 paramtype2 = "facedir",
40 groups = {dig_immediate=2},
41 sounds = default.node_sound_dirt_defaults({
42 footstep = {name="default_gravel_footstep", gain=0.5},
43 dug = {name="default_gravel_footstep", gain=1.0},
46 can_dig = function(pos, player)
47 local inv = minetest.get_meta(pos):get_inventory()
50 name = player:get_player_name()
52 return is_owner(pos, name) and inv:is_empty("main")
55 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
56 if is_owner(pos, player:get_player_name()) then
62 allow_metadata_inventory_put = function(pos, listname, index, stack, player)
66 allow_metadata_inventory_take = function(pos, listname, index, stack, player)
67 if is_owner(pos, player:get_player_name()) then
68 return stack:get_count()
73 on_metadata_inventory_take = function(pos, listname, index, stack, player)
74 local meta = minetest.get_meta(pos)
75 if meta:get_inventory():is_empty("main") then
76 minetest.remove_node(pos)
80 on_punch = function(pos, node, player)
81 if(not is_owner(pos, player:get_player_name())) then
85 if(minetest.get_meta(pos):get_string("infotext") == "") then
89 local inv = minetest.get_meta(pos):get_inventory()
90 local player_inv = player:get_inventory()
91 local has_space = true
93 for i=1,inv:get_size("main") do
94 local stk = inv:get_stack("main", i)
95 if player_inv:room_for_item("main", stk) then
96 inv:set_stack("main", i, nil)
97 player_inv:add_item("main", stk)
104 -- remove bones if player emptied them
106 if player_inv:room_for_item("main", {name = "bones:bones"}) then
107 player_inv:add_item("main", {name = "bones:bones"})
109 minetest.add_item(pos,"bones:bones")
111 minetest.remove_node(pos)
115 on_timer = function(pos, elapsed)
116 local meta = minetest.get_meta(pos)
117 local time = meta:get_int("time") + elapsed
118 if time >= share_bones_time then
119 meta:set_string("infotext", meta:get_string("owner").."'s old bones")
120 meta:set_string("owner", "")
122 meta:set_int("time", time)
128 local function may_replace(pos, player)
129 local node_name = minetest.get_node(pos).name
130 local node_definition = minetest.registered_nodes[node_name]
132 -- if the node is unknown, we let the protection mod decide
133 -- this is consistent with when a player could dig or not dig it
134 -- unknown decoration would often be removed
135 -- while unknown building materials in use would usually be left
136 if not node_definition then
137 -- only replace nodes that are not protected
138 return not minetest.is_protected(pos, player:get_player_name())
141 -- allow replacing air and liquids
142 if node_name == "air" or node_definition.liquidtype ~= "none" then
146 -- don't replace filled chests and other nodes that don't allow it
147 local can_dig_func = node_definition.can_dig
148 if can_dig_func and not can_dig_func(pos, player) then
152 -- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones?
153 -- flowers being squished by bones are more realistical than a squished stone, too
154 -- exception are of course any protected buildable_to
155 return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
158 minetest.register_on_dieplayer(function(player)
159 if minetest.setting_getbool("creative_mode") then
163 local player_inv = player:get_inventory()
164 if player_inv:is_empty("main") and
165 player_inv:is_empty("craft") then
169 local pos = player:getpos()
170 pos.x = math.floor(pos.x+0.5)
171 pos.y = math.floor(pos.y+0.5)
172 pos.z = math.floor(pos.z+0.5)
173 local param2 = minetest.dir_to_facedir(player:get_look_dir())
174 local player_name = player:get_player_name()
175 local player_inv = player:get_inventory()
177 if (not may_replace(pos, player)) then
178 if (may_replace({x=pos.x, y=pos.y+1, z=pos.z}, player)) then
179 -- drop one node above if there's space
180 -- this should solve most cases of protection related deaths in which players dig straight down
181 -- yet keeps the bones reachable
184 -- drop items instead of delete
185 for i=1,player_inv:get_size("main") do
186 minetest.add_item(pos, player_inv:get_stack("main", i))
188 for i=1,player_inv:get_size("craft") do
189 minetest.add_item(pos, player_inv:get_stack("craft", i))
191 -- empty lists main and craft
192 player_inv:set_list("main", {})
193 player_inv:set_list("craft", {})
198 minetest.set_node(pos, {name="bones:bones", param2=param2})
200 local meta = minetest.get_meta(pos)
201 local inv = meta:get_inventory()
202 inv:set_size("main", 8*4)
203 inv:set_list("main", player_inv:get_list("main"))
205 for i=1,player_inv:get_size("craft") do
206 local stack = player_inv:get_stack("craft", i)
207 if inv:room_for_item("main", stack) then
208 inv:add_item("main", stack)
210 --drop if no space left
211 minetest.add_item(pos, stack)
215 player_inv:set_list("main", {})
216 player_inv:set_list("craft", {})
218 meta:set_string("formspec", bones.bones_formspec)
219 meta:set_string("owner", player_name)
221 if share_bones_time ~= 0 then
222 meta:set_string("infotext", player_name.."'s fresh bones")
224 if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then
225 meta:set_int("time", 0)
227 meta:set_int("time", (share_bones_time - share_bones_time_early))
230 minetest.get_node_timer(pos):start(10)
232 meta:set_string("infotext", player_name.."'s bones")