Compare commits

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136 commits

Author SHA1 Message Date
Milan
bc70d2dec7 ooops 2018-01-17 10:39:25 +01:00
Milan
886011937a Merge branch 'master' of https://git.tchncs.de/Illuna-Minetest/minetest_game 2018-01-16 18:50:16 +01:00
Milan
47e91698cb update submodule death_messages 2018-01-16 18:49:43 +01:00
Milan*
68cb28f258 update submodule death_messages 2018-01-13 23:40:57 +01:00
Milan*
af2a921a30 update submodule hudbars 2018-01-13 20:59:00 +01:00
Milan*
ec1d74478e remove fire abm's
update mobs_{redo,animal}
2018-01-13 20:24:24 +01:00
Milan
c5b236bb7c make irc a submodule 2018-01-09 22:36:00 +01:00
Milan
3697f8d3e7 Merge branch 'master' of https://git.tchncs.de/Illuna-Minetest/minetest_game 2017-09-13 19:31:52 +02:00
Milan*
d311dc50c6 update submodule farming 2017-09-13 19:31:29 +02:00
Milan*
363dcb8fd2 increase leafdecay radius for acacia 2017-09-13 19:13:30 +02:00
Milan
199b9fb4c2 fix submodule mobs_redo 2017-09-13 11:56:53 +02:00
Milan
74e6f1bf0e fix submodule mobs_animal 2017-09-13 11:55:49 +02:00
Milan*
cd4c19b76b update submodule mobs_monster 2017-09-13 11:51:52 +02:00
Milan*
f698a41242 update submodule farming 2017-09-13 11:48:38 +02:00
Milan*
c4be1410e1 update submodule mobs_redo 2017-09-11 23:49:08 +02:00
Milan*
0b607ab741 update submodule mobs_animal 2017-09-11 23:48:45 +02:00
Milan*
755c4c7067 update hellochat 2017-09-11 22:57:47 +02:00
Milan*
8b93aa9101 update submodule homedecor_modpack 2017-09-11 22:56:26 +02:00
Milan*
0f0486b474 update submodule moreblocks 2017-09-11 22:52:50 +02:00
Milan*
94ca78e36e update submodule plantlife_modpack 2017-09-11 22:41:16 +02:00
Milan*
90523b962d update submodule mycastle 2017-09-09 19:23:27 +02:00
Milan*
54ecd4eecc update submodule farming 2017-09-09 18:34:07 +02:00
Milan*
24a7814c2c add submodule sneak_glitch 2017-09-02 23:05:11 +02:00
Milan
3c307a4383 update submodule moreblocks 2017-08-04 17:15:31 +02:00
Milan*
c3c9a92035 update submodule homedecor_modpack 2017-08-03 23:02:47 +02:00
tchncs
732154e4e0 update submodule darkage 2017-05-15 11:12:00 +02:00
Milan*
e8b2d29012 update submodule moretrees 2017-03-15 08:32:48 +01:00
Milan*
138bb6de3d update submodule mobs_redo 2017-03-12 18:16:23 +01:00
tchncs
640c518c1a replace submodule mobs_redo 2017-03-12 18:10:41 +01:00
tchncs
f431e56cd9 add submodule inspector 2017-03-12 17:24:25 +01:00
Milan*
38320f8ebb update submodule illuna 2017-03-12 16:35:47 +01:00
Milan*
98e64b823e update submodule farming 2017-03-12 12:34:24 +01:00
Milan*
64f4f5c05f update submodule farming 2017-03-12 11:59:56 +01:00
Milan*
60dfd9087b update submodule darkage 2017-03-12 11:57:05 +01:00
Milan*
5d524af1ea re-add submodules farming, boats 2017-03-12 11:32:09 +01:00
Milan*
a41c96b2ac tmp remove boats, farming 2017-03-12 11:30:37 +01:00
Milan*
d9446e98be add submodule moretrees
this also updates moretrees on the server
2017-03-11 21:21:54 +01:00
Milan*
538896d3ee add submodule moreores 2017-03-11 21:19:47 +01:00
Milan*
18d1a9d2fb add submodule mini_sun 2017-03-11 21:17:47 +01:00
Milan*
4998cc8765 add submodule medieval_craft
this also updates medieval_craft on the server
2017-03-11 21:16:03 +01:00
Milan*
700a62c22d add submodule xconnected 2017-03-11 21:14:31 +01:00
Milan*
68fcbfcf9e add submodule christmas_craft
this also updates christmas_craft on the server
2017-03-11 21:13:11 +01:00
Milan*
9e7bcacdf2 add submodule character_creator
this also updates character_creator on the server
2017-03-11 21:09:12 +01:00
Milan*
46c2516c93 add submodule cannons 2017-03-11 21:08:06 +01:00
Milan*
70b00efd1c add submodule bridges 2017-03-11 21:06:30 +01:00
Milan*
a5f735581c add submodule bitchange 2017-03-11 21:03:50 +01:00
Milan*
87acf37fa6 add submodule biome_lib
this also updates biome_lib on the server
2017-03-11 21:02:31 +01:00
Milan*
7c867746e8 add submodule arrow_signs
this also updates arrow_signs on the server
2017-03-11 21:01:30 +01:00
Milan*
f82c07f45d add submodule pipeworks
this also updates pipeworks on the server
2017-03-11 21:00:07 +01:00
Milan*
6d38b85d15 update submodule mesecons 2017-03-11 20:14:53 +01:00
Milan*
0027981e11 add submodule mesecons 2017-03-11 16:26:58 +01:00
Milan*
a4ccae425f update submodule xdecor 2017-03-11 16:22:21 +01:00
Milan*
859e4905d5 update submodule worldedit 2017-03-11 16:15:51 +01:00
Milan*
6b31849f87 update submodule wine 2017-03-11 16:15:29 +01:00
Milan*
f02147dc93 update submodule mobs_redo 2017-03-11 16:13:55 +01:00
Milan*
854157fdcd update submodule mobs_monster 2017-03-11 16:13:20 +01:00
Milan*
c69bf1db91 update submodule mobs_animal 2017-03-11 16:08:10 +01:00
Milan*
dec211728c update submodule hemp 2017-03-11 15:58:36 +01:00
Milan*
059eb33720 update submodule craftguide 2017-03-11 15:57:03 +01:00
Milan*
3fee3fb7ad update submodule 3d_armor 2017-03-11 15:55:47 +01:00
Milan*
a51503382e re-add submodule boats+farming 2017-03-11 13:11:53 +01:00
Milan*
c836129bff solve mergeconflicts
* tmp drop farming+boats
    * correct tnt
    * drop original readme.txt
2017-03-11 13:09:43 +01:00
tchncs
1a1c312ce9 update submodule illuna 2017-03-04 09:33:41 +01:00
Milan*
93dacbe3b6 update submodule illuna 2017-03-03 09:04:16 +01:00
Milan*
ddacc7f7bd hellochat: typofix :o 2017-02-08 08:34:49 +01:00
Milan*
6a70c71c1d add mod hellochat 2017-02-03 20:13:36 +01:00
Milan*
d25a700fe2 update submodule darkage 2017-01-28 21:10:35 +01:00
Milan*
fc30a56530 update submodule darkage 2017-01-28 20:29:08 +01:00
Milan*
2cb0531fd8 drop submodule chat_bubbles 2017-01-25 13:44:46 +01:00
Milan*
836800af98 update submodule mycastle 2017-01-22 20:07:30 +01:00
Milan*
72e1f5e477 update submodule mycastle 2017-01-22 20:02:33 +01:00
tchncs
2f283e7f62 update submodule mycastle 2017-01-22 19:53:17 +01:00
Milan*
697c850eee add submodule mycastle 2017-01-22 19:33:04 +01:00
Milan*
379775ff26 update submodule death_messages 2017-01-14 22:53:09 +01:00
Milan*
4a8c50c713 bones: position msg should have # Illuna: tag 2017-01-14 22:46:41 +01:00
Milan*
f0d43fc90f bones: colorize message, colorize infotext for fresh bones (infotext not yet working) 2017-01-14 22:44:36 +01:00
Milan*
35c0025fda update submodule playerskins 2017-01-13 23:02:33 +01:00
Milan*
34cead08e0 little spelling fix by noob101 2017-01-13 23:01:48 +01:00
Milan*
6351951dab add submodule playerskins 2017-01-13 22:11:36 +01:00
Milan*
10da2b2f32 move playerskins out of the subgame 2017-01-13 20:49:05 +01:00
Milan*
996b93e80e merge upstream 🐱 2017-01-13 09:13:48 +01:00
Milan*
107ff57b73 make it compatible with 3d_armor 2017-01-13 09:11:52 +01:00
tchncs
02df980c1a update submodule wardrobe 2017-01-12 22:47:08 +01:00
Milan*
e435d9c1ad pre-add playerskins mod 2017-01-12 22:15:22 +01:00
Milan*
a7b0e1ea36 update submodule illuna 2017-01-12 11:00:37 +01:00
Milan*
0556645aad update submodule illuna 2017-01-12 08:29:14 +01:00
Milan*
9c4b57d120 update submodule scaffolding 2017-01-11 23:57:47 +01:00
Milan*
e2bc895435 update submodule illuna 2017-01-11 23:05:30 +01:00
Milan*
2d67527804 update submodule illuna 2017-01-11 22:56:12 +01:00
Milan*
04960cf161 update submodule illuna 2017-01-11 22:23:11 +01:00
tchncs
e7579e1db2 update submodule illuna 2017-01-11 19:00:14 +01:00
Milan*
c377d5c72d update submodule pkarcs 2017-01-11 17:37:42 +01:00
Milan*
b3d9025652 update submodule illuna 2017-01-11 17:25:50 +01:00
Milan*
9b61e716b9 update submodule plantlife_modpack 2017-01-10 22:44:34 +01:00
Milan*
8bf39a4afe update submodule illuna 2017-01-06 19:02:23 +01:00
Milan*
39e2bbeeaa update submodule darkage
update submodule xdecor
2017-01-02 22:04:55 +01:00
Milan*
7aa5392548 update submodule pkarcs 2017-01-02 15:54:37 +01:00
Milan*
e8025240f3 random_messages: little spelling fix (thanks to noob101) 2016-12-25 21:05:47 +01:00
Milan*
18af6ba2f6 random_messages: little spelling improvement 2016-12-24 18:14:17 +01:00
Milan*
33f4a1bf93 merge upstream 🐈 2016-12-24 18:01:27 +01:00
Milan*
5e568f9ead random_messages: message improvements and more messages 2016-12-24 18:01:14 +01:00
tchncs
5e9318c595 update submodule craftguide 2016-12-24 13:44:59 +01:00
Milan*
7ec3f4dfa6 add submodule scaffolding 2016-12-24 13:42:43 +01:00
Milan*
d909616c1a update submodule xdecor
add submodule moreblocks
2016-12-19 20:15:49 +01:00
Milan*
09edb7daec add submodule craftguide 2016-12-19 20:02:41 +01:00
Milan*
4f4ceb66a2 fix mergeconflicts
readd submodule boats+farming
2016-12-15 18:54:42 +00:00
tchncs
b733b1971d update submodule darkage 2016-12-13 21:55:05 +01:00
tchncs
59d5b8b4ae merge upstream 🐱 2016-12-13 19:26:17 +01:00
tchncs
4e28d90d06 flowers should be a lightsource 2016-12-13 19:26:05 +01:00
tchncs
530b601709 experimental: add submodule chat_bubbles :o 2016-12-04 23:38:54 +01:00
tchncs
69923324fd update submodule illuna 2016-11-27 00:35:38 +01:00
tchncs
d249c7dd9d update submodule golems 2016-11-14 12:57:16 +01:00
tchncs
618af2fef5 really fix stupid cherry-pick conflict on adding submodule golems 2016-11-14 11:50:35 +01:00
tchncs
8fdd3f40e5 fix stupid cherry-pick conflict 2016-11-14 11:49:06 +01:00
tchncs
4cbef55586 update submodule mobs_redo 2016-11-14 10:03:59 +01:00
tchncs
09b7047cde typofix 🐈 2016-11-10 23:03:40 +01:00
tchncs
98987f57dc update submodule homedecor_modpack 2016-11-10 23:02:54 +01:00
tchncs
8a9701f252 update messages 2016-11-10 23:01:37 +01:00
tchncs
6157cfca59 screwdriver: add diamond and mithril 2016-11-10 18:23:16 +01:00
rubenwardy
41a870a3ea creative: update to github.com/minetest/minetest_game state 2016-11-10 10:25:12 +01:00
tchncs
05123247cb bonemeal: add bonemeal_particle texture 2016-11-08 23:40:10 +01:00
tchncs
432d463f0f bonemeal: no intllib support for now 2016-11-08 23:32:41 +01:00
tchncs
3b573679c6 bonemeal: typofix, and add missing craftitem 🐈 2016-11-08 23:30:21 +01:00
tchncs
c869765feb default: add bone texture 🐈 2016-11-08 23:21:52 +01:00
tchncs
01d543f377 add bone and bonemeal 2016-11-08 23:19:56 +01:00
tchncs
4acf7e7adf add submodule another_charcoal 2016-11-08 11:02:02 +01:00
tchncs
87e517d386 update submodule homedecor_modpack 2016-11-06 20:57:04 +01:00
tchncs
ed777e4148 update submodule pkarcs 2016-11-06 17:36:17 +01:00
tchncs
41d7066d5d update submodule halloween_mobs 2016-11-04 13:47:00 +01:00
tchncs
88414c678b drop submodule coloured_nametag 2016-11-02 09:09:16 +01:00
tchncs
3fceb5dd90 add submodule ranks 2016-11-02 09:08:52 +01:00
tchncs
4710abeb38 update submodule dragons 2016-11-01 13:07:51 +01:00
tchncs
3f0f4f2077 random_messages: colorize 2016-11-01 13:05:12 +01:00
tchncs
91f96c4e45 update submodule dragons 2016-10-28 23:49:49 +02:00
tchncs
915d28b292 merge upstream 2016-10-28 19:35:15 +02:00
tchncs
d4277305bb update submodule bows 2016-10-28 19:35:02 +02:00
1883 changed files with 4601 additions and 38788 deletions

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@ -1,16 +0,0 @@
name: build
on: [push, pull_request]
jobs:
luacheck:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Install Luarocks
run: |
sudo apt-get update -qyy
sudo apt-get install luarocks -qyy
- name: Install Luacheck
run: luarocks install --local luacheck
- name: Run Luacheck
run: $HOME/.luarocks/bin/luacheck mods

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@ -1,18 +1,6 @@
variables:
GIT_SUBMODULE_STRATEGY: recursive
stages:
- check
code-quality:
image: registry.gitlab.com/craigbarnes/dockerfiles/lua-testing
interruptible: true
stage: check
retry:
max: 2
when:
- runner_system_failure
- stuck_or_timeout_failure
syntax:
script:
- luarocks install luacheck
- luacheck mods
- git submodule init
- git submodule sync
- git submodule update
- luac5.1 -s -p mods/*/*.lua

401
.gitmodules vendored Executable file → Normal file
View file

@ -1,329 +1,178 @@
[submodule "mods/illuna"]
path = mods/illuna
url = ../../Illuna-Minetest/illuna.git
url = https://git.tchncs.de/Illuna-Minetest/illuna.git
[submodule "mods/wine"]
path = mods/wine
url = https://notabug.org/TenPlus1/wine
url = https://github.com/tenplus1/wine
[submodule "mods/death_messages"]
path = mods/death_messages
url = ../../Illuna-Minetest/death_messages.git
url = https://git.tchncs.de/Illuna-Minetest/death_messages.git
[submodule "mods/worldedit"]
path = mods/worldedit
url = https://github.com/Uberi/Minetest-WorldEdit
[submodule "mods/3d_armor"]
path = mods/3d_armor
url = https://github.com/stujones11/minetest-3d_armor
[submodule "mods/plantlife_modpack"]
path = mods/plantlife_modpack
url = https://git.tchncs.de/Illuna-Minetest/plantlife_modpack.git
[submodule "mods/darkage"]
path = mods/darkage
url = https://git.tchncs.de/Illuna-Minetest/darkage.git
[submodule "mods/hudbars"]
path = mods/hudbars
url = https://git.tchncs.de/Illuna-Minetest/hudbars.git
[submodule "mods/xdecor"]
path = mods/xdecor
url = ../../Illuna-Minetest/xdecor.git
url = https://git.tchncs.de/Illuna-Minetest/xdecor.git
[submodule "mods/caverealms"]
path = mods/caverealms
url = https://git.tchncs.de/Illuna-Minetest/caverealms.git
[submodule "mods/wardrobe"]
path = mods/wardrobe
url = ../../Illuna-Minetest/wardrobe.git
url = https://git.tchncs.de/Illuna-Minetest/wardrobe.git
[submodule "mods/ctravelnet"]
path = mods/ctravelnet
url = ../../Illuna-Minetest/ctravelnet.git
url = https://git.tchncs.de/Illuna-Minetest/ctravelnet.git
[submodule "mods/cottages"]
path = mods/cottages
url = ../../Illuna-Minetest/cottages.git/
url = https://git.tchncs.de/Illuna-Minetest/cottages.git/
[submodule "mods/horses"]
path = mods/horses
url = https://git.tchncs.de/Illuna-Minetest/horses.git
[submodule "mods/bows"]
path = mods/bows
url = ../../Illuna-Minetest/bows
branch = master
url = https://git.tchncs.de/Illuna-Minetest/bows
branch = illuna
[submodule "mods/pkarcs"]
path = mods/pkarcs
url = ../../Illuna-Minetest/pkarcs
url = https://git.tchncs.de/Illuna-Minetest/pkarcs
[submodule "mods/technic_chests"]
path = mods/technic_chests
url = https://git.tchncs.de/Illuna-Minetest/technic_chests
[submodule "mods/columnia"]
path = mods/columnia
url = ../../Illuna-Minetest/columnia
url = https://git.tchncs.de/Illuna-Minetest/columnia
[submodule "mods/hemp"]
path = mods/hemp
url = https://github.com/pithydon/hemp.git
[submodule "mods/bags"]
path = mods/bags
url = https://git.tchncs.de/Illuna-Minetest/bags
[submodule "mods/homedecor_modpack"]
path = mods/homedecor_modpack
url = ../../Illuna-Minetest/homedecor_modpack
url = https://git.tchncs.de/Illuna-Minetest/homedecor_modpack
[submodule "mods/magical_potion"]
path = mods/magical_potion
url = ../../Illuna-Minetest/magical_potion
url = https://git.tchncs.de/Illuna-Minetest/magical_potion
[submodule "mods/playereffects"]
path = mods/playereffects
url = git://repo.or.cz/minetest_playereffects.git
[submodule "mods/mtfoods"]
path = mods/mtfoods
url = https://github.com/Philipbenr/mtfoods
[submodule "mods/mtcandy"]
path = mods/mtcandy
url = ../../Illuna-Minetest/mtcandy
url = https://git.tchncs.de/Illuna-Minetest/mtcandy
[submodule "mods/dragons"]
path = mods/dragons
url = https://git.tchncs.de/Illuna-Minetest/dragons
[submodule "mods/teleport_potion"]
path = mods/teleport_potion
url = ../../Illuna-Minetest/teleport_potion
url = https://git.tchncs.de/Illuna-Minetest/teleport_potion
[submodule "mods/halloween_mobs"]
path = mods/halloween_mobs
url = ../../Illuna-Minetest/halloween_mobs
[submodule "mods/ethereal"]
path = mods/ethereal
url = ../../Illuna-Minetest/ethereal
[submodule "mods/technic"]
path = mods/technic
url = ../../Illuna-Minetest/technic
[submodule "mods/markers"]
path = mods/markers
url = https://github.com/Sokomine/markers
[submodule "mods/golems"]
path = mods/golems
url = ../../Illuna-Minetest/golems
[submodule "mods/princess"]
path = mods/princess
url = https://github.com/pithydon/princess
[submodule "mods/city_block"]
path = mods/city_block
url = https://github.com/minetest-mods/city_block
[submodule "mods/glow"]
path = mods/glow
url = https://github.com/bdjnk/glow
[submodule "mods/character_creator"]
path = mods/character_creator
url = https://github.com/minetest-mods/character_creator
[submodule "mods/illuna_ethereal"]
path = mods/illuna_ethereal
url = ../../Illuna-Minetest/illuna_ethereal
[submodule "mods/bacon"]
path = mods/bacon
url = https://github.com/mootpoint/bacon
[submodule "mods/geomoria"]
path = mods/geomoria
url = https://github.com/duane-r/geomoria
[submodule "mods/integral"]
path = mods/integral
url = ../../Illuna-Minetest/integral
[submodule "mods/illuna_extras"]
path = mods/illuna_extras
url = ../../Illuna-Minetest/illuna_extras
[submodule "mods/underworlds"]
path = mods/underworlds
url = ../../Illuna-Minetest/underworlds
[submodule "mods/caverealms"]
path = mods/caverealms
url = ../../Illuna-Minetest/caverealms
[submodule "mods/fun_caves"]
path = mods/fun_caves
url = ../../Illuna-Minetest/fun_caves
[submodule "mods/hopper"]
path = mods/hopper
url = https://github.com/minetest-mods/hopper
[submodule "mods/digilines"]
path = mods/digilines
url = https://github.com/minetest-mods/digilines
[submodule "mods/turtle"]
path = mods/turtle
url = https://github.com/minetest-mods/turtle
[submodule "mods/xconnected"]
path = mods/xconnected
url = https://github.com/Sokomine/xconnected
[submodule "mods/under_sky"]
path = mods/under_sky
url = https://github.com/Ezhh/under_sky
[submodule "mods/travelnet"]
path = mods/travelnet
url = https://github.com/Sokomine/travelnet
[submodule "mods/torches"]
path = mods/torches
url = https://github.com/minetest-mods/torches
[submodule "mods/steel"]
path = mods/steel
url = ../../Illuna-Minetest/steel
[submodule "mods/replacer"]
path = mods/replacer
url = https://github.com/Sokomine/replacer
[submodule "mods/quartz"]
path = mods/quartz
url = https://github.com/minetest-mods/quartz
[submodule "mods/names_per_ip"]
path = mods/names_per_ip
url = https://github.com/SmallJoker/names_per_ip
[submodule "mods/mobs_more_monsters"]
path = mods/mobs_more_monsters
url = ../../Illuna-Minetest/mobs_more_monsters
[submodule "mods/moreores"]
path = mods/moreores
url = ../../Illuna-Minetest/moreores
[submodule "mods/wiki"]
path = mods/wiki
url = ../../Illuna-Minetest/wiki
[submodule "mods/mg_villages"]
path = mods/mg_villages
url = https://github.com/Sokomine/mg_villages
[submodule "mods/handle_schematics"]
path = mods/handle_schematics
url = https://github.com/Sokomine/handle_schematics
[submodule "mods/unified_inventory"]
path = mods/unified_inventory
url = ../../Illuna-Minetest/unified_inventory
[submodule "modpacks/mydoors"]
path = modpacks/mydoors
url = https://github.com/minetest-mods/mydoors
[submodule "mods/sneak_glitch"]
path = mods/sneak_glitch
url = https://github.com/SmallJoker/sneak_glitch
[submodule "mods/mycastle"]
path = mods/mycastle
url = ../../Illuna-Minetest/mycastle
[submodule "mods/mesecons"]
path = mods/mesecons
url = ../../Illuna-Minetest/mesecons
[submodule "mods/other_worlds"]
path = mods/other_worlds
url = ../../Illuna-Minetest/other_worlds
[submodule "mods/loud_walking"]
path = mods/loud_walking
url = ../../Illuna-Minetest/loud_walking
[submodule "mods/playerskins"]
path = mods/playerskins
url = ../../Illuna-Minetest/playerskins
[submodule "mods/dmobs"]
path = mods/dmobs
url = ../../Illuna-Minetest/dmobs
[submodule "mods/mobs_animal"]
path = mods/mobs_animal
url = ../../Illuna-Minetest/mobs_animal
url = https://git.tchncs.de/Illuna-Minetest/halloween_mobs
[submodule "mods/mobs_monster"]
path = mods/mobs_monster
url = ../../Illuna-Minetest/mobs_monster
[submodule "mods/mobs_redo"]
path = mods/mobs_redo
url = ../../Illuna-Minetest/mobs_redo
[submodule "mods/basic_robot"]
path = mods/basic_robot
url = ../../Illuna-Minetest/basic_robot
[submodule "mods/irc"]
path = mods/irc
url = ../../Illuna-Minetest/irc
[submodule "mods/playereffects"]
path = mods/playereffects
url = ../../Illuna-Minetest/playereffects
[submodule "mods/chat3"]
path = mods/chat3
url = ../../Illuna-Minetest/chat3
[submodule "mods/protector"]
path = mods/protector
url = ../../Illuna-Minetest/protector
[submodule "mods/illuna_costumes"]
path = mods/illuna_costumes
url = ../../Illuna-Minetest/illuna_costumes
[submodule "mods/areas"]
path = mods/areas
url = ../../Illuna-Minetest/areas
[submodule "mods/3d_armor"]
path = mods/3d_armor
url = ../../Illuna-Minetest/3d_armor
[submodule "mods/technic_armor"]
path = mods/technic_armor
url = https://github.com/stujones11/technic_armor
[submodule "mods/hazmat_suit"]
path = mods/hazmat_suit
url = https://github.com/stujones11/hazmat_suit
[submodule "mods/player_monoids"]
path = mods/player_monoids
url = https://github.com/minetest-mods/player_monoids
[submodule "mods/mob_horse"]
path = mods/mob_horse
url = ../../Illuna-Minetest/mob_horse
[submodule "mods/matrix"]
path = mods/matrix
url = https://github.com/entuland/lua-matrix
[submodule "mods/rhotator"]
path = mods/rhotator
url = ../../Illuna-Minetest/rhotator
[submodule "mods/sea"]
path = mods/sea
url = ../../Illuna-Minetest/minetest-mod-sea
[submodule "mods/xban2"]
path = mods/xban2
url = https://github.com/minetest-mods/xban2
branch = master
[submodule "mods/chakram"]
path = mods/chakram
url = ../../Illuna-Minetest/chakram
[submodule "mods/hangglider"]
path = mods/hangglider
url = ../../Illuna-Minetest/minetest-hangglider
[submodule "mods/hangglider_regular"]
path = mods/hangglider_regular
url = ../../Illuna-Minetest/minetest-hangglider-regular
[submodule "mods/illuna_events"]
path = mods/illuna_events
url = ../../Illuna-Minetest/illuna_events.git
[submodule "mods/eventkeys"]
path = mods/eventkeys
url = https://github.com/auouymous/eventkeys
[submodule "mods/cloaking"]
path = mods/cloaking
url = https://github.com/luk3yx/minetest-cloaking
url = https://git.tchncs.de/Illuna-Minetest/mobs_monster
[submodule "mods/ranks"]
path = mods/ranks
url = https://git.tchncs.de/Illuna-Minetest/ranks
[submodule "mods/another_charcoal"]
path = mods/another_charcoal
url = https://github.com/cx384/another_charcoal
[submodule "mods/golems"]
path = mods/golems
url = https://git.tchncs.de/Illuna-Minetest/golems
[submodule "mods/shadow"]
path = mods/shadow
url = https://git.tchncs.de/Illuna-Minetest/shadow
[submodule "mods/craftguide"]
path = mods/craftguide
url = https://github.com/minetest-mods/craftguide
[submodule "mods/moreblocks"]
path = mods/moreblocks
url = https://github.com/minetest-mods/moreblocks
[submodule "mods/scaffolding"]
path = mods/scaffolding
url = https://bitbucket.org/Infinatum/scaffolding
[submodule "mods/playerskins"]
path = mods/playerskins
url = https://git.tchncs.de/Illuna-Minetest/playerskins
[submodule "mods/mycastle"]
path = mods/mycastle
url = https://git.tchncs.de/Illuna-Minetest/mycastle
[submodule "mods/mesecons"]
path = mods/mesecons
url = https://git.tchncs.de/Illuna-Minetest/mesecons
[submodule "mods/pipeworks"]
path = mods/pipeworks
url = https://github.com/minetest-mods/pipeworks/
[submodule "mods/arrow_signs"]
path = mods/arrow_signs
url = https://bitbucket.org/adrido/arrow_signs/
url = https://bitbucket.org/adrido/arrow_signs
[submodule "mods/biome_lib"]
path = mods/biome_lib
url = https://github.com/VanessaE/biome_lib
[submodule "mods/bitchange"]
path = mods/bitchange
url = ../../Illuna-Minetest/bitchange
url = https://git.tchncs.de/Illuna-Minetest/bitchange
[submodule "mods/bridges"]
path = mods/bridges
url = https://github.com/Sokomine/bridges
[submodule "mods/cannons"]
path = mods/cannons
url = https://git.tchncs.de/Illuna-Minetest/cannons
[submodule "mods/character_creator"]
path = mods/character_creator
url = https://github.com/Rui914/character_creator
[submodule "mods/christmas_craft"]
path = mods/christmas_craft
url = ../../Illuna-Minetest/christmas_craft
[submodule "mods/maptools"]
path = mods/maptools
url = https://github.com/calinou/maptools
url = https://bitbucket.org/kingarthursteam/christmas_craft
[submodule "mods/xconnected"]
path = mods/xconnected
url = https://github.com/Sokomine/xconnected
[submodule "mods/medieval_craft"]
path = mods/medieval_craft
url = https://bitbucket.org/kingarthursteam/medieval_craft
[submodule "mods/mobf_trader"]
path = mods/mobf_trader
url = https://github.com/Sokomine/mobf_trader
[submodule "mods/spawners"]
path = mods/spawners
url = ../../Illuna-Minetest/spawners
[submodule "mods/skybox"]
path = mods/skybox
url = ../../Illuna-Minetest/skybox
[submodule "mods/moreglass"]
path = mods/moreglass
url = ../../Illuna-Minetest/moreglass.git
[submodule "mods/hbsprint"]
path = mods/hbsprint
url = https://github.com/minetest-mods/hbsprint
[submodule "mods/hudbars"]
path = mods/hudbars
url = https://repo.or.cz/minetest_hudbars.git
[submodule "mods/hbarmor"]
path = mods/hbarmor
url = git://repo.or.cz/minetest_hbarmor.git
[submodule "mods/hbhunger"]
path = mods/hbhunger
url = https://repo.or.cz/minetest_hbhunger.git
[submodule "mods/headanim"]
path = mods/headanim
url = https://github.com/LoneWolfHT/headanim/
[submodule "mods/medieval_inner_glasses"]
path = mods/medieval_inner_glasses
url = https://github.com/kodrag/medieval-inner-glasses
[submodule "mods/we_undo"]
path = mods/we_undo
url = https://github.com/HybridDog/we_undo
[submodule "mods/basic_materials"]
path = mods/basic_materials
url = https://github.com/mt-mods/basic_materials
[submodule "mods/basic_signs"]
path = mods/basic_signs
url = https://github.com/mt-mods/basic_signs
[submodule "mods/biome_lib"]
path = mods/biome_lib
url = https://github.com/mt-mods/biome_lib
[submodule "mods/pipeworks"]
path = mods/pipeworks
url = https://github.com/mt-mods/pipeworks
[submodule "mods/signs_lib"]
path = mods/signs_lib
url = https://github.com/mt-mods/signs_lib
[submodule "mods/unifieddyes"]
path = mods/unifieddyes
url = https://github.com/mt-mods/unifieddyes
[submodule "mods/colored_eggs"]
path = mods/colored_eggs
url = https://github.com/auouymous/colored_eggs
[submodule "mods/monitoring"]
path = mods/monitoring
url = https://github.com/minetest-monitoring/monitoring
[submodule "mods/mini_sun"]
path = mods/mini_sun
url = https://github.com/bdjnk/mini_sun
[submodule "mods/moreores"]
path = mods/moreores
url = https://git.tchncs.de/Illuna-Minetest/moreores
[submodule "mods/moretrees"]
path = mods/moretrees
url = https://github.com/minetest-mods/moretrees
[submodule "mods/boats"]
path = mods/boats
url = https://git.tchncs.de/Illuna-Minetest/boats
[submodule "mods/farming"]
path = mods/farming
url = https://git.tchncs.de/Illuna-Minetest/farming
[submodule "mods/inspector"]
path = mods/inspector
url = https://github.com/minetest-mods/inspector
[submodule "mods/sneak_glitch"]
path = mods/sneak_glitch
url = https://github.com/SmallJoker/sneak_glitch
[submodule "mods/mobs_animal"]
path = mods/mobs_animal
url = https://git.tchncs.de/Illuna-Minetest/mobs_animal
[submodule "mods/mobs_redo"]
path = mods/mobs_redo
url = https://git.tchncs.de/Illuna-Minetest/mobs_redo
[submodule "mods/irc"]
path = mods/irc
url = https://git.tchncs.de/Illuna-Minetest/irc

View file

@ -1,60 +1,20 @@
ignore = {
-- list taken from https://stackoverflow.com/questions/49158143/how-to-ignore-luacheck-warnings/49160695#56618022 as
-- all the third party mods would be hard to manage otherwise
unused_args = false
allow_defined_top = true
--"011", -- A syntax error.
--"021", -- An invalid inline option.
"022", -- An unpaired inline push directive.
"023", -- An unpaired inline pop directive.
"111", -- Setting an undefined global variable.
"112", -- Mutating an undefined global variable.
"113", -- Accessing an undefined global variable.
"121", -- Setting a read-only global variable.
"122", -- Setting a read-only field of a global variable.
"131", -- Unused implicitly defined global variable.
"142", -- Setting an undefined field of a global variable.
"143", -- Accessing an undefined field of a global variable.
"211", -- Unused local variable.
"212", -- Unused argument.
"213", -- Unused loop variable.
"221", -- Local variable is accessed but never set.
"231", -- Local variable is set but never accessed.
"232", -- An argument is set but never accessed.
"233", -- Loop variable is set but never accessed.
"241", -- Local variable is mutated but never accessed.
"311", -- Value assigned to a local variable is unused.
"312", -- Value of an argument is unused.
"313", -- Value of a loop variable is unused.
"314", -- Value of a field in a table literal is unused.
"321", -- Accessing uninitialized local variable.
"331", -- Value assigned to a local variable is mutated but never accessed.
"341", -- Mutating uninitialized local variable.
"411", -- Redefining a local variable.
"412", -- Redefining an argument.
"413", -- Redefining a loop variable.
"421", -- Shadowing a local variable.
"422", -- Shadowing an argument.
"423", -- Shadowing a loop variable.
"431", -- Shadowing an upvalue.
"432", -- Shadowing an upvalue argument.
"433", -- Shadowing an upvalue loop variable.
"511", -- Unreachable code.
"512", -- Loop can be executed at most once.
"521", -- Unused label.
"531", -- Left-hand side of an assignment is too short.
"532", -- Left-hand side of an assignment is too long.
"541", -- An empty do end block.
"542", -- An empty if branch.
"551", -- An empty statement.
"561", -- Cyclomatic complexity of a function is too high.
"571", -- A numeric for loop goes from #(expr) down to 1 or less without negative step.
"611", -- A line consists of nothing but whitespace.
"612", -- A line contains trailing whitespace.
"613", -- Trailing whitespace in a string.
"614", -- Trailing whitespace in a comment.
"621", -- Inconsistent indentation (SPACE followed by TAB).
"631", -- Line is too long.
read_globals = {
"DIR_DELIM",
"minetest", "core",
"dump",
"vector",
"VoxelManip", "VoxelArea",
"PseudoRandom", "ItemStack",
"unpack",
-- Silence "accessing undefined field copy of global table".
table = { fields = { "copy" } }
}
-- Overwrites minetest.handle_node_drops
files["mods/creative/init.lua"].globals = { "minetest" }
-- Don't report on legacy definitions of globals.
files["mods/default/legacy.lua"].global = false

12
.travis.yml Normal file
View file

@ -0,0 +1,12 @@
language: generic
sudo: false
addons:
apt:
packages:
- luarocks
before_install:
- luarocks install --local luacheck
script:
- $HOME/.luarocks/bin/luacheck --no-color ./mods
notifications:
email: false

View file

@ -1,33 +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: [Installing Mods](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 [www.minetest.net](https://www.minetest.net/downloads/).
## Licensing
See `LICENSE.txt`

View file

@ -1,3 +1 @@
title = TechEth Game
author = Minetest, Illuna
description = Game of the Illuna TechEth flagship-server, based on the official minetest_game
name = Illuna

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
------------
@ -93,84 +78,21 @@ For example,
is used to show all tools. Name is used in the sfinv page name, title is the
human readable title.
Creative provides `creative.is_enabled_for(name)`, which is identical in
functionality to the engine's `minetest.creative_is_enabled(name)`.
Its use is deprecated and it should also not be overriden.
`is_enabled_for` is used to check whether a player is in creative mode:
creative.is_enabled_for(name)
Override this to allow per-player game modes.
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.
Group overrides can be used for any registered item, node or tool. Use one of
the groups stated below to pick which category it will appear in.
node = 1 -- Appears in the Nodes category
tool = 1 -- Appears in the Tools category
craftitem = 1 -- Appears in the Items category
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 = "default:chest" }`
`default.chest.register_chest(name, def)`
* Registers new chest
* `name` Name for chest e.g. "default: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
@ -206,104 +128,37 @@ 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},
model = "mod_door", -- (optional)
-- Model name without a suffix ("big_door" not "big_door_a.obj", "big_door_b.obj")
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
gain_open = 0.3, -- optional, defaults to 0.3
gain_close = 0.3, -- optional, defaults to 0.3
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
use_texture_alpha = "clip",
### Trapdoor definition
description = "Trapdoor description",
inventory_image = "mod_trapdoor_inv.png",
nodebox_closed = {} -- Nodebox for closed model
nodebox_opened = {} -- Nodebox for opened model
-- (optional) both nodeboxes must be used, not one only
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
gain_open = 0.3, -- optional, defaults to 0.3
gain_close = 0.3, -- optional, defaults to 0.3
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
use_texture_alpha = "clip",
### Fence gate definition
description = "Wooden Fence Gate",
texture = "default_wood.png", -- `backface_culling` will automatically be
-- set to `true` if not specified.
texture = "default_wood.png",
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
---------
@ -326,7 +181,6 @@ 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
---------
@ -339,7 +193,6 @@ walls.register(name, desc, texture, mat, sounds)
^ mat = "default:stone". Used to auto-generate crafting recipe.
^ sounds = sounds: see [#Default sounds]
Farming API
-----------
@ -373,8 +226,6 @@ The farming API allows you to easily register plants and hoes.
{
description = "", -- Description of seed item
harvest_description = "", -- Description of harvest item
-- (optional, derived automatically if not provided)
inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
steps = 8, -- How many steps the plant has to grow, until it can be harvested
-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
@ -382,12 +233,9 @@ 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)`
@ -434,89 +282,21 @@ Give Initial Stuff API
^ str is a comma separated list of initial stuff
^ Adds items to the list of items to be given
Nyancat API
-----------
Player API
----------
`nyancat.place(pos, facedir, length)`
The player API can register player models and update the player's appearance.
^ Place a cat at `pos` facing `facedir` with tail length `length`
Only accepts facedir 0-3, if facedir > 3 then it will be interpreted as facedir = 0
* `player_api.globalstep(dtime, ...)`
* The function called by the globalstep that controls player animations.
You can override this to replace the globalstep with your own implementation.
* Receives all args that minetest.register_globalstep() passes
* `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_models[name]`
* Get a model's definition
* `name`: model filename
* 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 if speed or anim_name differ from the currently playing animation
* `player`: PlayerRef
* `anim_name`: name of the animation
* `speed`: keyframes per second. If nil, the default from the model def is used
* `player_api.set_textures(player, textures)`
* Sets player textures
* `player`: PlayerRef
* `textures`: array of textures. If nil, the default from the model def is used
* `player_api.set_textures(player, index, texture)`
* Sets one of the player textures
* `player`: PlayerRef
* `index`: Index into array of all textures
* `texture`: the texture string
* `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
* `player_api.player_attached`
* A table that maps a player name to a boolean
* If the value for a given player is set to true, the default player animations
(walking, digging, ...) will no longer be updated, and knockback from damage is
prevented for that player
* Example of usage: A mod sets a player's value to true when attached to a vehicle
### Model Definition
{
animation_speed = 30, -- Default animation speed, in keyframes per second
textures = {"character.png"}, -- Default array of textures
animations = {
-- [anim_name] = {
-- x = <start_frame>,
-- y = <end_frame>,
-- collisionbox = <model collisionbox>, -- (optional)
-- eye_height = <model eye height>, -- (optional)
-- -- suspend client side animations while this one is active (optional)
-- override_local = <true/false>
-- },
stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
sit = ... -- used by boats and other MTG mods
},
-- Default object properties, see lua_api.txt
visual_size = {x = 1, y = 1},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
stepheight = 0.6,
eye_height = 1.47
}
`nyancat.generate(minp, maxp, seed)`
^ Called by `minetest.register_on_generated`. To disable nyancat generation,
you can redefine nyancat.generate() to be an empty function
TNT API
-------
----------
`tnt.register_tnt(definition)`
@ -526,7 +306,6 @@ 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.
@ -536,20 +315,17 @@ TNT API
* `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
* `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
`tnt.boom(position[, definition])`
`tnt.boom(position, definition)`
^ Create an explosion.
* `position` The center of explosion.
* `definition` The TNT definion as passed to `tnt.register` with the following addition:
* `explode_center` false by default which removes TNT node on blast, when true will explode center node.
* `definition` The TNT definion as passed to `tnt.register`
`tnt.burn(position, [nodename])`
^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
If no such callback exists, fallback to turn tnt group nodes to their
"_burning" variant.
nodename isn't required unless already known.
^ Ignite TNT at position, nodename isn't required unless already known.
To make dropping items from node inventories easier, you can use the
following helper function from 'default':
@ -634,15 +410,11 @@ 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.
@ -739,78 +511,38 @@ 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.
The following node attributes are sourced from the recipeitem:
* use_texture_alpha
* sunlight_propagates
* light_source
* If the recipeitem is a fuel, the stair/slab is also registered as a fuel of proportionate burntime.
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
* 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, full_description)`
`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 with "Inner" prepended
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
`stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
* 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 with "Outer" prepended
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
```
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab,
sounds, worldaligntex, desc_stair_inner, desc_stair_outer)
```
* 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 unless
`desc_stair_inner` or `desc_stair_outer` are specified, which are used instead.
* `desc_stair`: Description for stair node
* `desc_slab`: Description for slab node
* `desc_stair_inner`: Description for inner stair node
* `desc_stair_outer`: Description for outer stair node
Xpanes API
----------
@ -825,18 +557,12 @@ Creates panes that automatically connect to each other
### Pane definition
{
textures = {
"texture for front and back",
(unused),
"texture for the 4 edges"
}, -- More tiles aren't supported
textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
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
--------------------
@ -870,48 +596,64 @@ 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
---------
@ -950,39 +692,70 @@ 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
-----
@ -1005,27 +778,14 @@ Trees
* `default.grow_new_pine_tree(pos)`
* Grows a new design pine tree at pos
* `default.grow_new_snowy_pine_tree(pos)`
* Grows a new design snowy pine tree at pos
* `default.grow_new_acacia_tree(pos)`
* Grows a new design acacia tree at pos
* `default.grow_new_aspen_tree(pos)`
* Grows a new design aspen tree at pos
* `default.grow_bush(pos)`
* Grows a bush at pos
* `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
* `default.grow_new_snowy_pine_tree(pos)`
* Grows a new design snowy pine tree at pos
Carts
-----
@ -1049,7 +809,6 @@ Carts
likely be called many times per second, so the function needs
to make sure that the event is handled properly.
Key API
-------
@ -1107,41 +866,3 @@ for the wielded skeleton key.
if `nil` is returned, it is assumed that the wielder did not have
permissions to create a key for this node, and no key is created.
`default.register_craft_metadata_copy(ingredient, result)`
----------------------------------------------------------
This function registers a shapeless recipe that takes `ingredient`
and `result` as input and outputs `result`.
The metadata of the input `result` is copied to the output `result`.
Log API
-------
Logs action of the player with a node at a certain position.
By default only actions of real players are logged.
Actions of non-players (usually machines) are logged only when
setting `log_non_player_actions` is enabled.
A player is considered non-player if `player:is_player()` returns
`false` or `player.is_fake_player` is truthy. The use of
`is_fake_player` is an unofficial standard between mods.
These non-players are marked by the content of `is_fake_player`
(if it is a string) or a "*" in brackets after the player name in
the log.
`default.log_player_action(player, ...)`
* `player` The player who performed the action
* `message_parts` Any mumber of message parts describing the action
in 3rd person singular present tense. It can also
contain a `pos` which is logged as "(X,Y,Z)"
`default.set_inventory_action_loggers(def, name)`
* sets the callbacks `on_metadata_inventory_move`,
`on_metadata_inventory_put` and `on_metadata_inventory_take`
that log corresponding actions
* `def` See [Node definition]
* `name` Description of the node in the log message

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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
@ -23,58 +20,31 @@
# 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.
#flame_sound = true
# 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
# If enabled, fences and walls cannot be jumped over.
#enable_fence_tall = false
# Whether the engine's spawn search, which does not check for a suitable
# starting biome, is used.
# Default value is false.
#engine_spawn = false
# Whether river water source nodes create flowing sounds.
# Helps rivers create more sound, especially on level sections.
#river_source_sounds = false
# Enable cloud and shadow intensity variation by the 'weather' mod.
# Non-functional in V6 or Singlenode mapgens.
#enable_weather = true
# If enabled, non-player actions are logged
#log_non_player_actions = false

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mods/bags Submodule

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@ -10,16 +10,12 @@ 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 players to skip the night.
To sleep, right click on the bed. If playing in singleplayer mode the night gets skipped
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
immediately. If playing multiplayer you get shown how many other players are in bed too,
if all players are sleeping the night gets skipped. The night skip can be forced if more
than half of the players are lying in bed and use this option.
than 50% of the players are lying in bed and use this option.
Another feature is a controlled respawning. If you have slept in bed (not just lying in
it) your respawn point is set to the beds location and you will respawn there after

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@ -17,8 +17,6 @@ local function destruct_bed(pos, n)
reverse = not reverse
minetest.remove_node(other)
minetest.check_for_falling(other)
beds.remove_spawns_at(pos)
beds.remove_spawns_at(other)
else
reverse = not reverse
end
@ -31,7 +29,6 @@ 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,
@ -52,24 +49,21 @@ function beds.register_bed(name, def)
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
not (placer and placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
local pos
if udef and udef.buildable_to then
if minetest.registered_items[minetest.get_node(under).name].buildable_to then
pos = under
else
pos = pointed_thing.above
end
local player_name = placer and placer:get_player_name() or ""
if minetest.is_protected(pos, player_name) and
not minetest.check_player_privs(player_name, "protection_bypass") then
minetest.record_protection_violation(pos, player_name)
if minetest.is_protected(pos, placer:get_player_name()) and
not minetest.check_player_privs(placer, "protection_bypass") then
minetest.record_protection_violation(pos, placer:get_player_name())
return itemstack
end
@ -78,13 +72,12 @@ function beds.register_bed(name, def)
return itemstack
end
local dir = placer and placer:get_look_dir() and
minetest.dir_to_facedir(placer:get_look_dir()) or 0
local dir = minetest.dir_to_facedir(placer:get_look_dir())
local botpos = vector.add(pos, minetest.facedir_to_dir(dir))
if minetest.is_protected(botpos, player_name) and
not minetest.check_player_privs(player_name, "protection_bypass") then
minetest.record_protection_violation(botpos, player_name)
if minetest.is_protected(botpos, placer:get_player_name()) and
not minetest.check_player_privs(placer, "protection_bypass") then
minetest.record_protection_violation(botpos, placer:get_player_name())
return itemstack
end
@ -96,7 +89,7 @@ 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 minetest.is_creative_enabled(player_name) then
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
@ -111,7 +104,7 @@ 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)
@ -123,7 +116,7 @@ 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))
@ -143,21 +136,16 @@ 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", {
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,
not_in_creative_inventory = 1},
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
sounds = def.sounds or default.node_sound_wood_defaults(),
drop = name .. "_bottom",
node_box = {
@ -167,12 +155,6 @@ 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",
@ -79,12 +74,12 @@ beds.register_bed("beds:bed", {
}
},
nodebox = {
bottom = {-0.5, -0.5, -0.5, 0.5, 0.0625, 0.5},
top = {-0.5, -0.5, -0.5, 0.5, 0.0625, 0.5},
bottom = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
top = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.0625, 1.5},
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

@ -1,33 +1,28 @@
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")
local enable_respawn = minetest.setting_getbool("enable_bed_respawn")
if enable_respawn == nil then
enable_respawn = true
end
-- support for MT game translation.
local S = beds.get_translator
-- 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
local function is_night_skip_enabled()
local enable_night_skip = minetest.settings:get_bool("enable_bed_night_skip")
local enable_night_skip = minetest.setting_getbool("enable_bed_night_skip")
if enable_night_skip == nil then
enable_night_skip = true
end
@ -60,105 +55,61 @@ local function lay_down(player, pos, bed_pos, state, skip)
-- stand up
if state ~= nil and not state then
if not beds.player[name] then
-- player not in bed, do nothing
return false
local p = beds.pos[name] or nil
if beds.player[name] ~= nil then
beds.player[name] = nil
player_in_bed = player_in_bed - 1
end
beds.bed_position[name] = nil
-- skip here to prevent sending player specific changes (used for leaving players)
if skip then
return
end
player:set_pos(beds.pos[name])
if p then
player:setpos(p)
end
-- 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
default.player_attached[name] = false
player:set_physics_override(1, 1, 1)
hud_flags.wielditem = true
player_api.set_animation(player, "stand" , 30)
default.player_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.player[name] = 1
beds.pos[name] = pos
beds.bed_position[name] = bed_pos
beds.player[name] = {physics_override = player:get_physics_override()}
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})
local yaw, param2 = get_look_yaw(bed_pos)
player:set_look_horizontal(yaw)
local dir = minetest.facedir_to_dir(param2)
-- p.y is just above the nodebox height of the 'Simple Bed' (the highest bed),
-- to avoid sinking down through the bed.
local p = {
x = bed_pos.x + dir.x / 2,
y = bed_pos.y + 0.07,
z = bed_pos.z + dir.z / 2
}
player:set_physics_override({speed = 0, jump = 0, gravity = 0})
player:set_pos(p)
player_api.player_attached[name] = true
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:setpos(p)
default.player_attached[name] = true
hud_flags.wielditem = false
player_api.set_animation(player, "lay" , 0)
default.player_set_animation(player, "lay" , 0)
end
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 player_in_bed = get_player_in_bed_count()
local form_n
local is_majority = (ges / 2) < player_in_bed
local form_n
local esc = minetest.formspec_escape
if finished then
form_n = beds.formspec .. "label[2.7,9;" .. esc(S("Good morning.")) .. "]"
form_n = beds.formspec .. "label[2.7,11; Good morning.]"
else
form_n = beds.formspec .. "label[2.2,9;" ..
esc(S("@1 of @2 players are in bed", player_in_bed, ges)) .. "]"
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;" ..
esc(S("Force night skip")) .. "]"
form_n = form_n .. "button_exit[2,8;4,0.75;force;Force night skip]"
end
end
@ -183,14 +134,14 @@ 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
if beds.player[name] then
lay_down(player, nil, nil, false)
end
minetest.chat_send_player(name, S("You can only sleep at night."))
minetest.chat_send_player(name, "You can only sleep at night.")
return
end
@ -220,15 +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
@ -238,7 +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)
@ -259,42 +201,20 @@ 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
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")
local esc = minetest.formspec_escape
beds = {}
beds.player = {}
beds.bed_position = {}
beds.pos = {}
beds.spawn = {}
beds.get_translator = S
beds.formspec = "size[8,11;true]" ..
"no_prepend[]" ..
beds.formspec = "size[8,15;true]" ..
"bgcolor[#080808BB; true]" ..
"button_exit[2,10;4,0.75;leave;" .. esc(S("Leave Bed")) .. "]"
"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

@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Schickes Bett
Simple Bed=Schlichtes Bett
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

@ -1,10 +0,0 @@
# 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

@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Cama de lujo
Simple Bed=Cama sencilla
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 durmiendo
Force night skip=Forzar hacer de dia
You can only sleep at night.=Sólo puedes dormir por la noche.
Leave Bed=Levantarse

View file

@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Lit chic
Simple Bed=Lit simple
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

@ -1,10 +0,0 @@
# textdomain: beds
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 dapat tidur pada waktu malam.
Leave Bed=Tinggalkan Ranjang

View file

@ -1,10 +0,0 @@
# 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

View file

@ -1,10 +0,0 @@
# 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

View file

@ -1,10 +0,0 @@
# 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

View file

@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Katil Beragam
Simple Bed=Katil Biasa
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

View file

@ -1,10 +0,0 @@
# 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

View file

@ -1,10 +0,0 @@
# 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

View file

@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Детализированная Кровать
Simple Bed=Обычная Кровать
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

View file

@ -1,10 +0,0 @@
# 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

View file

@ -1,10 +0,0 @@
# 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

View file

@ -1,10 +0,0 @@
# 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

View file

@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=花式床
Simple Bed=简易床
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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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=花式床
Simple Bed=簡易床
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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@ -1,10 +0,0 @@
# textdomain: beds
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.=
Leave Bed=

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@ -1,3 +0,0 @@
name = beds
description = Minetest Game mod: beds
depends = default, wool

View file

@ -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
@ -61,12 +61,3 @@ function beds.set_spawns()
end
beds.save_spawns()
end
function beds.remove_spawns_at(pos)
for name, p in pairs(beds.spawn) do
if vector.equals(vector.round(p), pos) then
beds.spawn[name] = nil
end
end
beds.save_spawns()
end

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@ -1,37 +0,0 @@
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.

View file

@ -1,73 +0,0 @@
-- binoculars/init.lua
-- Mod global namespace
binoculars = {}
-- Load support for MT game translation.
local S = minetest.get_translator("binoculars")
-- Update player property
-- Global to allow overriding
function binoculars.update_player_property(player)
local new_zoom_fov = 0
if player:get_inventory():contains_item(
"main", "binoculars:binoculars") then
new_zoom_fov = 10
elseif minetest.is_creative_enabled(player:get_player_name()) 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") .. "\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)
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/

View file

@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Fernglas
Use with 'Zoom' key=Mit „Zoom“-Taste benutzen

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

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Prismáticos
Use with 'Zoom' key=Usar con la tecla 'Zoom'

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Jumelles
Use with 'Zoom' key=Utiliser avec le bouton « Zoom »

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Teropong
Use with 'Zoom' key=Pakai dengan tombol 'Zoom'

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Binocolo
Use with 'Zoom' key=Usalo col tasto 'Ingrandimento'

View file

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

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@ -1,3 +0,0 @@
# 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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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Binokular
Use with 'Zoom' key=Guna dengan kekunci 'Zum'

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

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@ -1,3 +0,0 @@
# 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=Бинокль
Use with 'Zoom' key=Используется с привилегией 'Zoom'

View file

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

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

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

View file

@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=望远镜
Use with 'Zoom' key=与“缩放”键一起使用

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=望遠鏡
Use with 'Zoom' key=與“縮放”鍵一起使用

View file

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

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@ -1,3 +0,0 @@
name = binoculars
description = Minetest Game mod: binoculars
depends = default

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@ -1 +1 @@
Subproject commit 396ca881dfea09fae6671dcd17486b356485cd8a
Subproject commit 9cdcdcfe6b9538c4f6daaa79c5e65f786f9577fa

@ -1 +1 @@
Subproject commit 470297eed24beb7e696929b254b7541e5483bd85
Subproject commit 750d0f85fc7621552fb956abe61ace335411d0c4

1
mods/boats Submodule

@ -0,0 +1 @@
Subproject commit a7534e938834c1a0322e49df796f613ca1f55880

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@ -1,31 +0,0 @@
Minetest Game mod: boats
========================
See license.txt for license information.
Authors of source code
----------------------
Originally by PilzAdam (MIT)
Various Minetest developers and contributors (MIT)
Authors of media (textures and model)
-------------------------------------
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.

View file

@ -1,290 +0,0 @@
-- boats/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("boats")
--
-- Helper functions
--
local function is_water(pos)
local nn = minetest.get_node(pos).name
return minetest.get_item_group(nn, "water") ~= 0
end
local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
return {x = x, y = y, z = z}
end
local function get_v(v)
return math.sqrt(v.x ^ 2 + v.z ^ 2)
end
--
-- Boat entity
--
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"},
},
driver = nil,
v = 0,
last_v = 0,
removed = false,
auto = false
}
function boat.on_rightclick(self, clicker)
if not clicker or not clicker:is_player() then
return
end
local name = clicker:get_player_name()
if self.driver and name == self.driver then
-- Cleanup happens in boat.on_detach_child
clicker:set_detach()
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
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)
end)
clicker:set_look_horizontal(self.object:get_yaw())
end
end
-- If driver leaves server while driving boat
function boat.on_detach_child(self, child)
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
function boat.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal = 1})
if staticdata then
self.v = tonumber(staticdata)
end
self.last_v = self.v
end
function boat.get_staticdata(self)
return tostring(self.v)
end
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
self.driver = nil
puncher:set_detach()
player_api.player_attached[name] = false
end
if not self.driver then
self.removed = true
local inv = puncher:get_inventory()
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
if not leftover:is_empty() then
minetest.add_item(self.object:get_pos(), leftover)
end
end
-- delay remove to ensure player is detached
minetest.after(0.1, function()
self.object:remove()
end)
end
end
function boat.on_step(self, dtime)
self.v = get_v(self.object:get_velocity()) * math.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("Boat cruise mode on"))
end
elseif ctrl.down then
self.v = self.v - dtime * 2.0
if self.auto then
self.auto = false
minetest.chat_send_player(self.driver, S("Boat cruise mode off"))
end
elseif ctrl.up or self.auto then
self.v = self.v + dtime * 2.0
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
end
end
end
local velo = self.object:get_velocity()
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
-- We need to preserve velocity sign to properly apply drag force
-- while moving backward
local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v)
-- If drag is larger than velocity, then stop horizontal movement
if math.abs(self.v) <= math.abs(drag) then
self.v = 0
else
self.v = self.v - drag
end
local p = self.object:get_pos()
p.y = p.y - 0.5
local new_velo
local new_acce = {x = 0, y = 0, z = 0}
if not is_water(p) then
local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
if (not nodedef) or nodedef.walkable then
self.v = 0
new_acce = {x = 0, y = 1, z = 0}
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())
else
p.y = p.y + 1
if is_water(p) then
local y = self.object:get_velocity().y
if y >= 5 then
y = 5
elseif y < 0 then
new_acce = {x = 0, y = 20, z = 0}
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())
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()
pos.y = math.floor(pos.y) + 0.5
self.object:set_pos(pos)
new_velo = get_velocity(self.v, self.object:get_yaw(), 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())
end
end
end
self.object:set_velocity(new_velo)
self.object:set_acceleration(new_acce)
end
minetest.register_entity("boats:boat", boat)
minetest.register_craftitem("boats:boat", {
description = S("Boat"),
inventory_image = "boats_inventory.png",
wield_image = "boats_wield.png",
wield_scale = {x = 2, y = 2, z = 1},
liquids_pointable = true,
groups = {flammable = 2},
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
if pointed_thing.type ~= "node" then
return itemstack
end
if not is_water(pointed_thing.under) then
return itemstack
end
pointed_thing.under.y = pointed_thing.under.y + 0.5
boat = minetest.add_entity(pointed_thing.under, "boats:boat")
if boat then
if placer then
boat:set_yaw(placer:get_look_horizontal())
end
local player_name = placer and placer:get_player_name() or ""
if not minetest.is_creative_enabled(player_name) then
itemstack:take_item()
end
end
return itemstack
end,
})
minetest.register_craft({
output = "boats:boat",
recipe = {
{"", "", "" },
{"group:wood", "", "group:wood"},
{"group:wood", "group:wood", "group:wood"},
},
})
minetest.register_craft({
type = "fuel",
recipe = "boats:boat",
burntime = 20,
})

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@ -1,63 +0,0 @@
License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2012-2016 Various Minetest developers and contributors
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 and model)
--------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2012-2016 Zeg9
Copyright (C) 2012-2016 thetoon
Copyright (C) 2012-2016 PavelS(SokolovPavel)
Copyright (C) 2016 sofar (sofar@foo-projects.org)
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:
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# textdomain: boats
Boat cruise mode on=Schneller Bootsmodus an
Boat cruise mode off=Schneller Bootsmodus aus
Boat=Boot

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# 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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# textdomain: boats
Boat cruise mode on=Modo crucero en bote activado
Boat cruise mode off=Modo crucero en bote desactivado
Boat=Bote

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# textdomain: boats
Boat cruise mode on=Bateau mode rapide activé
Boat cruise mode off=Bateau mode rapide désactivé
Boat=Bateau

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# textdomain: boats
Boat cruise mode on=Mode perahu jelajah nyala
Boat cruise mode off=Mode perahu jelajah mati
Boat=Perahu

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# 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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# 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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# 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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