merge upstream

This commit is contained in:
Milan 2022-08-25 17:51:59 +02:00
commit f3be63d874
697 changed files with 8307 additions and 2471 deletions

View file

@ -31,6 +31,7 @@ function beds.register_bed(name, def)
wield_image = def.wield_image,
drawtype = "nodebox",
tiles = def.tiles.bottom,
use_texture_alpha = "clip",
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
@ -95,8 +96,7 @@ function beds.register_bed(name, def)
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(player_name)) then
if not minetest.is_creative_enabled(player_name) then
itemstack:take_item()
end
return itemstack
@ -151,11 +151,13 @@ function beds.register_bed(name, def)
minetest.register_node(name .. "_top", {
drawtype = "nodebox",
tiles = def.tiles.top,
use_texture_alpha = "clip",
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
pointable = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2,
not_in_creative_inventory = 1},
sounds = def.sounds or default.node_sound_wood_defaults(),
drop = name .. "_bottom",
node_box = {

View file

@ -60,33 +60,62 @@ 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
if not beds.player[name] then
-- player not in bed, do nothing
return false
end
beds.bed_position[name] = nil
-- skip here to prevent sending player specific changes (used for leaving players)
if skip then
return
end
if p then
player:set_pos(p)
end
player:set_pos(beds.pos[name])
-- physics, eye_offset, etc
local physics_override = beds.player[name].physics_override
beds.player[name] = nil
player:set_physics_override({
speed = physics_override.speed,
jump = physics_override.jump,
gravity = physics_override.gravity
})
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_look_horizontal(math.random(1, 180) / 100)
player_api.player_attached[name] = false
player:set_physics_override(1, 1, 1)
hud_flags.wielditem = true
player_api.set_animation(player, "stand" , 30)
-- lay down
else
-- Check if bed is occupied
for _, other_pos in pairs(beds.bed_position) do
if vector.distance(bed_pos, other_pos) < 0.1 then
minetest.chat_send_player(name, S("This bed is already occupied!"))
return false
end
end
-- Check if player is moving
if vector.length(player:get_velocity()) > 0.001 then
minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
return false
end
-- Check if player is attached to an object
if player:get_attach() then
return false
end
if beds.player[name] then
-- player already in bed, do nothing
return false
end
beds.pos[name] = pos
beds.bed_position[name] = bed_pos
beds.player[name] = 1
beds.player[name] = {physics_override = player:get_physics_override()}
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
local yaw, param2 = get_look_yaw(bed_pos)
player:set_look_horizontal(yaw)
local dir = minetest.facedir_to_dir(param2)
@ -97,7 +126,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
y = bed_pos.y + 0.07,
z = bed_pos.z + dir.z / 2
}
player:set_physics_override(0, 0, 0)
player:set_physics_override({speed = 0, jump = 0, gravity = 0})
player:set_pos(p)
player_api.player_attached[name] = true
hud_flags.wielditem = false
@ -230,6 +259,19 @@ minetest.register_on_leaveplayer(function(player)
end
end)
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local in_bed = beds.player
local pos = player:get_pos()
local yaw = get_look_yaw(pos)
if in_bed[name] then
lay_down(player, nil, pos, false)
player:set_look_horizontal(yaw)
player:set_pos(pos)
end
end)
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "beds_form" then
return

View file

@ -1,8 +1,10 @@
# textdomain: beds
Fancy Bed=Schickes Bett
Simple Bed=Schlichtes Bett
Leave Bed=Bett verlassen
This bed is already occupied!=Dieses Bett ist bereits belegt!
You have to stop moving before going to bed!=Sie müssen stehen bleiben, bevor Sie zu Bett gehen können!
Good morning.=Guten Morgen.
@1 of @2 players are in bed=@1 von @2 Spielern sind im Bett
Force night skip=Überspringen der Nacht erzwingen
You can only sleep at night.=Sie können nur nachts schlafen.
Leave Bed=Bett verlassen

View file

@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Luksa Lito
Simple Bed=Simpla Lito
This bed is already occupied!=Tiu lito jam estas okupata!
You have to stop moving before going to bed!=Vi ĉesu moviĝi por enlitiĝi!
Good morning.=Bonan matenon.
@1 of @2 players are in bed=@1 el @2 ludantoj estas en lito
Force night skip=Devigi noktan salton
You can only sleep at night.=Vi povas dormi nur nokte.
Leave Bed=Ellitiĝi

View file

@ -1,8 +1,10 @@
# textdomain: beds
Fancy Bed=Cama de lujo
Simple Bed=Cama sencilla
Leave Bed=Abandonar cama
This bed is already occupied!=Esta cama esta ocupada
You have to stop moving before going to bed!=Deja de moverte o no podras acostarte
Good morning.=Buenos días.
@1 of @2 players are in bed=@1 de @2 jugadores están en cama
Force night skip=Forzar evitar noche
@1 of @2 players are in bed=@1 de @2 jugadores están durmiendo
Force night skip=Forzar hacer de dia
You can only sleep at night.=Sólo puedes dormir por la noche.
Leave Bed=Levantarse

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@ -1,8 +1,10 @@
# textdomain: beds
Fancy Bed=Lit chic
Simple Bed=Lit simple
Leave Bed=Se lever du lit
This bed is already occupied!=Ce lit est déjà occupé !
You have to stop moving before going to bed!=Vous devez arrêter de bouger avant de vous coucher !
Good morning.=Bonjour.
@1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit
Force night skip=Forcer le passage de la nuit
You can only sleep at night.=Vous ne pouvez dormir que la nuit.
Leave Bed=Se lever du lit

View file

@ -1,8 +1,10 @@
# textdomain: beds
Leave Bed=Tinggalkan Dipan
Fancy Bed=Ranjang Mewah
Simple Bed=Ranjang Sederhana
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 dari @2 pemain sedang tidur
Force night skip=Paksa lewati malam
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
Fancy Bed=Dipan Mewah
Simple Bed=Dipan Sederhana
You can only sleep at night.=Anda hanya dapat tidur pada waktu malam.
Leave Bed=Tinggalkan Ranjang

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@ -1,4 +1,10 @@
# textdomain: beds
Fancy Bed=Letto decorato
Simple Bed=Letto semplice
Leave Bed=Alzati dal letto
# textdomain: beds
Fancy Bed=Letto decorato
Simple Bed=Letto semplice
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=
@1 of @2 players are in bed=
Force night skip=
You can only sleep at night.=
Leave Bed=Alzati dal letto

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=ファンシーなベッド
Simple Bed=シンプルなベッド
This bed is already occupied!=ベッドはすでに使われています!
You have to stop moving before going to bed!=寝るときは動かないでください!
Good morning.=おはようございます。
@1 of @2 players are in bed=ベッドに@1 / @2人います
Force night skip=強制的に夜をスキップします
You can only sleep at night.=夜しか寝れません。
Leave Bed=ベッドから出ます

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=lo selja'i ckana
Simple Bed=lo sampu ckana
This bed is already occupied!=.i lo ti ckana cu canlu
You have to stop moving before going to bed!=lo nu do cando cu sarcu lo nu do sipna
Good morning.=.i .uise'inai cerni
@1 of @2 players are in bed=.i @1 cmima be lu'i @2 le pilno cu vreta lo ckana
Force night skip=bapli le nu co'u nicte
You can only sleep at night.=.i steci le ka nicte kei fa le ka do kakne le ka sipna ca pa ckaji be ce'u
Leave Bed=cliva lo ckana

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@ -1,8 +1,10 @@
# textdomain: beds
Fancy Bed=Katil Beragam
Simple Bed=Katil Biasa
Leave Bed=Bangun
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur
Force night skip=Paksa langkau malam
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
Leave Bed=Bangun

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Fantazyjne łóżko
Simple Bed=Proste łóżko
This bed is already occupied!=To łóżko jest już zajęte!
You have to stop moving before going to bed!=Musisz się zatrzymać aby wejść do łóżka
Good morning.=Dzień dobry.
@1 of @2 players are in bed=@1 z @2 graczy śpią
Force night skip=Wymuś pominięcie nocy
You can only sleep at night.=Możesz spać tylko w nocy.
Leave Bed=Opuść łóżko

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Cama Bonita
Simple Bed=Cama Simples
This bed is already occupied!=Esta cama já está ocupada!
You have to stop moving before going to bed!=Você precisa parar de se mover antes de ir para cama!
Good morning.=Bom dia.
@1 of @2 players are in bed=@1 de @2 jogadores estão na cama
Force night skip=Forçar o amanhecer
You can only sleep at night.=Você só pode dormir à noite
Leave Bed=Sair da Cama

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@ -1,8 +1,10 @@
# textdomain: beds
Fancy Bed=Детализированная Кровать
Simple Bed=Обычная Кровать
Leave Bed=Встать с кровати
This bed is already occupied!=Эта кровать уже занята!
You have to stop moving before going to bed!=Нельзя воспользоваться кроватью на ходу!
Good morning.=Доброе утро.
@1 of @2 players are in bed=@1 из @2 игроков в кровати
Force night skip=Пропустить ночь
You can only sleep at night.=Вы можете спать только ночью.
Leave Bed=Встать с кровати

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@ -1,8 +0,0 @@
# textdomain: beds
Fancy Bed=Fin säng
Simple Bed=Enkel Säng
Leave Bed=Lämna Säng
Good morning.= God morgon.
@1 of @2 players are in bed=@1 av @2 spelar försöker sover.
Force night skip=Tvinga över natten
You can only sleep at night.=Du kan bara sova på natten.

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Pekná posteľ
Simple Bed=Jednoduchá posteľ
This bed is already occupied!=Táto posteľ je už obsadená
You have to stop moving before going to bed!=Predtým ako si ľahneš do postele, sa musíš prestať pohybovať!
Good morning.=Dobré ráno.
@1 of @2 players are in bed=@1 z @2 hráčov sú v posteli
Force night skip=Nútene preskočiť noc
You can only sleep at night.=Môžeš spať len v noci.
Leave Bed=Opusti posteľ

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Fin säng
Simple Bed=Enkel säng
This bed is already occupied!=Den här sängen används redan!
You have to stop moving before going to bed!=Du måste stanna innan du kan lägga dig!
Good morning.=God morgon.
@1 of @2 players are in bed=@1 av @2 spelare försöker sova.
Force night skip=Tvinga att hoppa över natt
You can only sleep at night.=Du kan bara sova på natten.
Leave Bed=Lämna säng

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Деталізована Постіль
Simple Bed=Звичайна Постіль
This bed is already occupied!=Ця постіль вже зайнята!
You have to stop moving before going to bed!=Не можна скористатись постіллю на ходу!
Good morning.=Доброго ранку.
@1 of @2 players are in bed=@1 з @2 гравців в ліжку
Force night skip=Пропустити ніч
You can only sleep at night.=Ви можете спати тільки вночі.
Leave Bed=Встати з ліжка

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@ -1,8 +1,10 @@
# textdomain: beds
Fancy Bed=花式床
Simple Bed=简易床
Leave Bed=离开床
This bed is already occupied!=床上已有人!
You have to stop moving before going to bed!=上床前要停止移动!
Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=强制跳过夜晚
You can only sleep at night.=你只能在晚上睡觉。
Leave Bed=离开床

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@ -1,9 +1,10 @@
# textdomain: beds
Fancy Bed=花式床
Simple Bed=簡易床
Leave Bed=離開床
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=強制跳過夜晚
You can only sleep at night.=你只能在晚上睡覺。
Leave Bed=離開床

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@ -1,8 +1,10 @@
# textdomain: beds
Leave Bed=
Fancy Bed=
Simple Bed=
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=
@1 of @2 players are in bed=
Force night skip=
You can only sleep at night.=
Fancy Bed=
Simple Bed=
Leave Bed=

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@ -8,25 +8,16 @@ binoculars = {}
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
elseif minetest.is_creative_enabled(player:get_player_name()) then
new_zoom_fov = 15
end
@ -62,6 +53,7 @@ minetest.register_craftitem("binoculars:binoculars", {
description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"),
inventory_image = "binoculars_binoculars.png",
stack_max = 1,
groups = {tool = 1},
on_use = function(itemstack, user, pointed_thing)
binoculars.update_player_property(user)

View file

@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binoklo
Use with 'Zoom' key=Uzi per 'Zomo' klavo

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@ -1,3 +1,3 @@
# textdomain: binoculars
Binoculars=Binokular
Use with 'Zoom' key=Pakai dengan tombol 'Zum'
Binoculars=Teropong
Use with 'Zoom' key=Pakai dengan tombol 'Zoom'

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@ -1,3 +1,3 @@
# textdomain: binoculars
Binoculars=Binocolo
Use with 'Zoom' key=Usalo col tasto 'Ingrandimento'
# textdomain: binoculars
Binoculars=Binocolo
Use with 'Zoom' key=Usalo col tasto 'Ingrandimento'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=双眼鏡
Use with 'Zoom' key=ズームキーで使います

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=lo reldarvistci
Use with 'Zoom' key=.i tu'a le jvinu banro batke cu tadji lo nu pilno

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Lornetka
Use with 'Zoom' key=Aby użyć naciśnij 'Zoom'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binóculos
Use with 'Zoom' key=Use com a tecla de 'Zoom'

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Kikare
Use with 'Zoom' key=Används med 'Zoom' knappen

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Ďalekohľad
Use with 'Zoom' key=Použi s klávesou "Priblíž"

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Kikare
Use with 'Zoom' key=Använd med 'Zoom'-knappen

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Бінокль
Use with 'Zoom' key=Використовується з правами 'Zoom'

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@ -1,4 +1,3 @@
name = binoculars
description = Minetest Game mod: binoculars
depends = default
optional_depends = creative

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@ -53,31 +53,24 @@ function boat.on_rightclick(self, clicker)
end
local name = clicker:get_player_name()
if self.driver and name == self.driver then
self.driver = nil
self.auto = false
-- Cleanup happens in boat.on_detach_child
clicker:set_detach()
player_api.player_attached[name] = false
player_api.set_animation(clicker, "stand" , 30)
player_api.set_animation(clicker, "stand", 30)
local pos = clicker:get_pos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
minetest.after(0.1, function()
clicker:set_pos(pos)
end)
elseif not self.driver then
local attach = clicker:get_attach()
if attach and attach:get_luaentity() then
local luaentity = attach:get_luaentity()
if luaentity.driver then
luaentity.driver = nil
end
clicker:set_detach()
end
self.driver = name
clicker:set_attach(self.object, "",
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
self.driver = name
player_api.player_attached[name] = true
minetest.after(0.2, function()
player_api.set_animation(clicker, "sit" , 30)
player_api.set_animation(clicker, "sit", 30)
end)
clicker:set_look_horizontal(self.object:get_yaw())
end
@ -86,8 +79,12 @@ end
-- If driver leaves server while driving boat
function boat.on_detach_child(self, child)
self.driver = nil
self.auto = false
if child and child:get_player_name() == self.driver then
player_api.player_attached[child:get_player_name()] = false
self.driver = nil
self.auto = false
end
end
@ -119,8 +116,7 @@ function boat.on_punch(self, puncher)
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))
if not minetest.is_creative_enabled(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
@ -172,7 +168,8 @@ function boat.on_step(self, dtime)
end
end
local velo = self.object:get_velocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
if not self.driver and
self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:set_pos(self.object:get_pos())
return
end
@ -268,8 +265,7 @@ minetest.register_craftitem("boats:boat", {
boat:set_yaw(placer:get_look_horizontal())
end
local player_name = placer and placer:get_player_name() or ""
if not (creative and creative.is_enabled_for and
creative.is_enabled_for(player_name)) then
if not minetest.is_creative_enabled(player_name) then
itemstack:take_item()
end
end

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=La kroza maniero de la boato estas ŝaltita.
Boat cruise mode off=La kroza maniero de la boato estas malŝaltita.
Boat=Boato

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@ -1,4 +1,4 @@
# textdomain: boats
Boat cruise mode on=Modalità movimento automatico barca attivata
Boat cruise mode off=Modalità movimento automatico barca disattivata
Boat=Barca
# textdomain: boats
Boat cruise mode on=Modalità movimento automatico barca attivata
Boat cruise mode off=Modalità movimento automatico barca disattivata
Boat=Barca

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=クルージングモード・オン
Boat cruise mode off=クルージングモード・オフ
Boat=ボート

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=.i lo bloti cu zmiku le ka klama
Boat cruise mode off=.i lo bloti cu macnu le ka klama
Boat=lo bloti

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Tryb rejsu łodką włączony
Boat cruise mode off=Tryb rejsu łodką wyłączony
Boat=Łódka

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Modo de cruseiro do barco ligado
Boat cruise mode off=Modo de cruseiro do barco desligado
Boat=Barco

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Cestovný režim loďky je zapnutý
Boat cruise mode off=Cestovný režim loďky je vypnutý
Boat=Loďka

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@ -1,4 +1,4 @@
# textdomain: boats
Boat cruise mode on=Båtkryssningsläge på
Boat cruise mode off=Båtkryssningsläge av
Boat=Båt
Boat=Båt

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Режим мандрування на човні увімкнено
Boat cruise mode off=Режим мандрування на човні вимкнено
Boat=Човен

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@ -141,8 +141,18 @@ local function may_replace(pos, player)
return false
end
-- allow replacing air and liquids
if node_name == "air" or node_definition.liquidtype ~= "none" then
-- allow replacing air
if node_name == "air" then
return true
end
-- don't replace nodes inside protections
if minetest.is_protected(pos, player:get_player_name()) then
return false
end
-- allow replacing liquids
if node_definition.liquidtype ~= "none" then
return true
end
@ -154,8 +164,7 @@ local function may_replace(pos, player)
-- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones?
-- flowers being squished by bones are more realistical than a squished stone, too
-- exception are of course any protected buildable_to
return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
return node_definition.buildable_to
end
local drop = function(pos, itemstack)
@ -182,7 +191,6 @@ local function is_all_empty(player_inv)
end
minetest.register_on_dieplayer(function(player)
local bones_mode = minetest.settings:get("bones_mode") or "bones"
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
bones_mode = "bones"
@ -194,8 +202,7 @@ minetest.register_on_dieplayer(function(player)
local pos_string = minetest.pos_to_string(pos)
-- return if keep inventory set or in creative mode
if bones_mode == "keep" or (creative and creative.is_enabled_for
and creative.is_enabled_for(player:get_player_name())) then
if bones_mode == "keep" or minetest.is_creative_enabled(player_name) then
minetest.log("action", player_name .. " dies at " .. pos_string ..
". No bones placed")
if bones_position_message then

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Ostoj
@1's old bones=La malfreŝaj ostoj de @1
@1 died at @2.=@1 mortis ĉe @2
@1 died at @2, and dropped their inventory.=@1 mortis ĉe @2, kaj delasis sian stokon.
@1 died at @2, and bones were placed.=@1 mortis ĉe @2, kaj ostoj estas demetitaj.
@1's fresh bones=La freŝaj ostoj de @1
@1's bones=La ostoj de @1

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@ -1,8 +1,8 @@
# textdomain: bones
Bones=Ossa
@1's old bones=Ossa vecchie di @1
@1 died at @2.=@1 è morto alla posizione @2.
@1 died at @2, and dropped their inventory.=@1 è morto alla posizione @2, e ha lasciato a terra il contenuto del suo inventario.
@1 died at @2, and bones were placed.=@1 è morto alla posizione @2, e vi sono state posizionate delle ossa.
@1's fresh bones=Ossa fresche di @1
@1's bones=Ossa di @1
# textdomain: bones
Bones=Ossa
@1's old bones=Ossa vecchie di @1
@1 died at @2.=@1 è morto alla posizione @2.
@1 died at @2, and dropped their inventory.=@1 è morto alla posizione @2, e ha lasciato a terra il contenuto del suo inventario.
@1 died at @2, and bones were placed.=@1 è morto alla posizione @2, e vi sono state posizionate delle ossa.
@1's fresh bones=Ossa fresche di @1
@1's bones=Ossa di @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=骨
@1's old bones=@1の古い骨
@1 died at @2.=@1は@2で死亡しました。
@1 died at @2, and dropped their inventory.=@1は@2で死亡して持ち物を落としました。
@1 died at @2, and bones were placed.=@1は@2で死亡して骨が残されました。
@1's fresh bones=@1の新鮮な骨
@1's bones=@1の骨

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=lo bongu gunma
@1's old bones=.i ti tolci'o ke bongu gunma po'a la'o zo'i.@1.zo'i
@1 died at @2.=.i la'o zo'i.@1.zo'i pu morsi di'o lo me zoi pos.@2.pos.
@1 died at @2, and dropped their inventory.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije ly. te farlu lo me le dacti liste po ly.
@1 died at @2, and bones were placed.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije lo bongu gunma pu se punji
@1's fresh bones=.i ti cnino ke bongu gunma po'a la'o zo'i.@1.zo'i
@1's bones=.i ti bongu gunma po'a la'o zo'i.@1.zo'i

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Kości
@1's old bones=Stare kości @1
@1 died at @2.=@1 umarł w @2.
@1 died at @2, and dropped their inventory.=@1 umarł w @2, i upuścił swój ekwipunek.
@1 died at @2, and bones were placed.=@1 umarł w @2, kości zostały położone.
@1's fresh bones=Świeże kości @1
@1's bones=Kości @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Ossos
@1's old bones=Ossos antigos de @1
@1 died at @2.=@1 morreu em @2.
@1 died at @2, and dropped their inventory.=@1 morreu em @2, e seu inventário foi derrubado.
@1 died at @2, and bones were placed.=@1 morreu em @2, e os ossos foram colocados.
@1's fresh bones=Ossos recentes de @1
@1's bones=Ossos de @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Kosti
@1's old bones=Staré kosti hráča @1
@1 died at @2.=@1 zomrel na pozícií @2.
@1 died at @2, and dropped their inventory.=@1 zomrel na pozícií @2 a vysypal svoj inventár.
@1 died at @2, and bones were placed.=@1 zomrel na pozícií @2 a ostali po ňom kosti.
@1's fresh bones=Čerstvé kosti hráča @1
@1's bones=Kosti hráča @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Кістки
@1's old bones=старі кістки @1
@1 died at @2.=@1 помер в @2.
@1 died at @2, and dropped their inventory.=@1 помер в @2, та загубив вміст свого інвентарю.
@1 died at @2, and bones were placed.=@1 помер в @2, розміщені кістки.
@1's fresh bones=нові кістки @1
@1's bones=кістки @1

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@ -2,7 +2,7 @@
Bones=骨骸
@1's old bones=@1的旧骨骸
@1 died at @2.=@1在@2死亡。
@1 died at @2, and dropped their inventory.=@1在@2死亡丢掉了物品
@1 died at @2, and bones were placed.=@1在@2死亡骨骸被放置
@1 died at @2, and dropped their inventory.=@1在@2死亡丢掉了所有物品。
@1 died at @2, and bones were placed.=@1在@2死亡已放置骨骸。
@1's fresh bones=@1的新鲜骨骸
@1's bones=@1的骨骸

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Malplena Sitelo
Water Bucket=Sitelo da Akvo
River Water Bucket=Sitelo da Rivera Akvo
Lava Bucket=Sitelo da Lafo

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@ -1,5 +1,5 @@
# textdomain: bucket
Empty Bucket=Secchio vuoto
Water Bucket=Secchio d'acqua
River Water Bucket=Secchio d'acqua di fiume
Lava Bucket=Secchio di lava
# textdomain: bucket
Empty Bucket=Secchio vuoto
Water Bucket=Secchio d'acqua
River Water Bucket=Secchio d'acqua di fiume
Lava Bucket=Secchio di lava

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=空のバケツ
Water Bucket=水入りバケツ
River Water Bucket=川の水入りバケツ
Lava Bucket=溶岩入りバケツ

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=lo baktu be no da
Water Bucket=lo baktu be lo djacu
River Water Bucket=lo baktu be lo rirxe djacu
Lava Bucket=lo baktu be lo likro'i

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Puste wiadro
Water Bucket=Wiadro z wodą
River Water Bucket=Wiadro z rzeczną wodą
Lava Bucket=Wiadro z lawą

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Balde Vazio
Water Bucket=Balde de Água
River Water Bucket=Balde de Água do Rio
Lava Bucket=Balde de Lava

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@ -1,5 +0,0 @@
# textdomain: bucket
Empty Bucket=Tom hink
Water Bucket=Vatten hink
River Water Bucket=Flodvatten hink
Lava Bucket=Lava hink

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Prázdne vedro
Water Bucket=Vedro s vodou
River Water Bucket=Vedro s vodou z rieky
Lava Bucket=Vedro s lávou

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Tom hink
Water Bucket=Vattenhink
River Water Bucket=Flodvattenshink
Lava Bucket=Lavahink

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Пусте Відро
Water Bucket=Відро З Водою
River Water Bucket=Відро З Річною Водою
Lava Bucket=Відро З Лавою

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@ -62,8 +62,8 @@ for i in ipairs (butter_list) do
minetest.register_node("butterflies:hidden_butterfly_"..name, {
drawtype = "airlike",
inventory_image = "butterflies_butterfly_"..name..".png",
wield_image = "butterflies_butterfly_"..name..".png",
inventory_image = "butterflies_butterfly_"..name..".png^default_invisible_node_overlay.png",
wield_image = "butterflies_butterfly_"..name..".png^default_invisible_node_overlay.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Blanka Papilio
Red Butterfly=Ruĝa Papilio
Violet Butterfly=Violkolora Papilio

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@ -1,4 +1,4 @@
# textdomain: butterflies
White Butterfly=Farfalla bianca
Red Butterfly=Farfalla rossa
Violet Butterfly=Farfalla viola
# textdomain: butterflies
White Butterfly=Farfalla bianca
Red Butterfly=Farfalla rossa
Violet Butterfly=Farfalla viola

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=白色の蝶
Red Butterfly=赤色の蝶
Violet Butterfly=紫色の蝶

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=lo blabi toldi
Red Butterfly=lo xunre toldi
Violet Butterfly=lo zirpu toldi

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Biały motyl
Red Butterfly=Czerwony motyl
Violet Butterfly=Fioletowy motyl

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=
Red Butterfly=
Violet Butterfly=

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Biely motýlik
Red Butterfly=Červený motýlik
Violet Butterfly=Fialový motýlik

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@ -1,4 +1,4 @@
# textdomain: butterflies
White Butterfly=Vit fjäril
Red Butterfly=Röd fjäril
Violet Butterfly=Violett fjäril
Violet Butterfly=Violett fjäril

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Білий Метелик
Red Butterfly=Червоний Метелик
Violet Butterfly=Фіолетовий Метелик

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@ -29,15 +29,10 @@ function cart_entity:on_rightclick(clicker)
end
local player_name = clicker:get_player_name()
if self.driver and player_name == self.driver then
self.driver = nil
carts:manage_attachment(clicker, nil)
elseif not self.driver then
self.driver = player_name
carts:manage_attachment(clicker, self.object)
-- player_api does not update the animation
-- when the player is attached, reset to default animation
player_api.set_animation(clicker, "stand")
self.driver = player_name
end
end
@ -51,9 +46,7 @@ function cart_entity:on_activate(staticdata, dtime_s)
return
end
self.railtype = data.railtype
if data.old_dir then
self.old_dir = data.old_dir
end
self.old_dir = data.old_dir or self.old_dir
end
function cart_entity:get_staticdata()
@ -66,8 +59,9 @@ end
-- 0.5.x and later: When the driver leaves
function cart_entity:on_detach_child(child)
if child and child:get_player_name() == self.driver then
self.driver = nil
-- Clean up eye height
carts:manage_attachment(child, nil)
self.driver = nil
end
end
@ -108,8 +102,7 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
end
-- Pick up cart
local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(puncher:get_player_name()))
if not minetest.is_creative_enabled(puncher:get_player_name())
or not inv:contains_item("main", "carts:cart") then
local leftover = inv:add_item("main", "carts:cart")
-- If no room in inventory add a replacement cart to the world
@ -135,7 +128,8 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
end
local punch_interval = 1
if tool_capabilities and tool_capabilities.full_punch_interval then
-- Faulty tool registrations may cause the interval to be set to 0 !
if tool_capabilities and (tool_capabilities.full_punch_interval or 0) > 0 then
punch_interval = tool_capabilities.full_punch_interval
end
time_from_last_punch = math.min(time_from_last_punch or punch_interval, punch_interval)
@ -196,11 +190,11 @@ local function rail_on_step(self, dtime)
end
local pos = self.object:get_pos()
local cart_dir = carts:velocity_to_dir(vel)
local same_dir = vector.equals(cart_dir, self.old_dir)
local dir = carts:velocity_to_dir(vel)
local dir_changed = not vector.equals(dir, self.old_dir)
local update = {}
if self.old_pos and not self.punched and same_dir then
if self.old_pos and not self.punched and not dir_changed then
local flo_pos = vector.round(pos)
local flo_old = vector.round(self.old_pos)
if vector.equals(flo_pos, flo_old) then
@ -220,7 +214,7 @@ local function rail_on_step(self, dtime)
end
local stop_wiggle = false
if self.old_pos and same_dir then
if self.old_pos and not dir_changed then
-- Detection for "skipping" nodes (perhaps use average dtime?)
-- It's sophisticated enough to take the acceleration in account
local acc = self.object:get_acceleration()
@ -235,7 +229,7 @@ local function rail_on_step(self, dtime)
-- No rail found: set to the expected position
pos = new_pos
update.pos = true
cart_dir = new_dir
dir = new_dir
end
elseif self.old_pos and self.old_dir.y ~= 1 and not self.punched then
-- Stop wiggle
@ -245,21 +239,27 @@ local function rail_on_step(self, dtime)
local railparams
-- dir: New moving direction of the cart
-- switch_keys: Currently pressed L/R key, used to ignore the key on the next rail node
local dir, switch_keys = carts:get_rail_direction(
pos, cart_dir, ctrl, self.old_switch, self.railtype
-- switch_keys: Currently pressed L(1) or R(2) key,
-- used to ignore the key on the next rail node
local switch_keys
dir, switch_keys = carts:get_rail_direction(
pos, dir, ctrl, self.old_switch, self.railtype
)
local dir_changed = not vector.equals(dir, self.old_dir)
dir_changed = not vector.equals(dir, self.old_dir)
local new_acc = {x=0, y=0, z=0}
local acc = 0
if stop_wiggle or vector.equals(dir, {x=0, y=0, z=0}) then
dir = vector.new(self.old_dir)
vel = {x = 0, y = 0, z = 0}
local pos_r = vector.round(pos)
if not carts:is_rail(pos_r, self.railtype)
and self.old_pos then
pos = self.old_pos
elseif not stop_wiggle then
-- End of rail: Smooth out.
pos = pos_r
dir_changed = false
dir.y = 0
else
pos.y = math.floor(pos.y + 0.5)
end
@ -286,7 +286,7 @@ local function rail_on_step(self, dtime)
end
-- Slow down or speed up..
local acc = dir.y * -4.0
acc = dir.y * -4.0
-- Get rail for corrected position
railparams = get_railparams(pos)
@ -304,25 +304,22 @@ local function rail_on_step(self, dtime)
acc = acc - 0.4
end
end
new_acc = vector.multiply(dir, acc)
end
-- Limits
local max_vel = carts.speed_max
for _, v in pairs({"x","y","z"}) do
if math.abs(vel[v]) > max_vel then
vel[v] = carts:get_sign(vel[v]) * max_vel
new_acc[v] = 0
update.vel = true
end
-- Limit cart speed
local vel_len = vector.length(vel)
if vel_len > carts.speed_max then
vel = vector.multiply(vel, carts.speed_max / vel_len)
update.vel = true
end
if vel_len >= carts.speed_max and acc > 0 then
acc = 0
end
self.object:set_acceleration(new_acc)
self.object:set_acceleration(vector.multiply(dir, acc))
self.old_pos = vector.round(pos)
if not vector.equals(dir, {x=0, y=0, z=0}) and not stop_wiggle then
self.old_dir = vector.new(dir)
end
self.old_dir = vector.new(dir)
self.old_switch = switch_keys
if self.punched then
@ -348,11 +345,11 @@ local function rail_on_step(self, dtime)
end
local yaw = 0
if self.old_dir.x < 0 then
if dir.x < 0 then
yaw = 0.5
elseif self.old_dir.x > 0 then
elseif dir.x > 0 then
yaw = 1.5
elseif self.old_dir.z < 0 then
elseif dir.z < 0 then
yaw = 1
end
self.object:set_yaw(yaw * math.pi)
@ -402,7 +399,7 @@ minetest.register_craftitem("carts:cart", {
pointed_thing) or itemstack
end
if not pointed_thing.type == "node" then
if pointed_thing.type ~= "node" then
return
end
if carts:is_rail(pointed_thing.under) then
@ -416,8 +413,7 @@ minetest.register_craftitem("carts:cart", {
minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
{pos = pointed_thing.above}, true)
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(placer:get_player_name())) then
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
return itemstack

View file

@ -12,7 +12,7 @@ function carts:manage_attachment(player, obj)
end
local status = obj ~= nil
local player_name = player:get_player_name()
if player_api.player_attached[player_name] == status then
if obj and player:get_attach() == obj then
return
end
player_api.player_attached[player_name] = status
@ -20,6 +20,10 @@ function carts:manage_attachment(player, obj)
if status then
player:set_attach(obj, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0})
player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0})
-- player_api does not update the animation
-- when the player is attached, reset to default animation
player_api.set_animation(player, "stand")
else
player:set_detach()
player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0})

View file

@ -0,0 +1,6 @@
# textdomain: carts
Cart=Ĉaro
(Sneak+Click to pick up)=(Ŝteliri+Alklaki por reprini)
Rail=Relo
Powered Rail=Elektra Relo
Brake Rail=Bremsa Relo

View file

@ -1,6 +1,6 @@
# textdomain: carts
Cart=Kereta
(Sneak+Click to pick up)=(Menyelinap + Klik untuk ambil)
Rail=Rel
Powered Rail=Rel Bertenaga
Brake Rail=Rel Rem
Cart=Kereta
(Sneak+Click to pick up)=(selinap + klik untuk ambil)

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