Charakterbewegungen hinzugefügt, Deko hinzugefügt, Kochrezepte angepasst
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1124 changed files with 64294 additions and 763 deletions
198
mods/ma_pops_furniture/functions.lua
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198
mods/ma_pops_furniture/functions.lua
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local function top_face(pointed_thing)
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if not pointed_thing then return end
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return pointed_thing.above.y > pointed_thing.under.y
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end
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function ma_pops_furniture.sit(pos, node, clicker, pointed_thing)
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if not top_face(pointed_thing) then return end
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local player_name = clicker:get_player_name()
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local objs = minetest.get_objects_inside_radius(pos, 0.1)
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local vel = clicker:get_player_velocity()
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local ctrl = clicker:get_player_control()
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for _, obj in pairs(objs) do
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if obj:is_player() and obj:get_player_name() ~= player_name then
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return
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end
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end
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if default.player_attached[player_name] then
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pos.y = pos.y - 0.5
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clicker:setpos(pos)
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clicker:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
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clicker:set_physics_override({ speed = 1,
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jump = 1,
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gravity = 1 })
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default.player_attached[player_name] = false
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default.player_set_animation(clicker, "stand", 30)
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elseif not default.player_attached[player_name] and node.param2 <= 3 and
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not ctrl.sneak and vector.equals(vel, {x=0,y=0,z=0}) then
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clicker:set_eye_offset({x=0, y=-7, z=2}, {x=0, y=0, z=0})
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clicker:set_physics_override({ speed = 0,
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jump = 0,
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gravity = 0 })
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clicker:setpos(pos)
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default.player_attached[player_name] = true
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default.player_set_animation(clicker, "sit", 30)
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if node.param2 == 0 then clicker:set_look_yaw(3.15)
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elseif node.param2 == 1 then clicker:set_look_yaw(7.9)
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elseif node.param2 == 2 then clicker:set_look_yaw(6.28)
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elseif node.param2 == 3 then clicker:set_look_yaw(4.75) end
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end
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end
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function ma_pops_furniture.sit_dig(pos, digger)
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for _, player in pairs(minetest.get_objects_inside_radius(pos, 0.1)) do
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if player:is_player() and
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default.player_attached[player:get_player_name()] then
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return false
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end
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end
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return true
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end
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ma_pops_furniture.window_operate = function( pos, old_node_state_name, new_node_state_name )
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local offsets = {-1,1,-2,2,-3,3};
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local stop_up = 0;
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local stop_down = 0;
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for i,v in ipairs(offsets) do
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local node = minetest.get_node_or_nil( {x=pos.x, y=(pos.y+v), z=pos.z } );
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if( node and node.name and node.name==old_node_state_name
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and ( (v > 0 and stop_up == 0 )
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or (v < 0 and stop_down == 0 ))) then
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minetest.add_node({x=pos.x, y=(pos.y+v), z=pos.z }, {name = new_node_state_name, param2 = node.param2})
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-- found a diffrent node - no need to search further up
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elseif( v > 0 and stop_up == 0 ) then
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stop_up = 1;
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elseif( v < 0 and stop_down == 0 ) then
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stop_down = 1;
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end
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end
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end
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--[[
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minetest.register_abm({
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nodenames = {"ma_pops_furniture:table_wood"},
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interval = 1, --This will be checked every second
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action = function(pos, node, active_object_count, active_object_count_wider)
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if pos then
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if minetest.get_item_group(minetest.get_node({x = pos.x+1, y = pos.y, z = pos.z}).name, "table") == 1
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and minetest.get_item_group(minetest.get_node({x = pos.x-1, y = pos.y, z = pos.z}).name, "table") == 1 then
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minetest.set_node(pos, {name = "ma_pops_furniture:table_c2_wood"})
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elseif minetest.get_item_group(minetest.get_node({x = pos.x, y = pos.y, z = pos.z+1}).name, "table") == 1
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and minetest.get_item_group(minetest.get_node({x = pos.x, y = pos.y, z = pos.z-1}).name, "table") == 1 then
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minetest.set_node(pos, {name = "ma_pops_furniture:table_c2_wood"})
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end
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end
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end
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})
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--]]
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function ma_pops_furniture.check_table(pos, material, check_this, check_others)
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if pos then
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local north_table = minetest.get_node({x = pos.x, y = pos.y, z = pos.z+1})
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local north_table_exists = minetest.get_item_group(north_table.name, "table") == 1
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local east_table = minetest.get_node({x = pos.x+1, y = pos.y, z = pos.z})
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local east_table_exists = minetest.get_item_group(east_table.name, "table") == 1
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local south_table = minetest.get_node({x = pos.x, y = pos.y, z = pos.z-1})
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local south_table_exists = minetest.get_item_group(south_table.name, "table") == 1
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local west_table = minetest.get_node({x = pos.x-1, y = pos.y, z = pos.z})
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local west_table_exists = minetest.get_item_group(west_table.name, "table") == 1
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if check_this then
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if north_table_exists and east_table_exists and south_table_exists and west_table_exists then
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minetest.set_node(pos, {name = "ma_pops_furniture:table_center_"..material})
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elseif east_table_exists and west_table_exists then
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if north_table_exists then
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minetest.set_node(pos, {name = "ma_pops_furniture:table_c_"..material, param2 = 3})
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elseif south_table_exists then
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minetest.set_node(pos, {name = "ma_pops_furniture:table_c_"..material, param2 = 1})
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else
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minetest.set_node(pos, {name = "ma_pops_furniture:table_center_"..material})
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end
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elseif north_table_exists and south_table_exists then
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if east_table_exists then
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minetest.set_node(pos, {name = "ma_pops_furniture:table_c_"..material, param2 = 0})
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elseif west_table_exists then
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minetest.set_node(pos, {name = "ma_pops_furniture:table_c_"..material, param2 = 2})
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else
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minetest.set_node(pos, {name = "ma_pops_furniture:table_center_"..material})
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end
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elseif north_table_exists ~= east_table_exists ~= south_table_exists ~= west_table_exists then
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local facedir
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if north_table_exists then facedir = 3
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elseif east_table_exists then facedir = 0
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elseif south_table_exists then facedir = 1
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else facedir = 2
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end
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minetest.set_node(pos, {name = "ma_pops_furniture:table_c_"..material, param2 = facedir})
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else
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minetest.set_node(pos, {name = "ma_pops_furniture:table_"..material})
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end
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end
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if check_others then
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if north_table_exists then
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if north_table.name:sub(24, 31) == "_center_" then
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ma_pops_furniture.check_table({x = pos.x, y = pos.y, z = pos.z+1}, north_table.name:sub(32), true, false)
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elseif north_table.name:sub(24, 26) == "_c_" then
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ma_pops_furniture.check_table({x = pos.x, y = pos.y, z = pos.z+1}, north_table.name:sub(27), true, false)
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else
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ma_pops_furniture.check_table({x = pos.x, y = pos.y, z = pos.z+1}, north_table.name:sub(25), true, false)
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end
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end
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if east_table_exists then
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if east_table.name:sub(24, 31) == "_center_" then
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ma_pops_furniture.check_table({x = pos.x+1, y = pos.y, z = pos.z}, east_table.name:sub(32), true, false)
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elseif east_table.name:sub(24, 26) == "_c_" then
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ma_pops_furniture.check_table({x = pos.x+1, y = pos.y, z = pos.z}, east_table.name:sub(27), true, false)
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else
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ma_pops_furniture.check_table({x = pos.x+1, y = pos.y, z = pos.z}, east_table.name:sub(25), true, false)
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end
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end
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if south_table_exists then
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if south_table.name:sub(24, 31) == "_center_" then
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ma_pops_furniture.check_table({x = pos.x, y = pos.y, z = pos.z-1}, south_table.name:sub(32), true, false)
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elseif south_table.name:sub(24, 26) == "_c_" then
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ma_pops_furniture.check_table({x = pos.x, y = pos.y, z = pos.z-1}, south_table.name:sub(27), true, false)
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else
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ma_pops_furniture.check_table({x = pos.x, y = pos.y, z = pos.z-1}, south_table.name:sub(25), true, false)
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end
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end
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if west_table_exists then
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if west_table.name:sub(24, 31) == "_center_" then
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ma_pops_furniture.check_table({x = pos.x-1, y = pos.y, z = pos.z}, west_table.name:sub(32), true, false)
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elseif west_table.name:sub(24, 26) == "_c_" then
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ma_pops_furniture.check_table({x = pos.x-1, y = pos.y, z = pos.z}, west_table.name:sub(27), true, false)
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else
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ma_pops_furniture.check_table({x = pos.x-1, y = pos.y, z = pos.z}, west_table.name:sub(25), true, false)
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end
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end
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end
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end
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end
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