-- Minetest 0.4 mod: bones
--- See README.txt for licensing and other information.
-
-bones = {}
+-- See README.txt for licensing and other information.
local function is_owner(pos, name)
local owner = minetest.get_meta(pos):get_string("owner")
return false
end
-bones.bones_formspec =
+local bones_formspec =
"size[8,9]" ..
default.gui_bg ..
default.gui_bg_img ..
"bones_front.png"
},
paramtype2 = "facedir",
- groups = {dig_immediate=2},
+ groups = {dig_immediate = 2},
sounds = default.node_sound_dirt_defaults({
- footstep = {name="default_gravel_footstep", gain=0.5},
- dug = {name="default_gravel_footstep", gain=1.0},
+ footstep = {name = "default_gravel_footstep", gain = 0.5},
+ dug = {name = "default_gravel_footstep", gain = 1.0},
}),
-
+
can_dig = function(pos, player)
local inv = minetest.get_meta(pos):get_inventory()
local name = ""
end
return is_owner(pos, name) and inv:is_empty("main")
end,
-
+
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
if is_owner(pos, player:get_player_name()) then
return count
end
return 0
end,
-
+
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
return 0
end,
-
+
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
if is_owner(pos, player:get_player_name()) then
return stack:get_count()
end
return 0
end,
-
+
on_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if meta:get_inventory():is_empty("main") then
minetest.remove_node(pos)
end
end,
-
+
on_punch = function(pos, node, player)
- if(not is_owner(pos, player:get_player_name())) then
+ if not is_owner(pos, player:get_player_name()) then
return
end
-
- if(minetest.get_meta(pos):get_string("infotext") == "") then
+
+ if minetest.get_meta(pos):get_string("infotext") == "" then
return
end
-
+
local inv = minetest.get_meta(pos):get_inventory()
local player_inv = player:get_inventory()
local has_space = true
-
- for i=1,inv:get_size("main") do
+
+ for i = 1, inv:get_size("main") do
local stk = inv:get_stack("main", i)
if player_inv:room_for_item("main", stk) then
inv:set_stack("main", i, nil)
break
end
end
-
+
-- remove bones if player emptied them
if has_space then
if player_inv:room_for_item("main", {name = "bones:bones"}) then
minetest.remove_node(pos)
end
end,
-
+
on_timer = function(pos, elapsed)
local meta = minetest.get_meta(pos)
local time = meta:get_int("time") + elapsed
if time >= share_bones_time then
- meta:set_string("infotext", meta:get_string("owner").."'s old bones")
+ meta:set_string("infotext", meta:get_string("owner") .. "'s old bones")
meta:set_string("owner", "")
else
meta:set_int("time", time)
local node_name = minetest.get_node(pos).name
local node_definition = minetest.registered_nodes[node_name]
- -- if the node is unknown, we let the protection mod decide
- -- this is consistent with when a player could dig or not dig it
- -- unknown decoration would often be removed
- -- while unknown building materials in use would usually be left
+ -- if the node is unknown, we return false
if not node_definition then
- -- only replace nodes that are not protected
- return not minetest.is_protected(pos, player:get_player_name())
+ return false
end
-- allow replacing air and liquids
return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
end
+local drop = function(pos, itemstack)
+ local obj = core.add_item(pos, itemstack:take_item(itemstack:get_count()))
+ if obj then
+ obj:setvelocity({
+ x = math.random(-10, 10) / 9,
+ y = 5,
+ z = math.random(-10, 10) / 9,
+ })
+ end
+end
+
minetest.register_on_dieplayer(function(player)
- if minetest.setting_getbool("creative_mode") then
+
+ local bones_mode = minetest.setting_get("bones_mode") or "bones"
+ if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
+ bones_mode = "bones"
+ end
+
+ -- return if keep inventory set or in creative mode
+ if bones_mode == "keep" or minetest.setting_getbool("creative_mode") then
return
end
-
+
local player_inv = player:get_inventory()
if player_inv:is_empty("main") and
player_inv:is_empty("craft") then
return
end
- local pos = player:getpos()
- pos.x = math.floor(pos.x+0.5)
- pos.y = math.floor(pos.y+0.5)
- pos.z = math.floor(pos.z+0.5)
- local param2 = minetest.dir_to_facedir(player:get_look_dir())
+ local pos = vector.round(player:getpos())
local player_name = player:get_player_name()
- if (not may_replace(pos, player)) then
- if (may_replace({x=pos.x, y=pos.y+1, z=pos.z}, player)) then
- -- drop one node above if there's space
- -- this should solve most cases of protection related deaths in which players dig straight down
- -- yet keeps the bones reachable
- pos.y = pos.y+1
- else
- -- drop items instead of delete
- for i=1,player_inv:get_size("main") do
- minetest.add_item(pos, player_inv:get_stack("main", i))
- end
- for i=1,player_inv:get_size("craft") do
- minetest.add_item(pos, player_inv:get_stack("craft", i))
- end
- -- empty lists main and craft
- player_inv:set_list("main", {})
- player_inv:set_list("craft", {})
- return
+ -- check if it's possible to place bones, if not go 1 higher
+ if bones_mode == "bones" and not may_replace(pos, player) then
+ pos.y = pos.y + 1
+ end
+
+ -- still cannot place bones? change mode to 'drop'
+ if bones_mode == "bones" and not may_replace(pos, player) then
+ bones_mode = "drop"
+ end
+
+ if bones_mode == "drop" then
+
+ -- drop inventory items
+ for i = 1, player_inv:get_size("main") do
+ drop(pos, player_inv:get_stack("main", i))
+ end
+ player_inv:set_list("main", {})
+
+ -- drop crafting grid items
+ for i = 1, player_inv:get_size("craft") do
+ drop(pos, player_inv:get_stack("craft", i))
end
+ player_inv:set_list("craft", {})
+
+ drop(pos, ItemStack("bones:bones"))
+ return
end
-
- minetest.set_node(pos, {name="bones:bones", param2=param2})
-
+
+ local param2 = minetest.dir_to_facedir(player:get_look_dir())
+ minetest.set_node(pos, {name = "bones:bones", param2 = param2})
+
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
- inv:set_size("main", 8*4)
+ inv:set_size("main", 8 * 4)
inv:set_list("main", player_inv:get_list("main"))
-
- for i=1,player_inv:get_size("craft") do
+
+ for i = 1, player_inv:get_size("craft") do
local stack = player_inv:get_stack("craft", i)
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
--drop if no space left
- minetest.add_item(pos, stack)
+ drop(pos, stack)
end
end
-
+
player_inv:set_list("main", {})
player_inv:set_list("craft", {})
-
- meta:set_string("formspec", bones.bones_formspec)
+
+ meta:set_string("formspec", bones_formspec)
meta:set_string("owner", player_name)
-
+
if share_bones_time ~= 0 then
- meta:set_string("infotext", player_name.."'s fresh bones")
+ meta:set_string("infotext", player_name .. "'s fresh bones")
if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then
meta:set_int("time", 0)