Merge branch 'main' of https://github.com/IonicCheese/simple-shooter-game
1
TODO.txt
|
|
@ -10,3 +10,4 @@ TODO:
|
|||
-- Polish the game
|
||||
-- Rewrite the main mod from scratch with higher code standards
|
||||
-- A scoring system with leaderboards
|
||||
-- Implement configurable teams
|
||||
|
|
|
|||
|
|
@ -206,7 +206,9 @@ core.register_chatcommand("start", {
|
|||
local player_name = player:get_player_name()
|
||||
inv = player:get_inventory()
|
||||
inv:add_item("main", "ctf_ranged:ak47_loaded")
|
||||
inv:add_item("main", "ctf_ranged:ammo 3")
|
||||
inv:add_item("main", "ctf_ranged:remington870_loaded")
|
||||
inv:add_item("main", "ctf_ranged:glock17_loaded")
|
||||
inv:add_item("main", "ctf_ranged:ammo 50")
|
||||
player:set_properties({
|
||||
pointable = true, -- allow players to be killable after the match starts
|
||||
})
|
||||
|
|
|
|||
30
mods/mtg/beds/README.txt
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
Minetest Game mod: beds
|
||||
=======================
|
||||
See license.txt for license information.
|
||||
|
||||
Authors of source code
|
||||
----------------------
|
||||
Originally by BlockMen (MIT)
|
||||
Various Minetest Game 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 which allows players to skip the night.
|
||||
To sleep, right click on 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.
|
||||
|
||||
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
|
||||
death.
|
||||
You can disable the respawn at beds by setting "enable_bed_respawn = false" in
|
||||
minetest.conf.
|
||||
You can disable the night skip feature by setting "enable_bed_night_skip = false" in
|
||||
minetest.conf or by using the /set command in-game.
|
||||
204
mods/mtg/beds/api.lua
Normal file
|
|
@ -0,0 +1,204 @@
|
|||
-- Removes a node without calling on on_destruct()
|
||||
-- We use this to mess with bed nodes without causing unwanted recursion.
|
||||
local function remove_no_destruct(pos)
|
||||
minetest.swap_node(pos, {name = "air"})
|
||||
minetest.remove_node(pos) -- Now clear the meta
|
||||
minetest.check_for_falling(pos)
|
||||
end
|
||||
|
||||
--- returns the position of the other bed half (or nil on failure)
|
||||
local function get_other_bed_pos(pos, n)
|
||||
local node = core.get_node(pos)
|
||||
local dir = core.facedir_to_dir(node.param2)
|
||||
if not dir then
|
||||
return -- There are 255 possible param2 values. Ignore bad ones.
|
||||
end
|
||||
local other
|
||||
if n == 2 then
|
||||
other = vector.subtract(pos, dir)
|
||||
elseif n == 1 then
|
||||
other = vector.add(pos, dir)
|
||||
else
|
||||
return nil
|
||||
end
|
||||
|
||||
local onode = core.get_node(other)
|
||||
if onode.param2 == node.param2 and core.get_item_group(onode.name, "bed") ~= 0 then
|
||||
return other
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
local function destruct_bed(pos, n)
|
||||
local other = get_other_bed_pos(pos, n)
|
||||
if other then
|
||||
remove_no_destruct(other)
|
||||
beds.remove_spawns_at(other)
|
||||
end
|
||||
beds.remove_spawns_at(pos)
|
||||
end
|
||||
|
||||
function beds.register_bed(name, def)
|
||||
minetest.register_node(name .. "_bottom", {
|
||||
description = def.description,
|
||||
inventory_image = def.inventory_image,
|
||||
wield_image = def.wield_image,
|
||||
drawtype = "nodebox",
|
||||
tiles = def.tiles.bottom,
|
||||
use_texture_alpha = "clip",
|
||||
paramtype = "light",
|
||||
paramtype2 = "facedir",
|
||||
is_ground_content = false,
|
||||
stack_max = 1,
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 1},
|
||||
sounds = def.sounds or default.node_sound_wood_defaults(),
|
||||
node_box = {
|
||||
type = "fixed",
|
||||
fixed = def.nodebox.bottom,
|
||||
},
|
||||
selection_box = {
|
||||
type = "fixed",
|
||||
fixed = def.selectionbox,
|
||||
},
|
||||
|
||||
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
|
||||
|
||||
local pos
|
||||
if udef and udef.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)
|
||||
return itemstack
|
||||
end
|
||||
|
||||
local node_def = minetest.registered_nodes[minetest.get_node(pos).name]
|
||||
if not node_def or not node_def.buildable_to then
|
||||
return itemstack
|
||||
end
|
||||
|
||||
local dir = placer and placer:get_look_dir() and
|
||||
minetest.dir_to_facedir(placer:get_look_dir()) or 0
|
||||
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)
|
||||
return itemstack
|
||||
end
|
||||
|
||||
local botdef = minetest.registered_nodes[minetest.get_node(botpos).name]
|
||||
if not botdef or not botdef.buildable_to then
|
||||
return itemstack
|
||||
end
|
||||
|
||||
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
|
||||
itemstack:take_item()
|
||||
end
|
||||
return itemstack
|
||||
end,
|
||||
|
||||
on_destruct = function(pos)
|
||||
destruct_bed(pos, 1)
|
||||
end,
|
||||
|
||||
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
||||
beds.on_rightclick(pos, clicker)
|
||||
return itemstack
|
||||
end,
|
||||
|
||||
on_rotate = function(pos, node, user, _, new_param2)
|
||||
local dir = minetest.facedir_to_dir(node.param2)
|
||||
if not dir then
|
||||
return false
|
||||
end
|
||||
-- old position of the top node
|
||||
local p = vector.add(pos, dir)
|
||||
local node2 = minetest.get_node_or_nil(p)
|
||||
if not node2 or minetest.get_item_group(node2.name, "bed") ~= 2 or
|
||||
node.param2 ~= node2.param2 then
|
||||
return false
|
||||
end
|
||||
if minetest.is_protected(p, user:get_player_name()) then
|
||||
minetest.record_protection_violation(p, user:get_player_name())
|
||||
return false
|
||||
end
|
||||
if new_param2 % 32 > 3 then
|
||||
return false
|
||||
end
|
||||
-- new position of the top node
|
||||
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
|
||||
local node3 = minetest.get_node_or_nil(newp)
|
||||
local node_def = node3 and minetest.registered_nodes[node3.name]
|
||||
if not node_def or not node_def.buildable_to then
|
||||
return false
|
||||
end
|
||||
if minetest.is_protected(newp, user:get_player_name()) then
|
||||
minetest.record_protection_violation(newp, user:get_player_name())
|
||||
return false
|
||||
end
|
||||
node.param2 = new_param2
|
||||
remove_no_destruct(p)
|
||||
minetest.set_node(pos, node)
|
||||
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,
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2,
|
||||
not_in_creative_inventory = 1},
|
||||
sounds = def.sounds or default.node_sound_wood_defaults(),
|
||||
drop = "",
|
||||
node_box = {
|
||||
type = "fixed",
|
||||
fixed = def.nodebox.top,
|
||||
},
|
||||
selection_box = {
|
||||
type = "fixed",
|
||||
-- Small selection box to allow digging stray top nodes
|
||||
fixed = {-0.3, -0.3, -0.3, 0.3, -0.1, 0.3},
|
||||
},
|
||||
on_destruct = function(pos)
|
||||
destruct_bed(pos, 2)
|
||||
end,
|
||||
can_dig = function(pos, player)
|
||||
local other = get_other_bed_pos(pos, 2)
|
||||
return (not other) or beds.can_dig(other)
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_alias(name, name .. "_bottom")
|
||||
|
||||
minetest.register_craft({
|
||||
output = name,
|
||||
recipe = def.recipe
|
||||
})
|
||||
end
|
||||
109
mods/mtg/beds/beds.lua
Normal file
|
|
@ -0,0 +1,109 @@
|
|||
-- 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"),
|
||||
inventory_image = "beds_bed_fancy.png",
|
||||
wield_image = "beds_bed_fancy.png",
|
||||
tiles = {
|
||||
bottom = {
|
||||
"beds_bed_top1.png",
|
||||
"beds_bed_under.png",
|
||||
"beds_bed_side1.png",
|
||||
"beds_bed_side1.png^[transformFX",
|
||||
"beds_bed_foot.png",
|
||||
"beds_bed_foot.png",
|
||||
},
|
||||
top = {
|
||||
"beds_bed_top2.png",
|
||||
"beds_bed_under.png",
|
||||
"beds_bed_side2.png",
|
||||
"beds_bed_side2.png^[transformFX",
|
||||
"beds_bed_head.png",
|
||||
"beds_bed_head.png",
|
||||
}
|
||||
},
|
||||
nodebox = {
|
||||
bottom = {
|
||||
{-0.5, -0.5, -0.5, -0.375, -0.065, -0.4375},
|
||||
{0.375, -0.5, -0.5, 0.5, -0.065, -0.4375},
|
||||
{-0.5, -0.375, -0.5, 0.5, -0.125, -0.4375},
|
||||
{-0.5, -0.375, -0.5, -0.4375, -0.125, 0.5},
|
||||
{0.4375, -0.375, -0.5, 0.5, -0.125, 0.5},
|
||||
{-0.4375, -0.3125, -0.4375, 0.4375, -0.0625, 0.5},
|
||||
},
|
||||
top = {
|
||||
{-0.5, -0.5, 0.4375, -0.375, 0.1875, 0.5},
|
||||
{0.375, -0.5, 0.4375, 0.5, 0.1875, 0.5},
|
||||
{-0.5, 0, 0.4375, 0.5, 0.125, 0.5},
|
||||
{-0.5, -0.375, 0.4375, 0.5, -0.125, 0.5},
|
||||
{-0.5, -0.375, -0.5, -0.4375, -0.125, 0.5},
|
||||
{0.4375, -0.375, -0.5, 0.5, -0.125, 0.5},
|
||||
{-0.4375, -0.3125, -0.5, 0.4375, -0.0625, 0.4375},
|
||||
}
|
||||
},
|
||||
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
|
||||
recipe = {
|
||||
{"", "", "group:stick"},
|
||||
{"wool:white", "wool:white", "wool:white"},
|
||||
{"group:wood", "group:wood", "group:wood"},
|
||||
},
|
||||
})
|
||||
|
||||
-- Simple shaped bed
|
||||
|
||||
beds.register_bed("beds:bed", {
|
||||
description = S("Simple Bed"),
|
||||
inventory_image = "beds_bed.png",
|
||||
wield_image = "beds_bed.png",
|
||||
tiles = {
|
||||
bottom = {
|
||||
"beds_bed_top_bottom.png^[transformR90",
|
||||
"beds_bed_under.png",
|
||||
"beds_bed_side_bottom_r.png",
|
||||
"beds_bed_side_bottom_r.png^[transformFX",
|
||||
"blank.png",
|
||||
"beds_bed_side_bottom.png"
|
||||
},
|
||||
top = {
|
||||
"beds_bed_top_top.png^[transformR90",
|
||||
"beds_bed_under.png",
|
||||
"beds_bed_side_top_r.png",
|
||||
"beds_bed_side_top_r.png^[transformFX",
|
||||
"beds_bed_side_top.png",
|
||||
"blank.png",
|
||||
}
|
||||
},
|
||||
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},
|
||||
},
|
||||
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.0625, 1.5},
|
||||
recipe = {
|
||||
{"wool:white", "wool:white", "wool:white"},
|
||||
{"group:wood", "group:wood", "group:wood"}
|
||||
},
|
||||
})
|
||||
|
||||
-- Aliases for PilzAdam's beds mod
|
||||
|
||||
minetest.register_alias("beds:bed_bottom_red", "beds:bed_bottom")
|
||||
minetest.register_alias("beds:bed_top_red", "beds:bed_top")
|
||||
|
||||
-- Fuel
|
||||
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "beds:fancy_bed_bottom",
|
||||
burntime = 13,
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "beds:bed_bottom",
|
||||
burntime = 12,
|
||||
})
|
||||
354
mods/mtg/beds/functions.lua
Normal file
|
|
@ -0,0 +1,354 @@
|
|||
local pi = math.pi
|
||||
local is_sp = minetest.is_singleplayer()
|
||||
local enable_respawn = minetest.settings:get_bool("enable_bed_respawn")
|
||||
if enable_respawn == nil then
|
||||
enable_respawn = true
|
||||
end
|
||||
|
||||
-- Physics override management mods (shadow the global variable)
|
||||
local player_monoids = core.get_modpath("player_monoids") and player_monoids
|
||||
local pova = core.get_modpath("pova") and pova
|
||||
|
||||
if player_monoids and not player_monoids.speed.checkout_branch then
|
||||
-- This function exists since 2025-05-17
|
||||
core.log("warning", "[beds] player_monoids is too old, thus not supported.")
|
||||
player_monoids = nil
|
||||
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
|
||||
else
|
||||
return 0, rotation
|
||||
end
|
||||
end
|
||||
|
||||
local function is_night_skip_enabled()
|
||||
local enable_night_skip = minetest.settings:get_bool("enable_bed_night_skip")
|
||||
if enable_night_skip == nil then
|
||||
enable_night_skip = true
|
||||
end
|
||||
return enable_night_skip
|
||||
end
|
||||
|
||||
local function check_in_beds(players)
|
||||
local in_bed = beds.player
|
||||
if not players then
|
||||
players = minetest.get_connected_players()
|
||||
end
|
||||
|
||||
for n, player in ipairs(players) do
|
||||
local name = player:get_player_name()
|
||||
if not in_bed[name] then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
return #players > 0
|
||||
end
|
||||
|
||||
local function set_physics_override(player, put_to_bed)
|
||||
local IDENTIFIER = "beds:lie"
|
||||
local OVERRIDES = {speed = 0, jump = 0, gravity = 0}
|
||||
|
||||
local name = player:get_player_name()
|
||||
local pdata = beds.player[name]
|
||||
|
||||
if put_to_bed then -- Freeze player
|
||||
if player_monoids then
|
||||
for k, v in pairs(OVERRIDES) do
|
||||
local monoid = player_monoids[k]
|
||||
pdata["monoid_branch_" .. k] = monoid:get_active_branch(player)
|
||||
-- Change the "context" of the physics overrides
|
||||
local branch = monoid:checkout_branch(player, IDENTIFIER)
|
||||
branch:add_change(player, v)
|
||||
end
|
||||
elseif pova then
|
||||
pova.add_override(name, "force", OVERRIDES)
|
||||
pova.do_override(player)
|
||||
else
|
||||
-- Directly use engine API. May conflict with other mods.
|
||||
pdata.physics_override = player:get_physics_override()
|
||||
player:set_physics_override(OVERRIDES)
|
||||
end
|
||||
else -- Unfreeze player
|
||||
if player_monoids then
|
||||
for k, _ in pairs(OVERRIDES) do
|
||||
local monoid = player_monoids[k]
|
||||
monoid:checkout_branch(player, pdata["monoid_branch_" .. k])
|
||||
monoid:get_branch(IDENTIFIER):delete(player)
|
||||
end
|
||||
elseif pova then
|
||||
pova.del_override(name, "force")
|
||||
pova.do_override(player)
|
||||
else
|
||||
-- Restore the changed fields
|
||||
player:set_physics_override({
|
||||
speed = pdata.physics_override.speed,
|
||||
jump = pdata.physics_override.jump,
|
||||
gravity = pdata.physics_override.gravity
|
||||
})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function lay_down(player, pos, bed_pos, state, skip)
|
||||
local name = player:get_player_name()
|
||||
local hud_flags = player:hud_get_flags()
|
||||
|
||||
if not player or not name then
|
||||
return
|
||||
end
|
||||
|
||||
-- stand up
|
||||
if state ~= nil and not state then
|
||||
if not beds.player[name] then
|
||||
-- player not in bed, do nothing
|
||||
return false
|
||||
end
|
||||
beds.bed_position[name] = nil
|
||||
-- skip here to prevent sending player specific changes (used for leaving players)
|
||||
if skip then
|
||||
return
|
||||
end
|
||||
player:set_pos(beds.pos[name])
|
||||
|
||||
-- physics, eye_offset, etc
|
||||
set_physics_override(player, false)
|
||||
beds.player[name] = nil
|
||||
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
|
||||
hud_flags.wielditem = true
|
||||
player_api.set_animation(player, "stand" , 30)
|
||||
|
||||
-- lay down
|
||||
else
|
||||
|
||||
-- Check if bed is occupied
|
||||
for _, other_pos in pairs(beds.bed_position) do
|
||||
if vector.distance(bed_pos, other_pos) < 0.1 then
|
||||
minetest.chat_send_player(name, S("This bed is already occupied!"))
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
-- Check if player is moving
|
||||
if vector.length(player:get_velocity()) > 0.05 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] = {}
|
||||
beds.pos[name] = pos
|
||||
beds.bed_position[name] = bed_pos
|
||||
|
||||
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
|
||||
}
|
||||
set_physics_override(player, true)
|
||||
player:set_pos(p)
|
||||
player_api.player_attached[name] = true
|
||||
hud_flags.wielditem = false
|
||||
player_api.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 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.")) .. "]"
|
||||
else
|
||||
form_n = beds.formspec .. "label[2.2,9;" ..
|
||||
esc(S("@1 of @2 players are in bed", player_in_bed, ges)) .. "]"
|
||||
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")) .. "]"
|
||||
end
|
||||
end
|
||||
|
||||
for name,_ in pairs(beds.player) do
|
||||
minetest.show_formspec(name, "beds_form", form_n)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Public functions
|
||||
|
||||
function beds.kick_players()
|
||||
for name, _ in pairs(beds.player) do
|
||||
local player = minetest.get_player_by_name(name)
|
||||
lay_down(player, nil, nil, false)
|
||||
end
|
||||
end
|
||||
|
||||
function beds.skip_night()
|
||||
minetest.set_timeofday(0.23)
|
||||
end
|
||||
|
||||
local update_scheduled = false
|
||||
local function schedule_update()
|
||||
if update_scheduled then
|
||||
-- there already is an update scheduled; don't schedule more to prevent races
|
||||
return
|
||||
end
|
||||
update_scheduled = true
|
||||
minetest.after(2, function()
|
||||
update_scheduled = false
|
||||
if not is_sp then
|
||||
update_formspecs(is_night_skip_enabled())
|
||||
end
|
||||
if is_night_skip_enabled() then
|
||||
-- skip the night and let all players stand up
|
||||
beds.skip_night()
|
||||
beds.kick_players()
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
function beds.on_rightclick(pos, player)
|
||||
local name = player:get_player_name()
|
||||
local ppos = player:get_pos()
|
||||
local tod = minetest.get_timeofday()
|
||||
|
||||
if tod > beds.day_interval.start and tod < beds.day_interval.finish 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."))
|
||||
return
|
||||
end
|
||||
|
||||
-- move to bed
|
||||
if not beds.player[name] then
|
||||
lay_down(player, ppos, pos)
|
||||
beds.set_spawns() -- save respawn positions when entering bed
|
||||
else
|
||||
lay_down(player, nil, nil, false)
|
||||
end
|
||||
|
||||
if not is_sp then
|
||||
update_formspecs(false)
|
||||
end
|
||||
|
||||
if check_in_beds() then
|
||||
schedule_update()
|
||||
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
|
||||
if enable_respawn then
|
||||
-- Respawn player at bed if valid position is found
|
||||
spawn.register_on_spawn(function(player, is_new)
|
||||
local pos = beds.spawn[player:get_player_name()]
|
||||
if pos then
|
||||
player:set_pos(pos)
|
||||
return true
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
minetest.register_on_leaveplayer(function(player)
|
||||
local name = player:get_player_name()
|
||||
lay_down(player, nil, nil, false, true)
|
||||
beds.player[name] = nil
|
||||
if check_in_beds() then
|
||||
schedule_update()
|
||||
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)
|
||||
beds.skip_night()
|
||||
beds.kick_players()
|
||||
else
|
||||
update_formspecs(false)
|
||||
end
|
||||
end
|
||||
end)
|
||||
31
mods/mtg/beds/init.lua
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
-- 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[]" ..
|
||||
"bgcolor[#080808BB;true]" ..
|
||||
"button_exit[2,10;4,0.75;leave;" .. esc(S("Leave Bed")) .. "]"
|
||||
|
||||
beds.day_interval = {
|
||||
start = 0.2,
|
||||
finish = 0.805,
|
||||
}
|
||||
|
||||
local modpath = minetest.get_modpath("beds")
|
||||
|
||||
-- Load files
|
||||
|
||||
dofile(modpath .. "/functions.lua")
|
||||
dofile(modpath .. "/api.lua")
|
||||
dofile(modpath .. "/beds.lua")
|
||||
dofile(modpath .. "/spawns.lua")
|
||||
61
mods/mtg/beds/license.txt
Normal file
|
|
@ -0,0 +1,61 @@
|
|||
License of source code
|
||||
----------------------
|
||||
|
||||
The MIT License (MIT)
|
||||
Copyright (C) 2014-2016 BlockMen
|
||||
Copyright (C) 2014-2016 Various Minetest Game 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)
|
||||
----------------------------
|
||||
|
||||
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.
|
||||
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/
|
||||
10
mods/mtg/beds/locale/beds.bg.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Модерно легло
|
||||
Simple Bed=Обикновено легло
|
||||
This bed is already occupied!=Това легло вече е заето!
|
||||
You have to stop moving before going to bed!=За да легнете трябва да спрете да се движите!
|
||||
Good morning.=Добро утро!
|
||||
@1 of @2 players are in bed=@1 от @2 играчи са легнали
|
||||
Force night skip=Прескачане на нощта
|
||||
You can only sleep at night.=Може да спите само през нощта.
|
||||
Leave Bed=Ставане от леглото
|
||||
10
mods/mtg/beds/locale/beds.da.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Luksuriøs seng
|
||||
Simple Bed=Simpel seng
|
||||
This bed is already occupied!=Denne seng er allerede taget!
|
||||
You have to stop moving before going to bed!=Du skal stoppe med at bevæge dig før du går i seng!
|
||||
Good morning.=God morgen.
|
||||
@1 of @2 players are in bed=@1 af @2 spillere er i seng
|
||||
Force night skip=Tvungen natte-overspring
|
||||
You can only sleep at night.=Du kan kun sove om natten.
|
||||
Leave Bed=Stå ud af sengen
|
||||
10
mods/mtg/beds/locale/beds.de.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# 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
|
||||
10
mods/mtg/beds/locale/beds.eo.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Luksa lito
|
||||
Simple Bed=Simpla lito
|
||||
This bed is already occupied!=Tiu lito jam estas okupata!
|
||||
You have to stop moving before going to bed!=Vi ĉesu moviĝi por enlitiĝi!
|
||||
Good morning.=Bonan matenon.
|
||||
@1 of @2 players are in bed=@1 el @2 ludantoj estas en lito
|
||||
Force night skip=Devigi noktan salton
|
||||
You can only sleep at night.=Vi povas dormi nur nokte.
|
||||
Leave Bed=Ellitiĝi
|
||||
10
mods/mtg/beds/locale/beds.es.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# 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
|
||||
10
mods/mtg/beds/locale/beds.eu.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Luxuzko ohea
|
||||
Simple Bed=Ohe arrunta
|
||||
This bed is already occupied!=Ohe hau okupatuta dago
|
||||
You have to stop moving before going to bed!=Utzi mugitzeari edo ezingo zara oheratu!
|
||||
Good morning.=Egun on.
|
||||
@1 of @2 players are in bed=@2 jokalaritik @1 lo daude
|
||||
Force night skip=Behartu egunez egitera
|
||||
You can only sleep at night.=Gauez bakarrik egin dezakezu lo.
|
||||
Leave Bed=Jaiki
|
||||
10
mods/mtg/beds/locale/beds.fr.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# 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
|
||||
10
mods/mtg/beds/locale/beds.hu.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Szép ágy
|
||||
Simple Bed=Egyszerű ágy
|
||||
This bed is already occupied!=Ez az ágy már foglalt!
|
||||
You have to stop moving before going to bed!=Meg kell állnod, mielőtt lefeküdhetnél!
|
||||
Good morning.=Jó reggelt.
|
||||
@1 of @2 players are in bed=@2 játékosból @1 van ágyban
|
||||
Force night skip=Éjszaka átugrása
|
||||
You can only sleep at night.=Csak éjszaka aludhatsz.
|
||||
Leave Bed=Ágy elhagyása
|
||||
10
mods/mtg/beds/locale/beds.id.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Ranjang Mewah
|
||||
Simple Bed=Ranjang Sederhana
|
||||
This bed is already occupied!=Ranjang telah terisi!
|
||||
You have to stop moving before going to bed!=Anda harus diam untuk tidur!
|
||||
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 bisa tidur pada waktu malam.
|
||||
Leave Bed=Tinggalkan Ranjang
|
||||
10
mods/mtg/beds/locale/beds.it.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# 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
|
||||
10
mods/mtg/beds/locale/beds.ja.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=ファンシーなベッド
|
||||
Simple Bed=シンプルなベッド
|
||||
This bed is already occupied!=ベッドはすでに使われています!
|
||||
You have to stop moving before going to bed!=寝るときは動かないでください!
|
||||
Good morning.=おはようございます。
|
||||
@1 of @2 players are in bed=ベッドに@1 / @2人います
|
||||
Force night skip=強制的に夜をスキップします
|
||||
You can only sleep at night.=夜しか寝れません。
|
||||
Leave Bed=ベッドから出ます
|
||||
10
mods/mtg/beds/locale/beds.jbo.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=lo selja'i ckana
|
||||
Simple Bed=lo sampu ckana
|
||||
This bed is already occupied!=.i lo ti ckana cu canlu
|
||||
You have to stop moving before going to bed!=lo nu do cando cu sarcu lo nu do sipna
|
||||
Good morning.=.i .uise'inai cerni
|
||||
@1 of @2 players are in bed=.i @1 cmima be lu'i @2 le pilno cu vreta lo ckana
|
||||
Force night skip=bapli le nu co'u nicte
|
||||
You can only sleep at night.=.i steci le ka nicte kei fa le ka do kakne le ka sipna ca pa ckaji be ce'u
|
||||
Leave Bed=cliva lo ckana
|
||||
10
mods/mtg/beds/locale/beds.lv.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Skaista gulta
|
||||
Simple Bed=Gulta
|
||||
This bed is already occupied!=Šī gulta jau ir aizņemta!
|
||||
You have to stop moving before going to bed!=Jums jāapstājas lai gulētu!
|
||||
Good morning.=Labrīt.
|
||||
@1 of @2 players are in bed=@1 no @2 spēlētājiem guļ gultās
|
||||
Force night skip=Izlaist nakti
|
||||
You can only sleep at night.=Jūs variet gulēt tikai naktī.
|
||||
Leave Bed=Celties no gultas
|
||||
10
mods/mtg/beds/locale/beds.ms.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Katil Beragam
|
||||
Simple Bed=Katil Biasa
|
||||
This bed is already occupied!=Katil ini sudah diduduki!
|
||||
You have to stop moving before going to bed!=Anda perlu berhenti bergerak sebelum tidur!
|
||||
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=Tinggalkan Katil
|
||||
10
mods/mtg/beds/locale/beds.pl.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Fantazyjne łóżko
|
||||
Simple Bed=Proste łóżko
|
||||
This bed is already occupied!=To łóżko jest już zajęte!
|
||||
You have to stop moving before going to bed!=Musisz się zatrzymać aby wejść do łóżka
|
||||
Good morning.=Dzień dobry.
|
||||
@1 of @2 players are in bed=@1 z @2 graczy śpią
|
||||
Force night skip=Wymuś pominięcie nocy
|
||||
You can only sleep at night.=Możesz spać tylko w nocy.
|
||||
Leave Bed=Opuść łóżko
|
||||
10
mods/mtg/beds/locale/beds.pt_BR.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Cama Bonita
|
||||
Simple Bed=Cama Simples
|
||||
This bed is already occupied!=Esta cama já está ocupada!
|
||||
You have to stop moving before going to bed!=Você precisa parar de se mover antes de ir para cama!
|
||||
Good morning.=Bom dia.
|
||||
@1 of @2 players are in bed=@1 de @2 jogadores estão na cama
|
||||
Force night skip=Forçar o amanhecer
|
||||
You can only sleep at night.=Você só pode dormir à noite
|
||||
Leave Bed=Sair da Cama
|
||||
10
mods/mtg/beds/locale/beds.ru.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Красивая кровать
|
||||
Simple Bed=Простая кровать
|
||||
This bed is already occupied!=Эта кровать уже занята!
|
||||
You have to stop moving before going to bed!=Вам нужно перестать двигаться чтобы лечь!
|
||||
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
|
||||
10
mods/mtg/beds/locale/beds.sk.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Pekná posteľ
|
||||
Simple Bed=Jednoduchá posteľ
|
||||
This bed is already occupied!=Táto posteľ je už obsadená
|
||||
You have to stop moving before going to bed!=Predtým ako si ľahneš do postele, sa musíš prestať pohybovať!
|
||||
Good morning.=Dobré ráno.
|
||||
@1 of @2 players are in bed=@1 z @2 hráčov sú v posteli
|
||||
Force night skip=Nútene preskočiť noc
|
||||
You can only sleep at night.=Môžeš spať len v noci.
|
||||
Leave Bed=Opusti posteľ
|
||||
10
mods/mtg/beds/locale/beds.sv.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Fin säng
|
||||
Simple Bed=Enkel säng
|
||||
This bed is already occupied!=Den här sängen används redan!
|
||||
You have to stop moving before going to bed!=Du måste stanna innan du kan lägga dig!
|
||||
Good morning.=God morgon.
|
||||
@1 of @2 players are in bed=@1 av @2 spelare försöker sova.
|
||||
Force night skip=Tvinga att hoppa över natt
|
||||
You can only sleep at night.=Du kan bara sova på natten.
|
||||
Leave Bed=Lämna säng
|
||||
10
mods/mtg/beds/locale/beds.uk.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Гарне ліжко
|
||||
Simple Bed=Просте ліжко
|
||||
This bed is already occupied!=Це ліжко вже зайняте!
|
||||
You have to stop moving before going to bed!=Зупиніться перед тим як лягти!
|
||||
Good morning.=Доброго ранку.
|
||||
@1 of @2 players are in bed=@1 з @2 гравців(-я) у ліжку
|
||||
Force night skip=Пропустити ніч
|
||||
You can only sleep at night.=Ви можете спати лише вночі.
|
||||
Leave Bed=Встати з ліжка
|
||||
10
mods/mtg/beds/locale/beds.zh_CN.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# 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
|
||||
10
mods/mtg/beds/locale/beds.zh_TW.tr
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=花式床
|
||||
Simple Bed=簡易床
|
||||
This bed is already occupied!=這個床已經被占據了!
|
||||
You have to stop moving before going to bed!=你必須在上床前停止移動!
|
||||
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
|
||||
10
mods/mtg/beds/locale/template.txt
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# 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=
|
||||
4
mods/mtg/beds/mod.conf
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
name = beds
|
||||
description = Minetest Game mod: beds
|
||||
depends = default, wool, spawn
|
||||
optional_depends = player_monoids, pova
|
||||
72
mods/mtg/beds/spawns.lua
Normal file
|
|
@ -0,0 +1,72 @@
|
|||
local world_path = minetest.get_worldpath()
|
||||
local org_file = world_path .. "/beds_spawns"
|
||||
local file = world_path .. "/beds_spawns"
|
||||
local bkwd = false
|
||||
|
||||
-- check for PA's beds mod spawns
|
||||
local cf = io.open(world_path .. "/beds_player_spawns", "r")
|
||||
if cf ~= nil then
|
||||
io.close(cf)
|
||||
file = world_path .. "/beds_player_spawns"
|
||||
bkwd = true
|
||||
end
|
||||
|
||||
function beds.read_spawns()
|
||||
local spawns = beds.spawn
|
||||
local input = io.open(file, "r")
|
||||
if input and not bkwd then
|
||||
repeat
|
||||
local x = input:read("*n")
|
||||
if x == nil then
|
||||
break
|
||||
end
|
||||
local y = input:read("*n")
|
||||
local z = input:read("*n")
|
||||
local name = input:read("*l")
|
||||
spawns[name:sub(2)] = {x = x, y = y, z = z}
|
||||
until input:read(0) == nil
|
||||
io.close(input)
|
||||
elseif input and bkwd then
|
||||
beds.spawn = minetest.deserialize(input:read("*all"))
|
||||
input:close()
|
||||
beds.save_spawns()
|
||||
os.rename(file, file .. ".backup")
|
||||
file = org_file
|
||||
end
|
||||
end
|
||||
|
||||
beds.read_spawns()
|
||||
|
||||
function beds.save_spawns()
|
||||
if not beds.spawn then
|
||||
return
|
||||
end
|
||||
local data = {}
|
||||
local output = io.open(org_file, "w")
|
||||
for k, v in pairs(beds.spawn) do
|
||||
table.insert(data, string.format("%.1f %.1f %.1f %s\n", v.x, v.y, v.z, k))
|
||||
end
|
||||
output:write(table.concat(data))
|
||||
io.close(output)
|
||||
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()
|
||||
-- but don't change spawn location if borrowing a bed
|
||||
if not minetest.is_protected(p, name) then
|
||||
beds.spawn[name] = p
|
||||
end
|
||||
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
|
||||
BIN
mods/mtg/beds/textures/beds_bed.png
Normal file
|
After Width: | Height: | Size: 490 B |
BIN
mods/mtg/beds/textures/beds_bed_fancy.png
Normal file
|
After Width: | Height: | Size: 486 B |
BIN
mods/mtg/beds/textures/beds_bed_foot.png
Normal file
|
After Width: | Height: | Size: 340 B |
BIN
mods/mtg/beds/textures/beds_bed_head.png
Normal file
|
After Width: | Height: | Size: 343 B |
BIN
mods/mtg/beds/textures/beds_bed_side1.png
Normal file
|
After Width: | Height: | Size: 248 B |
BIN
mods/mtg/beds/textures/beds_bed_side2.png
Normal file
|
After Width: | Height: | Size: 265 B |
BIN
mods/mtg/beds/textures/beds_bed_side_bottom.png
Normal file
|
After Width: | Height: | Size: 431 B |
BIN
mods/mtg/beds/textures/beds_bed_side_bottom_r.png
Normal file
|
After Width: | Height: | Size: 427 B |
BIN
mods/mtg/beds/textures/beds_bed_side_top.png
Normal file
|
After Width: | Height: | Size: 464 B |
BIN
mods/mtg/beds/textures/beds_bed_side_top_r.png
Normal file
|
After Width: | Height: | Size: 446 B |
BIN
mods/mtg/beds/textures/beds_bed_top1.png
Normal file
|
After Width: | Height: | Size: 474 B |
BIN
mods/mtg/beds/textures/beds_bed_top2.png
Normal file
|
After Width: | Height: | Size: 547 B |
BIN
mods/mtg/beds/textures/beds_bed_top_bottom.png
Normal file
|
After Width: | Height: | Size: 425 B |
BIN
mods/mtg/beds/textures/beds_bed_top_top.png
Normal file
|
After Width: | Height: | Size: 490 B |
BIN
mods/mtg/beds/textures/beds_bed_under.png
Normal file
|
After Width: | Height: | Size: 251 B |
87
mods/mtg/doors/README.txt
Normal file
|
|
@ -0,0 +1,87 @@
|
|||
Minetest Game mod: doors
|
||||
========================
|
||||
See license.txt for license information.
|
||||
|
||||
Authors of source code
|
||||
----------------------
|
||||
Originally by PilzAdam (MIT)
|
||||
|
||||
Modified by BlockMen (MIT): Added sounds, glass doors (glass, obsidian glass) and trapdoor.
|
||||
|
||||
Modified by sofar (sofar@foo-projects.org) (MIT):
|
||||
Added Steel trapdoor.
|
||||
Re-implemented most of the door algorithms, added meshes, UV wrapped texture.
|
||||
Added doors API to facilitate coding mods accessing and operating doors.
|
||||
Added Fence Gate model, code, and sounds.
|
||||
|
||||
Various Minetest Game developers and contributors (MIT)
|
||||
|
||||
|
||||
Authors of media (textures)
|
||||
---------------------------
|
||||
Following textures created by Fernando Zapata (CC BY-SA 3.0):
|
||||
door_wood.png
|
||||
door_wood_a.png
|
||||
door_wood_a_r.png
|
||||
door_wood_b.png
|
||||
door_wood_b_r.png
|
||||
|
||||
Following textures created by BlockMen (CC BY-SA 3.0):
|
||||
door_trapdoor.png
|
||||
door_obsidian_glass_side.png
|
||||
|
||||
Following textures created by celeron55 (CC BY-SA 3.0):
|
||||
door_glass_a.png
|
||||
door_glass_b.png
|
||||
|
||||
Following textures created by PenguinDad (CC BY-SA 4.0):
|
||||
door_glass.png
|
||||
door_obsidian_glass.png
|
||||
|
||||
Following textures created by sofar (CC-BY-SA-3.0):
|
||||
doors_trapdoor_steel.png
|
||||
|
||||
Following textures created by paramat (CC-BY-SA-3.0):
|
||||
door_trapdoor_side.png
|
||||
doors_trapdoor_steel_side.png
|
||||
|
||||
Obsidian door textures by red-001 based on textures by Pilzadam and BlockMen (CC BY-SA 3.0):
|
||||
door_obsidian_glass.png
|
||||
|
||||
Glass door textures by Krock and paramat based on textures by VanessaE (CC BY-SA 3.0):
|
||||
doors_door_glass.png
|
||||
doors_item_glass.png
|
||||
|
||||
All other textures (created by PilzAdam) (CC BY-SA 3.0):
|
||||
|
||||
Door textures were converted to the new texture map by sofar, paramat and
|
||||
red-001, under the same license as the originals.
|
||||
|
||||
|
||||
Authors of media (models)
|
||||
-------------------------
|
||||
Door 3d models by sofar (CC-BY-SA-3.0)
|
||||
- door_a.obj
|
||||
- door_b.obj
|
||||
Fence gate models by sofar (CC-BY-SA-3.0)
|
||||
- fencegate_open.obj
|
||||
- fencegate_closed.obj
|
||||
|
||||
|
||||
Authors of media (sounds)
|
||||
-------------------------
|
||||
Opening-Sound created by CGEffex (CC BY 3.0), modified by BlockMen
|
||||
door_open.ogg
|
||||
Closing-Sound created by bennstir (CC BY 3.0)
|
||||
door_close.ogg
|
||||
fencegate_open.ogg:
|
||||
http://www.freesound.org/people/mhtaylor67/sounds/126041/ - (CC0 1.0)
|
||||
fencegate_close.ogg:
|
||||
http://www.freesound.org/people/BarkersPinhead/sounds/274807/ - (CC-BY-3.0)
|
||||
http://www.freesound.org/people/rivernile7/sounds/249573/ - (CC-BY-3.0)
|
||||
Steel door sounds open & close (CC-BY-3.0) by HazMatt
|
||||
- http://www.freesound.org/people/HazMattt/sounds/187283/
|
||||
doors_steel_door_open.ogg
|
||||
doors_steel_door_close.ogg
|
||||
doors_glass_door_open.ogg, doors_glass_door_close.ogg:
|
||||
https://www.freesound.org/people/SkeetMasterFunk69/sounds/235546/ (CC0 1.0)
|
||||
937
mods/mtg/doors/init.lua
Normal file
|
|
@ -0,0 +1,937 @@
|
|||
-- doors/init.lua
|
||||
|
||||
-- our API object
|
||||
doors = {}
|
||||
|
||||
doors.registered_doors = {}
|
||||
doors.registered_trapdoors = {}
|
||||
|
||||
-- Load support for MT game translation.
|
||||
local S = minetest.get_translator("doors")
|
||||
|
||||
|
||||
local function replace_old_owner_information(pos)
|
||||
local meta = minetest.get_meta(pos)
|
||||
local owner = meta:get_string("doors_owner")
|
||||
if owner and owner ~= "" then
|
||||
meta:set_string("owner", owner)
|
||||
meta:set_string("doors_owner", "")
|
||||
end
|
||||
end
|
||||
|
||||
local function is_doors_upper_node(pos)
|
||||
return minetest.get_node(pos).name == "doors:hidden"
|
||||
end
|
||||
|
||||
-- returns an object to a door object or nil
|
||||
function doors.get(pos)
|
||||
local node_name = minetest.get_node(pos).name
|
||||
if doors.registered_doors[node_name] then
|
||||
-- A normal upright door
|
||||
return {
|
||||
pos = pos,
|
||||
open = function(self, player)
|
||||
if self:state() then
|
||||
return false
|
||||
end
|
||||
return doors.door_toggle(self.pos, nil, player)
|
||||
end,
|
||||
close = function(self, player)
|
||||
if not self:state() then
|
||||
return false
|
||||
end
|
||||
return doors.door_toggle(self.pos, nil, player)
|
||||
end,
|
||||
toggle = function(self, player)
|
||||
return doors.door_toggle(self.pos, nil, player)
|
||||
end,
|
||||
state = function(self)
|
||||
local state = minetest.get_meta(self.pos):get_int("state")
|
||||
return state %2 == 1
|
||||
end
|
||||
}
|
||||
elseif doors.registered_trapdoors[node_name] then
|
||||
-- A trapdoor
|
||||
return {
|
||||
pos = pos,
|
||||
open = function(self, player)
|
||||
if self:state() then
|
||||
return false
|
||||
end
|
||||
return doors.trapdoor_toggle(self.pos, nil, player)
|
||||
end,
|
||||
close = function(self, player)
|
||||
if not self:state() then
|
||||
return false
|
||||
end
|
||||
return doors.trapdoor_toggle(self.pos, nil, player)
|
||||
end,
|
||||
toggle = function(self, player)
|
||||
return doors.trapdoor_toggle(self.pos, nil, player)
|
||||
end,
|
||||
state = function(self)
|
||||
return minetest.get_node(self.pos).name:sub(-5) == "_open"
|
||||
end
|
||||
}
|
||||
else
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
-- this hidden node is placed on top of the bottom, and prevents
|
||||
-- nodes from being placed in the top half of the door.
|
||||
minetest.register_node("doors:hidden", {
|
||||
description = S("Hidden Door Segment"),
|
||||
inventory_image = "doors_hidden_segment.png^default_invisible_node_overlay.png",
|
||||
wield_image = "doors_hidden_segment.png^default_invisible_node_overlay.png",
|
||||
drawtype = "airlike",
|
||||
paramtype = "light",
|
||||
paramtype2 = "facedir",
|
||||
sunlight_propagates = true,
|
||||
-- has to be walkable for falling nodes to stop falling.
|
||||
walkable = true,
|
||||
pointable = false,
|
||||
diggable = false,
|
||||
buildable_to = false,
|
||||
floodable = false,
|
||||
drop = "",
|
||||
groups = {not_in_creative_inventory = 1},
|
||||
on_blast = function() end,
|
||||
-- 1px block inside door hinge near node top
|
||||
collision_box = {
|
||||
type = "fixed",
|
||||
fixed = {-15/32, 13/32, -15/32, -13/32, 1/2, -13/32},
|
||||
},
|
||||
})
|
||||
|
||||
-- table used to aid door opening/closing
|
||||
local transform = {
|
||||
{
|
||||
{v = "_a", param2 = 3},
|
||||
{v = "_a", param2 = 0},
|
||||
{v = "_a", param2 = 1},
|
||||
{v = "_a", param2 = 2},
|
||||
},
|
||||
{
|
||||
{v = "_c", param2 = 1},
|
||||
{v = "_c", param2 = 2},
|
||||
{v = "_c", param2 = 3},
|
||||
{v = "_c", param2 = 0},
|
||||
},
|
||||
{
|
||||
{v = "_b", param2 = 1},
|
||||
{v = "_b", param2 = 2},
|
||||
{v = "_b", param2 = 3},
|
||||
{v = "_b", param2 = 0},
|
||||
},
|
||||
{
|
||||
{v = "_d", param2 = 3},
|
||||
{v = "_d", param2 = 0},
|
||||
{v = "_d", param2 = 1},
|
||||
{v = "_d", param2 = 2},
|
||||
},
|
||||
}
|
||||
|
||||
function doors.door_toggle(pos, node, clicker)
|
||||
local meta = minetest.get_meta(pos)
|
||||
node = node or minetest.get_node(pos)
|
||||
local def = minetest.registered_nodes[node.name]
|
||||
local name = def.door.name
|
||||
|
||||
local state = meta:get_string("state")
|
||||
if state == "" then
|
||||
-- fix up lvm-placed right-hinged doors, default closed
|
||||
if node.name:sub(-2) == "_b" then
|
||||
state = 2
|
||||
else
|
||||
state = 0
|
||||
end
|
||||
else
|
||||
state = tonumber(state)
|
||||
end
|
||||
|
||||
replace_old_owner_information(pos)
|
||||
|
||||
if clicker and not default.can_interact_with_node(clicker, pos) then
|
||||
return false
|
||||
end
|
||||
|
||||
-- until Lua-5.2 we have no bitwise operators :(
|
||||
if state % 2 == 1 then
|
||||
state = state - 1
|
||||
else
|
||||
state = state + 1
|
||||
end
|
||||
|
||||
local dir = node.param2
|
||||
|
||||
-- It's possible param2 is messed up, so, validate before using
|
||||
-- the input data. This indicates something may have rotated
|
||||
-- the door, even though that is not supported.
|
||||
if not transform[state + 1] or not transform[state + 1][dir + 1] then
|
||||
return false
|
||||
end
|
||||
|
||||
if state % 2 == 0 then
|
||||
minetest.sound_play(def.door.sounds[1],
|
||||
{pos = pos, gain = def.door.gains[1], max_hear_distance = 10}, true)
|
||||
else
|
||||
minetest.sound_play(def.door.sounds[2],
|
||||
{pos = pos, gain = def.door.gains[2], max_hear_distance = 10}, true)
|
||||
end
|
||||
|
||||
minetest.swap_node(pos, {
|
||||
name = name .. transform[state + 1][dir+1].v,
|
||||
param2 = transform[state + 1][dir+1].param2
|
||||
})
|
||||
meta:set_int("state", state)
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
|
||||
local function on_place_node(place_to, newnode,
|
||||
placer, oldnode, itemstack, pointed_thing)
|
||||
-- Run script hook
|
||||
for _, callback in ipairs(minetest.registered_on_placenodes) do
|
||||
-- Deepcopy pos, node and pointed_thing because callback can modify them
|
||||
local place_to_copy = {x = place_to.x, y = place_to.y, z = place_to.z}
|
||||
local newnode_copy =
|
||||
{name = newnode.name, param1 = newnode.param1, param2 = newnode.param2}
|
||||
local oldnode_copy =
|
||||
{name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2}
|
||||
local pointed_thing_copy = {
|
||||
type = pointed_thing.type,
|
||||
above = vector.new(pointed_thing.above),
|
||||
under = vector.new(pointed_thing.under),
|
||||
ref = pointed_thing.ref,
|
||||
}
|
||||
callback(place_to_copy, newnode_copy, placer,
|
||||
oldnode_copy, itemstack, pointed_thing_copy)
|
||||
end
|
||||
end
|
||||
|
||||
local function can_dig_door(pos, digger)
|
||||
replace_old_owner_information(pos)
|
||||
return default.can_interact_with_node(digger, pos)
|
||||
end
|
||||
|
||||
function doors.register(name, def)
|
||||
if not name:find(":") then
|
||||
name = "doors:" .. name
|
||||
end
|
||||
|
||||
-- replace old doors of this type automatically
|
||||
minetest.register_lbm({
|
||||
name = ":doors:replace_" .. name:gsub(":", "_"),
|
||||
nodenames = {name.."_b_1", name.."_b_2"},
|
||||
action = function(pos, node)
|
||||
local l = tonumber(node.name:sub(-1))
|
||||
local meta = minetest.get_meta(pos)
|
||||
local h = meta:get_int("right") + 1
|
||||
local p2 = node.param2
|
||||
local replace = {
|
||||
{{type = "a", state = 0}, {type = "a", state = 3}},
|
||||
{{type = "b", state = 1}, {type = "b", state = 2}}
|
||||
}
|
||||
local new = replace[l][h]
|
||||
-- retain infotext and doors_owner fields
|
||||
minetest.swap_node(pos, {name = name .. "_" .. new.type, param2 = p2})
|
||||
meta:set_int("state", new.state)
|
||||
-- properly place doors:hidden at the right spot
|
||||
local p3 = p2
|
||||
if new.state >= 2 then
|
||||
p3 = (p3 + 3) % 4
|
||||
end
|
||||
if new.state % 2 == 1 then
|
||||
if new.state >= 2 then
|
||||
p3 = (p3 + 1) % 4
|
||||
else
|
||||
p3 = (p3 + 3) % 4
|
||||
end
|
||||
end
|
||||
-- wipe meta on top node as it's unused
|
||||
minetest.set_node({x = pos.x, y = pos.y + 1, z = pos.z},
|
||||
{name = "doors:hidden", param2 = p3})
|
||||
end
|
||||
})
|
||||
|
||||
minetest.register_craftitem(":" .. name, {
|
||||
description = def.description,
|
||||
inventory_image = def.inventory_image,
|
||||
groups = table.copy(def.groups),
|
||||
|
||||
on_place = function(itemstack, placer, pointed_thing)
|
||||
local pos
|
||||
|
||||
if pointed_thing.type ~= "node" then
|
||||
return itemstack
|
||||
end
|
||||
|
||||
local doorname = itemstack:get_name()
|
||||
local node = minetest.get_node(pointed_thing.under)
|
||||
local pdef = minetest.registered_nodes[node.name]
|
||||
if pdef and pdef.on_rightclick and
|
||||
not (placer and placer:is_player() and
|
||||
placer:get_player_control().sneak) then
|
||||
return pdef.on_rightclick(pointed_thing.under,
|
||||
node, placer, itemstack, pointed_thing)
|
||||
end
|
||||
|
||||
if pdef and pdef.buildable_to then
|
||||
pos = pointed_thing.under
|
||||
else
|
||||
pos = pointed_thing.above
|
||||
node = minetest.get_node(pos)
|
||||
pdef = minetest.registered_nodes[node.name]
|
||||
if not pdef or not pdef.buildable_to then
|
||||
return itemstack
|
||||
end
|
||||
end
|
||||
|
||||
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
|
||||
local top_node = minetest.get_node_or_nil(above)
|
||||
local topdef = top_node and minetest.registered_nodes[top_node.name]
|
||||
|
||||
if not topdef or not topdef.buildable_to then
|
||||
return itemstack
|
||||
end
|
||||
|
||||
local pn = placer and placer:get_player_name() or ""
|
||||
if minetest.is_protected(pos, pn) or minetest.is_protected(above, pn) then
|
||||
return itemstack
|
||||
end
|
||||
|
||||
local dir = placer and minetest.dir_to_facedir(placer:get_look_dir()) or 0
|
||||
|
||||
local ref = {
|
||||
{x = -1, y = 0, z = 0},
|
||||
{x = 0, y = 0, z = 1},
|
||||
{x = 1, y = 0, z = 0},
|
||||
{x = 0, y = 0, z = -1},
|
||||
}
|
||||
|
||||
local aside = {
|
||||
x = pos.x + ref[dir + 1].x,
|
||||
y = pos.y + ref[dir + 1].y,
|
||||
z = pos.z + ref[dir + 1].z,
|
||||
}
|
||||
|
||||
local state = 0
|
||||
if minetest.get_item_group(minetest.get_node(aside).name, "door") == 1 then
|
||||
state = state + 2
|
||||
minetest.set_node(pos, {name = doorname .. "_b", param2 = dir})
|
||||
minetest.set_node(above, {name = "doors:hidden", param2 = (dir + 3) % 4})
|
||||
else
|
||||
minetest.set_node(pos, {name = doorname .. "_a", param2 = dir})
|
||||
minetest.set_node(above, {name = "doors:hidden", param2 = dir})
|
||||
end
|
||||
|
||||
local meta = minetest.get_meta(pos)
|
||||
meta:set_int("state", state)
|
||||
|
||||
if def.protected then
|
||||
meta:set_string("owner", pn)
|
||||
meta:set_string("infotext", def.description .. "\n" .. S("Owned by @1", pn))
|
||||
end
|
||||
|
||||
if not minetest.is_creative_enabled(pn) then
|
||||
itemstack:take_item()
|
||||
end
|
||||
|
||||
minetest.sound_play(def.sounds.place, {pos = pos}, true)
|
||||
|
||||
on_place_node(pos, minetest.get_node(pos),
|
||||
placer, node, itemstack, pointed_thing)
|
||||
|
||||
return itemstack
|
||||
end
|
||||
})
|
||||
def.inventory_image = nil
|
||||
|
||||
if def.recipe then
|
||||
minetest.register_craft({
|
||||
output = name,
|
||||
recipe = def.recipe,
|
||||
})
|
||||
end
|
||||
def.recipe = nil
|
||||
|
||||
if not def.sounds then
|
||||
def.sounds = default.node_sound_wood_defaults()
|
||||
end
|
||||
|
||||
if not def.sound_open then
|
||||
def.sound_open = "doors_door_open"
|
||||
end
|
||||
|
||||
if not def.sound_close then
|
||||
def.sound_close = "doors_door_close"
|
||||
end
|
||||
|
||||
if not def.gain_open then
|
||||
def.gain_open = 0.3
|
||||
end
|
||||
|
||||
if not def.gain_close then
|
||||
def.gain_close = 0.3
|
||||
end
|
||||
|
||||
def.groups.not_in_creative_inventory = 1
|
||||
def.groups.door = 1
|
||||
def.drop = name
|
||||
def.door = {
|
||||
name = name,
|
||||
sounds = {def.sound_close, def.sound_open},
|
||||
gains = {def.gain_close, def.gain_open},
|
||||
}
|
||||
if not def.on_rightclick then
|
||||
def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
||||
doors.door_toggle(pos, node, clicker)
|
||||
return itemstack
|
||||
end
|
||||
end
|
||||
def.after_dig_node = function(pos, node, meta, digger)
|
||||
local above = pos:offset(0, 1, 0)
|
||||
if is_doors_upper_node(above) then
|
||||
minetest.remove_node(above)
|
||||
end
|
||||
minetest.check_for_falling(above)
|
||||
end
|
||||
def.on_rotate = function(pos, node, user, mode, new_param2)
|
||||
return false
|
||||
end
|
||||
|
||||
if def.protected then
|
||||
def.can_dig = can_dig_door
|
||||
def.on_blast = function() end
|
||||
def.on_key_use = function(pos, player)
|
||||
local door = doors.get(pos)
|
||||
door:toggle(player)
|
||||
end
|
||||
def.on_skeleton_key_use = function(pos, player, newsecret)
|
||||
replace_old_owner_information(pos)
|
||||
local meta = minetest.get_meta(pos)
|
||||
local owner = meta:get_string("owner")
|
||||
local pname = player:get_player_name()
|
||||
|
||||
-- verify placer is owner of lockable door
|
||||
if owner ~= pname then
|
||||
minetest.record_protection_violation(pos, pname)
|
||||
minetest.chat_send_player(pname, S("You do not own this locked door."))
|
||||
return nil
|
||||
end
|
||||
|
||||
local secret = meta:get_string("key_lock_secret")
|
||||
if secret == "" then
|
||||
secret = newsecret
|
||||
meta:set_string("key_lock_secret", secret)
|
||||
end
|
||||
|
||||
return secret, S("a locked door"), owner
|
||||
end
|
||||
def.node_dig_prediction = ""
|
||||
else
|
||||
def.on_blast = function(pos, intensity)
|
||||
minetest.remove_node(pos)
|
||||
local above = pos:offset(0, 1, 0)
|
||||
-- hidden node doesn't get blasted away.
|
||||
if is_doors_upper_node(above) then
|
||||
minetest.remove_node(above)
|
||||
end
|
||||
return {name}
|
||||
end
|
||||
end
|
||||
|
||||
def.on_destruct = function(pos)
|
||||
local above = pos:offset(0, 1, 0)
|
||||
if is_doors_upper_node(above) then
|
||||
minetest.remove_node(above)
|
||||
end
|
||||
end
|
||||
|
||||
def.drawtype = "mesh"
|
||||
def.paramtype = "light"
|
||||
def.paramtype2 = "facedir"
|
||||
def.sunlight_propagates = true
|
||||
def.walkable = true
|
||||
def.is_ground_content = false
|
||||
def.buildable_to = false
|
||||
def.selection_box = {type = "fixed", fixed = {-1/2,-1/2,-1/2,1/2,3/2,-6/16}}
|
||||
def.collision_box = {type = "fixed", fixed = {-1/2,-1/2,-1/2,1/2,3/2,-6/16}}
|
||||
def.use_texture_alpha = def.use_texture_alpha or "clip"
|
||||
|
||||
def.mesh = "door_a.b3d"
|
||||
minetest.register_node(":" .. name .. "_a", table.copy(def))
|
||||
|
||||
def.mesh = "door_b.b3d"
|
||||
minetest.register_node(":" .. name .. "_b", table.copy(def))
|
||||
|
||||
def.mesh = "door_b.b3d"
|
||||
minetest.register_node(":" .. name .. "_c", table.copy(def))
|
||||
|
||||
def.mesh = "door_a.b3d"
|
||||
minetest.register_node(":" .. name .. "_d", table.copy(def))
|
||||
|
||||
doors.registered_doors[name .. "_a"] = true
|
||||
doors.registered_doors[name .. "_b"] = true
|
||||
doors.registered_doors[name .. "_c"] = true
|
||||
doors.registered_doors[name .. "_d"] = true
|
||||
end
|
||||
|
||||
doors.register("door_wood", {
|
||||
tiles = {{ name = "doors_door_wood.png", backface_culling = true }},
|
||||
description = S("Wooden Door"),
|
||||
inventory_image = "doors_item_wood.png",
|
||||
groups = {node = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
gain_open = 0.06,
|
||||
gain_close = 0.13,
|
||||
recipe = {
|
||||
{"group:wood", "group:wood"},
|
||||
{"group:wood", "group:wood"},
|
||||
{"group:wood", "group:wood"},
|
||||
}
|
||||
})
|
||||
|
||||
doors.register("door_steel", {
|
||||
tiles = {{name = "doors_door_steel.png", backface_culling = true}},
|
||||
description = S("Steel Door"),
|
||||
inventory_image = "doors_item_steel.png",
|
||||
protected = true,
|
||||
groups = {node = 1, cracky = 1, level = 2},
|
||||
sounds = default.node_sound_metal_defaults(),
|
||||
sound_open = "doors_steel_door_open",
|
||||
sound_close = "doors_steel_door_close",
|
||||
gain_open = 0.2,
|
||||
gain_close = 0.2,
|
||||
recipe = {
|
||||
{"default:steel_ingot", "default:steel_ingot"},
|
||||
{"default:steel_ingot", "default:steel_ingot"},
|
||||
{"default:steel_ingot", "default:steel_ingot"},
|
||||
}
|
||||
})
|
||||
|
||||
doors.register("door_glass", {
|
||||
tiles = {"doors_door_glass.png"},
|
||||
description = S("Glass Door"),
|
||||
inventory_image = "doors_item_glass.png",
|
||||
groups = {node = 1, cracky=3, oddly_breakable_by_hand=3},
|
||||
sounds = default.node_sound_glass_defaults(),
|
||||
sound_open = "doors_glass_door_open",
|
||||
sound_close = "doors_glass_door_close",
|
||||
gain_open = 0.3,
|
||||
gain_close = 0.25,
|
||||
recipe = {
|
||||
{"default:glass", "default:glass"},
|
||||
{"default:glass", "default:glass"},
|
||||
{"default:glass", "default:glass"},
|
||||
}
|
||||
})
|
||||
|
||||
doors.register("door_obsidian_glass", {
|
||||
tiles = {"doors_door_obsidian_glass.png"},
|
||||
description = S("Obsidian Glass Door"),
|
||||
inventory_image = "doors_item_obsidian_glass.png",
|
||||
groups = {node = 1, cracky=3},
|
||||
sounds = default.node_sound_glass_defaults(),
|
||||
sound_open = "doors_glass_door_open",
|
||||
sound_close = "doors_glass_door_close",
|
||||
gain_open = 0.3,
|
||||
gain_close = 0.25,
|
||||
recipe = {
|
||||
{"default:obsidian_glass", "default:obsidian_glass"},
|
||||
{"default:obsidian_glass", "default:obsidian_glass"},
|
||||
{"default:obsidian_glass", "default:obsidian_glass"},
|
||||
},
|
||||
})
|
||||
|
||||
-- Capture mods using the old API as best as possible.
|
||||
function doors.register_door(name, def)
|
||||
if def.only_placer_can_open then
|
||||
def.protected = true
|
||||
end
|
||||
def.only_placer_can_open = nil
|
||||
|
||||
local i = name:find(":")
|
||||
local modname = name:sub(1, i - 1)
|
||||
if not def.tiles then
|
||||
if def.protected then
|
||||
def.tiles = {{name = "doors_door_steel.png", backface_culling = true}}
|
||||
else
|
||||
def.tiles = {{name = "doors_door_wood.png", backface_culling = true}}
|
||||
end
|
||||
minetest.log("warning", modname .. " registered door \"" .. name .. "\" " ..
|
||||
"using deprecated API method \"doors.register_door()\" but " ..
|
||||
"did not provide the \"tiles\" parameter. A fallback tiledef " ..
|
||||
"will be used instead.")
|
||||
end
|
||||
|
||||
doors.register(name, def)
|
||||
end
|
||||
|
||||
----trapdoor----
|
||||
|
||||
function doors.trapdoor_toggle(pos, node, clicker)
|
||||
node = node or minetest.get_node(pos)
|
||||
|
||||
replace_old_owner_information(pos)
|
||||
|
||||
if clicker and not default.can_interact_with_node(clicker, pos) then
|
||||
return false
|
||||
end
|
||||
|
||||
local def = minetest.registered_nodes[node.name]
|
||||
|
||||
if string.sub(node.name, -5) == "_open" then
|
||||
minetest.sound_play(def.sound_close,
|
||||
{pos = pos, gain = def.gain_close, max_hear_distance = 10}, true)
|
||||
minetest.swap_node(pos, {name = string.sub(node.name, 1,
|
||||
string.len(node.name) - 5), param1 = node.param1, param2 = node.param2})
|
||||
else
|
||||
minetest.sound_play(def.sound_open,
|
||||
{pos = pos, gain = def.gain_open, max_hear_distance = 10}, true)
|
||||
minetest.swap_node(pos, {name = node.name .. "_open",
|
||||
param1 = node.param1, param2 = node.param2})
|
||||
end
|
||||
end
|
||||
|
||||
function doors.register_trapdoor(name, def)
|
||||
if not name:find(":") then
|
||||
name = "doors:" .. name
|
||||
end
|
||||
|
||||
local name_closed = name
|
||||
local name_opened = name.."_open"
|
||||
|
||||
def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
||||
doors.trapdoor_toggle(pos, node, clicker)
|
||||
return itemstack
|
||||
end
|
||||
|
||||
-- Common trapdoor configuration
|
||||
def.drawtype = "nodebox"
|
||||
def.paramtype = "light"
|
||||
def.paramtype2 = "facedir"
|
||||
def.is_ground_content = false
|
||||
def.use_texture_alpha = def.use_texture_alpha or "clip"
|
||||
|
||||
if def.protected then
|
||||
def.can_dig = can_dig_door
|
||||
def.after_place_node = function(pos, placer, itemstack, pointed_thing)
|
||||
local pn = placer:get_player_name()
|
||||
local meta = minetest.get_meta(pos)
|
||||
meta:set_string("owner", pn)
|
||||
meta:set_string("infotext", def.description .. "\n" .. S("Owned by @1", pn))
|
||||
|
||||
return minetest.is_creative_enabled(pn)
|
||||
end
|
||||
|
||||
def.on_blast = function() end
|
||||
def.on_key_use = function(pos, player)
|
||||
local door = doors.get(pos)
|
||||
door:toggle(player)
|
||||
end
|
||||
def.on_skeleton_key_use = function(pos, player, newsecret)
|
||||
replace_old_owner_information(pos)
|
||||
local meta = minetest.get_meta(pos)
|
||||
local owner = meta:get_string("owner")
|
||||
local pname = player:get_player_name()
|
||||
|
||||
-- verify placer is owner of lockable door
|
||||
if owner ~= pname then
|
||||
minetest.record_protection_violation(pos, pname)
|
||||
minetest.chat_send_player(pname, S("You do not own this trapdoor."))
|
||||
return nil
|
||||
end
|
||||
|
||||
local secret = meta:get_string("key_lock_secret")
|
||||
if secret == "" then
|
||||
secret = newsecret
|
||||
meta:set_string("key_lock_secret", secret)
|
||||
end
|
||||
|
||||
return secret, S("a locked trapdoor"), owner
|
||||
end
|
||||
def.node_dig_prediction = ""
|
||||
else
|
||||
def.on_blast = function(pos, intensity)
|
||||
minetest.remove_node(pos)
|
||||
return {name}
|
||||
end
|
||||
end
|
||||
|
||||
if not def.sounds then
|
||||
def.sounds = default.node_sound_wood_defaults()
|
||||
end
|
||||
|
||||
if not def.sound_open then
|
||||
def.sound_open = "doors_door_open"
|
||||
end
|
||||
|
||||
if not def.sound_close then
|
||||
def.sound_close = "doors_door_close"
|
||||
end
|
||||
|
||||
if not def.gain_open then
|
||||
def.gain_open = 0.3
|
||||
end
|
||||
|
||||
if not def.gain_close then
|
||||
def.gain_close = 0.3
|
||||
end
|
||||
|
||||
local def_opened = table.copy(def)
|
||||
local def_closed = table.copy(def)
|
||||
|
||||
if def.nodebox_closed and def.nodebox_opened then
|
||||
def_closed.node_box = def.nodebox_closed
|
||||
else
|
||||
def_closed.node_box = {
|
||||
type = "fixed",
|
||||
fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
|
||||
}
|
||||
end
|
||||
def_closed.selection_box = {
|
||||
type = "fixed",
|
||||
fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
|
||||
}
|
||||
def_closed.tiles = {
|
||||
def.tile_front,
|
||||
def.tile_front .. '^[transformFY',
|
||||
def.tile_side,
|
||||
def.tile_side,
|
||||
def.tile_side,
|
||||
def.tile_side
|
||||
}
|
||||
|
||||
if def.nodebox_opened and def.nodebox_closed then
|
||||
def_opened.node_box = def.nodebox_opened
|
||||
else
|
||||
def_opened.node_box = {
|
||||
type = "fixed",
|
||||
fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
|
||||
}
|
||||
end
|
||||
def_opened.selection_box = {
|
||||
type = "fixed",
|
||||
fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
|
||||
}
|
||||
def_opened.tiles = {
|
||||
def.tile_side,
|
||||
def.tile_side .. '^[transform2',
|
||||
def.tile_side .. '^[transform3',
|
||||
def.tile_side .. '^[transform1',
|
||||
def.tile_front .. '^[transform46',
|
||||
def.tile_front .. '^[transform6'
|
||||
}
|
||||
|
||||
def_opened.drop = name_closed
|
||||
def_opened.groups.not_in_creative_inventory = 1
|
||||
|
||||
minetest.register_node(name_opened, def_opened)
|
||||
minetest.register_node(name_closed, def_closed)
|
||||
|
||||
doors.registered_trapdoors[name_opened] = true
|
||||
doors.registered_trapdoors[name_closed] = true
|
||||
end
|
||||
|
||||
doors.register_trapdoor("doors:trapdoor", {
|
||||
description = S("Wooden Trapdoor"),
|
||||
inventory_image = "doors_trapdoor.png",
|
||||
wield_image = "doors_trapdoor.png",
|
||||
tile_front = "doors_trapdoor.png",
|
||||
tile_side = "doors_trapdoor_side.png",
|
||||
gain_open = 0.06,
|
||||
gain_close = 0.13,
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, door = 1},
|
||||
})
|
||||
|
||||
doors.register_trapdoor("doors:trapdoor_steel", {
|
||||
description = S("Steel Trapdoor"),
|
||||
inventory_image = "doors_trapdoor_steel.png",
|
||||
wield_image = "doors_trapdoor_steel.png",
|
||||
tile_front = "doors_trapdoor_steel.png",
|
||||
tile_side = "doors_trapdoor_steel_side.png",
|
||||
protected = true,
|
||||
sounds = default.node_sound_metal_defaults(),
|
||||
sound_open = "doors_steel_door_open",
|
||||
sound_close = "doors_steel_door_close",
|
||||
gain_open = 0.2,
|
||||
gain_close = 0.2,
|
||||
groups = {cracky = 1, level = 2, door = 1},
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "doors:trapdoor 2",
|
||||
recipe = {
|
||||
{"group:wood", "group:wood", "group:wood"},
|
||||
{"group:wood", "group:wood", "group:wood"},
|
||||
{"", "", ""},
|
||||
}
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "doors:trapdoor_steel",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "default:steel_ingot"},
|
||||
{"default:steel_ingot", "default:steel_ingot"},
|
||||
}
|
||||
})
|
||||
|
||||
|
||||
----fence gate----
|
||||
local fence_collision_extra = minetest.settings:get_bool("enable_fence_tall") and 3/8 or 0
|
||||
|
||||
function doors.register_fencegate(name, def)
|
||||
local fence = {
|
||||
description = def.description,
|
||||
drawtype = "mesh",
|
||||
tiles = {},
|
||||
paramtype = "light",
|
||||
paramtype2 = "facedir",
|
||||
sunlight_propagates = true,
|
||||
is_ground_content = false,
|
||||
drop = name .. "_closed",
|
||||
connect_sides = {"left", "right"},
|
||||
groups = def.groups,
|
||||
sounds = def.sounds,
|
||||
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
||||
local node_def = minetest.registered_nodes[node.name]
|
||||
minetest.swap_node(pos, {name = node_def._gate, param2 = node.param2})
|
||||
minetest.sound_play(node_def._gate_sound, {pos = pos, gain = 0.15,
|
||||
max_hear_distance = 8}, true)
|
||||
return itemstack
|
||||
end,
|
||||
selection_box = {
|
||||
type = "fixed",
|
||||
fixed = {-1/2, -1/2, -1/4, 1/2, 1/2, 1/4}
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
if type(def.texture) == "string" then
|
||||
fence.tiles[1] = {name = def.texture, backface_culling = true}
|
||||
elseif def.texture.backface_culling == nil then
|
||||
fence.tiles[1] = table.copy(def.texture)
|
||||
fence.tiles[1].backface_culling = true
|
||||
else
|
||||
fence.tiles[1] = def.texture
|
||||
end
|
||||
|
||||
if not fence.sounds then
|
||||
fence.sounds = default.node_sound_wood_defaults()
|
||||
end
|
||||
|
||||
fence.groups.fence = 1
|
||||
|
||||
local fence_closed = table.copy(fence)
|
||||
fence_closed.mesh = "doors_fencegate_closed.obj"
|
||||
fence_closed._gate = name .. "_open"
|
||||
fence_closed._gate_sound = "doors_fencegate_open"
|
||||
fence_closed.collision_box = {
|
||||
type = "fixed",
|
||||
fixed = {-1/2, -1/2, -1/8, 1/2, 1/2 + fence_collision_extra, 1/8}
|
||||
}
|
||||
|
||||
local fence_open = table.copy(fence)
|
||||
fence_open.mesh = "doors_fencegate_open.obj"
|
||||
fence_open._gate = name .. "_closed"
|
||||
fence_open._gate_sound = "doors_fencegate_close"
|
||||
fence_open.groups.not_in_creative_inventory = 1
|
||||
fence_open.collision_box = {
|
||||
type = "fixed",
|
||||
fixed = {{-1/2, -1/2, -1/8, -3/8, 1/2 + fence_collision_extra, 1/8},
|
||||
{-1/2, -3/8, -1/2, -3/8, 3/8, 0 }}
|
||||
}
|
||||
|
||||
minetest.register_node(":" .. name .. "_closed", fence_closed)
|
||||
minetest.register_node(":" .. name .. "_open", fence_open)
|
||||
|
||||
minetest.register_craft({
|
||||
output = name .. "_closed",
|
||||
recipe = {
|
||||
{"group:stick", def.material, "group:stick"},
|
||||
{"group:stick", def.material, "group:stick"}
|
||||
}
|
||||
})
|
||||
end
|
||||
|
||||
doors.register_fencegate("doors:gate_wood", {
|
||||
description = S("Apple Wood Fence Gate"),
|
||||
texture = "default_wood.png",
|
||||
material = "default:wood",
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
|
||||
})
|
||||
|
||||
doors.register_fencegate("doors:gate_acacia_wood", {
|
||||
description = S("Acacia Wood Fence Gate"),
|
||||
texture = "default_acacia_wood.png",
|
||||
material = "default:acacia_wood",
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
|
||||
})
|
||||
|
||||
doors.register_fencegate("doors:gate_junglewood", {
|
||||
description = S("Jungle Wood Fence Gate"),
|
||||
texture = "default_junglewood.png",
|
||||
material = "default:junglewood",
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
|
||||
})
|
||||
|
||||
doors.register_fencegate("doors:gate_pine_wood", {
|
||||
description = S("Pine Wood Fence Gate"),
|
||||
texture = "default_pine_wood.png",
|
||||
material = "default:pine_wood",
|
||||
groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3}
|
||||
})
|
||||
|
||||
doors.register_fencegate("doors:gate_aspen_wood", {
|
||||
description = S("Aspen Wood Fence Gate"),
|
||||
texture = "default_aspen_wood.png",
|
||||
material = "default:aspen_wood",
|
||||
groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3}
|
||||
})
|
||||
|
||||
|
||||
----fuels----
|
||||
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "doors:trapdoor",
|
||||
burntime = 7,
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "doors:door_wood",
|
||||
burntime = 14,
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "doors:gate_wood_closed",
|
||||
burntime = 7,
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "doors:gate_acacia_wood_closed",
|
||||
burntime = 8,
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "doors:gate_junglewood_closed",
|
||||
burntime = 9,
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "doors:gate_pine_wood_closed",
|
||||
burntime = 6,
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "doors:gate_aspen_wood_closed",
|
||||
burntime = 5,
|
||||
})
|
||||
164
mods/mtg/doors/license.txt
Normal file
|
|
@ -0,0 +1,164 @@
|
|||
License of source code
|
||||
----------------------
|
||||
|
||||
The MIT License (MIT)
|
||||
Copyright (C) 2012-2016 PilzAdam
|
||||
Copyright (C) 2014-2016 BlockMen
|
||||
Copyright (C) 2015-2016 sofar (sofar@foo-projects.org)
|
||||
Copyright (C) 2012-2016 Various Minetest Game 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, models and sounds)
|
||||
-----------------------------------------------
|
||||
|
||||
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||
Copyright (C) 2011-2016 Fernando Zapata
|
||||
Copyright (C) 2014-2016 celeron55
|
||||
Copyright (C) 2012-2016 PilzAdam
|
||||
Copyright (C) 2014-2016 BlockMen
|
||||
Copyright (C) 2015-2016 sofar
|
||||
Copyright (C) 2016 red-001
|
||||
Copyright (C) 2016 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/
|
||||
|
||||
-----------------------
|
||||
|
||||
Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
|
||||
Copyright (C) 2014-2016 PenguinDad
|
||||
|
||||
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/4.0/
|
||||
|
||||
-----------------------
|
||||
|
||||
Attribution 3.0 Unported (CC BY 3.0)
|
||||
Copyright (C) 2014 CGEffex
|
||||
Copyright (C) 2014 bennstir
|
||||
Copyright (C) 2016 BarkersPinhead
|
||||
Copyright (C) 2016 rivernile7
|
||||
Copyright (C) 2016 HazMatt
|
||||
|
||||
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.
|
||||
|
||||
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/3.0/
|
||||
|
||||
-----------------------
|
||||
|
||||
CC0 1.0 Universal (CC0 1.0) Public Domain Dedication
|
||||
mhtaylor67
|
||||
SkeetMasterFunk69
|
||||
|
||||
No Copyright
|
||||
|
||||
The person who associated a work with this deed has dedicated the work to the public
|
||||
domain by waiving all of his or her rights to the work worldwide under copyright law,
|
||||
including all related and neighboring rights, to the extent allowed by law.
|
||||
|
||||
You can copy, modify, distribute and perform the work, even for commercial purposes, all
|
||||
without asking permission. See Other Information below.
|
||||
|
||||
Other Information
|
||||
|
||||
In no way are the patent or trademark rights of any person affected by CC0, nor are the
|
||||
rights that other persons may have in the work or in how the work is used, such as
|
||||
publicity or privacy rights.
|
||||
Unless expressly stated otherwise, the person who associated a work with this deed makes
|
||||
no warranties about the work, and disclaims liability for all uses of the work, to the
|
||||
fullest extent permitted by applicable law.
|
||||
When using or citing the work, you should not imply endorsement by the author or the
|
||||
affirmer.
|
||||
|
||||
For more details:
|
||||
https://creativecommons.org/publicdomain/zero/1.0/
|
||||
18
mods/mtg/doors/locale/doors.bg.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Част от скрита врата
|
||||
Owned by @1=Собственик е @1
|
||||
You do not own this locked door.=Не притежавате тази заключена врата.
|
||||
a locked door=заключена врата
|
||||
Wooden Door=Дървена врата
|
||||
Steel Door=Стоманена врата
|
||||
Glass Door=Стъклена врата
|
||||
Obsidian Glass Door=Врата от обсидианово стъкло
|
||||
You do not own this trapdoor.=Не притежавате този капак.
|
||||
a locked trapdoor=заключен капак
|
||||
Wooden Trapdoor=Дървен капак
|
||||
Steel Trapdoor=Стоманен капак
|
||||
Apple Wood Fence Gate=Врата за ограда от ябълково дърво
|
||||
Acacia Wood Fence Gate=Врата за ограда от акациево дърво
|
||||
Jungle Wood Fence Gate=Врата за ограда от джунглово дърво
|
||||
Pine Wood Fence Gate=Врата за ограда от борово дърво
|
||||
Aspen Wood Fence Gate=Врата за ограда от трепетликово дърво
|
||||
18
mods/mtg/doors/locale/doors.da.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Gemt dørområde
|
||||
Owned by @1=Ejet af @1
|
||||
You do not own this locked door.=Du ejer ikke denne låste dør.
|
||||
a locked door=en låst dør
|
||||
Wooden Door=Trædør
|
||||
Steel Door=Ståldør
|
||||
Glass Door=Glasdør
|
||||
Obsidian Glass Door=Obsidianglasdør
|
||||
You do not own this trapdoor.=Du ejer ikke denne lem.
|
||||
a locked trapdoor=en låst lem
|
||||
Wooden Trapdoor=Trålem
|
||||
Steel Trapdoor=Stållem
|
||||
Apple Wood Fence Gate=Æbletræshegnsport
|
||||
Acacia Wood Fence Gate=Arkacietræshegnsport
|
||||
Jungle Wood Fence Gate=Jungletræshegnsport
|
||||
Pine Wood Fence Gate=Fyretræshegnsport
|
||||
Aspen Wood Fence Gate=Aspetræshegnsport
|
||||
18
mods/mtg/doors/locale/doors.de.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Verborgenes Türsegment
|
||||
Owned by @1=Eigentum von @1
|
||||
You do not own this locked door.=Diese abgeschlossene Tür gehört Ihnen nicht.
|
||||
a locked door=eine abgeschlossene Tür
|
||||
Wooden Door=Holztür
|
||||
Steel Door=Stahltür
|
||||
Glass Door=Glastür
|
||||
Obsidian Glass Door=Obsidianglastür
|
||||
You do not own this trapdoor.=Diese Falltür gehört Ihnen nicht.
|
||||
a locked trapdoor=eine abgeschlossene Falltür
|
||||
Wooden Trapdoor=Holzfalltür
|
||||
Steel Trapdoor=Stahlfalltür
|
||||
Apple Wood Fence Gate=Apfelholzzauntor
|
||||
Acacia Wood Fence Gate=Akazienholzzauntor
|
||||
Jungle Wood Fence Gate=Dschungelholzzauntor
|
||||
Pine Wood Fence Gate=Kiefernholzzauntor
|
||||
Aspen Wood Fence Gate=Espenholzzauntor
|
||||
18
mods/mtg/doors/locale/doors.eo.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Kaŝita porda segmento
|
||||
Owned by @1=Posedita de @1
|
||||
You do not own this locked door.=Vi ne posedas ĉi tiun ŝlositan pordon.
|
||||
a locked door=ŝlosita pordo
|
||||
Wooden Door=Ligna pordo
|
||||
Steel Door=Ŝtala pordo
|
||||
Glass Door=Vitra pordo
|
||||
Obsidian Glass Door=Obsidiana vitra pordo
|
||||
You do not own this trapdoor.=Vi ne posedas ĉi tiun plankpordon.
|
||||
a locked trapdoor=ŝlosita plankpordo
|
||||
Wooden Trapdoor=Ligna plankpordo
|
||||
Steel Trapdoor=Ŝtala plankpordo
|
||||
Apple Wood Fence Gate=Poma ligna barila pordo
|
||||
Acacia Wood Fence Gate=Akacia ligna barila pordo
|
||||
Jungle Wood Fence Gate=Ĝangala ligna barila pordo
|
||||
Pine Wood Fence Gate=Pina ligna barila pordo
|
||||
Aspen Wood Fence Gate=Tremola ligna barila pordo
|
||||
18
mods/mtg/doors/locale/doors.es.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Segmento de puerta oculta
|
||||
Owned by @1=Propiedad de @1
|
||||
You do not own this locked door.=Esta puerta cerrada no te pertenece.
|
||||
a locked door=una puerta cerrada
|
||||
Wooden Door=Puerta de madera
|
||||
Steel Door=Puerta de acero
|
||||
Glass Door=Puerta de vidrio
|
||||
Obsidian Glass Door=Puerta de vidrio de obsidiana
|
||||
You do not own this trapdoor.=Esta trampilla no te pertenece.
|
||||
a locked trapdoor=una trampilla cerrada
|
||||
Wooden Trapdoor=Trampilla de madera
|
||||
Steel Trapdoor=Trampilla de acero
|
||||
Apple Wood Fence Gate=Puerta de cerca de manzano
|
||||
Acacia Wood Fence Gate=Puerta de cerca de acacia
|
||||
Jungle Wood Fence Gate=Puerta de cerca de madera tropical
|
||||
Pine Wood Fence Gate=Puerta de cerca de pino
|
||||
Aspen Wood Fence Gate=Puerta de cerca de álamo
|
||||
18
mods/mtg/doors/locale/doors.eu.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Ezkutuko atearen segmentua
|
||||
Owned by @1=Jabea: @1
|
||||
You do not own this locked door.=Ate itxi hau ez da zurea.
|
||||
a locked door=ate itxi bat
|
||||
Wooden Door=Zurezko atea
|
||||
Steel Door=Altzairuzko atea
|
||||
Glass Door=Beirazko atea
|
||||
Obsidian Glass Door=Obsidianazko beirazko atea
|
||||
You do not own this trapdoor.=Tranpola hau ez da zurea.
|
||||
a locked trapdoor=Tranpola itxi bat
|
||||
Wooden Trapdoor=Zurezko tranpola
|
||||
Steel Trapdoor=Altzairuzko tranpola
|
||||
Apple Wood Fence Gate=Sagarrondo-inguruko atea
|
||||
Acacia Wood Fence Gate=Akaziatik hurbil dagoen atea
|
||||
Jungle Wood Fence Gate=Zur tropikaleko ate hurbila
|
||||
Pine Wood Fence Gate=Pinu inguruko atea
|
||||
Aspen Wood Fence Gate=Makalaren inguruko atea
|
||||
18
mods/mtg/doors/locale/doors.fr.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Segment de porte cachée
|
||||
Owned by @1=Possédée par @1
|
||||
You do not own this locked door.=Cette porte vérouillée ne vous appartient pas.
|
||||
a locked door=une porte verouillée
|
||||
Wooden Door=Porte en bois
|
||||
Steel Door=Porte en acier
|
||||
Glass Door=Porte en verre
|
||||
Obsidian Glass Door=Porte en verre d'obsidienne
|
||||
You do not own this trapdoor.=Vous ne possédez pas cette trappe.
|
||||
a locked trapdoor=une trappe verouillée
|
||||
Wooden Trapdoor=Trappe en bois
|
||||
Steel Trapdoor=Trappe en acier
|
||||
Apple Wood Fence Gate=Porte de clôture en bois de pommier
|
||||
Acacia Wood Fence Gate=Porte de clôture en bois d'acacia
|
||||
Jungle Wood Fence Gate=Porte de clôture en bois de la jungle
|
||||
Pine Wood Fence Gate=Porte de clôture en bois de pin
|
||||
Aspen Wood Fence Gate=Porte de clôture en bois de tremble
|
||||
18
mods/mtg/doors/locale/doors.hu.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Rejtett ajtó szegmens
|
||||
Owned by @1=@1 tulajdona
|
||||
You do not own this locked door.=Nem a tiéd ez a zárt ajtó.
|
||||
a locked door=egy zárt ajtó
|
||||
Wooden Door=Fa ajtó
|
||||
Steel Door=Acél ajtó
|
||||
Glass Door=Üveg ajtó
|
||||
Obsidian Glass Door=Obszidiánüveg ajtó
|
||||
You do not own this trapdoor.=Nem a tiéd ez a csapóajtó.
|
||||
a locked trapdoor=egy zárt csapóajtó
|
||||
Wooden Trapdoor=Fa csapóajtó
|
||||
Steel Trapdoor=Acél csapóajtó
|
||||
Apple Wood Fence Gate=Almafa kerítés kapu
|
||||
Acacia Wood Fence Gate=Akáciafa kerítés kapu
|
||||
Jungle Wood Fence Gate=Dzsungelfa kerítés kapu
|
||||
Pine Wood Fence Gate=Fenyőfa kerítés kapu
|
||||
Aspen Wood Fence Gate=Nyárfa kerítés kapu
|
||||
18
mods/mtg/doors/locale/doors.id.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Bagian Pintu Tersembunyi
|
||||
Owned by @1=Milik @1
|
||||
You do not own this locked door.=Anda bukan pemilik pintu terkunci ini.
|
||||
a locked door=pintu terkunci
|
||||
Wooden Door=Pintu Kayu
|
||||
Steel Door=Pintu Baja
|
||||
Glass Door=Pintu Kaca
|
||||
Obsidian Glass Door=Pintu Kaca Obsidian
|
||||
You do not own this trapdoor.=Anda bukan pemilik pintu kolong ini.
|
||||
a locked trapdoor=pintu kolong terkunci
|
||||
Wooden Trapdoor=Pintu Kolong Kayu
|
||||
Steel Trapdoor=Pintu Kolong Baja
|
||||
Apple Wood Fence Gate=Gerbang Kayu Pohon Apel
|
||||
Acacia Wood Fence Gate=Gerbang Kayu Akasia
|
||||
Jungle Wood Fence Gate=Gerbang Kayu Pohon Rimba
|
||||
Pine Wood Fence Gate=Gerbang Kayu Pinus
|
||||
Aspen Wood Fence Gate=Gerbang Kayu Aspen
|
||||
18
mods/mtg/doors/locale/doors.it.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Segmento di porta nascosto
|
||||
Owned by @1=Di proprietà di @1
|
||||
You do not own this locked door.=Non sei il proprietario di questa porta chiusa a chiave.
|
||||
a locked door=una porta chiusa a chiave
|
||||
Wooden Door=Porta di legno
|
||||
Steel Door=Porta d'acciaio
|
||||
Glass Door=Porta di vetro
|
||||
Obsidian Glass Door=Porta di vetro d'ossidiana
|
||||
You do not own this trapdoor.=Non sei il proprietario di questa botola.
|
||||
a locked trapdoor=una botola chiusa a chiave
|
||||
Wooden Trapdoor=Botola di legno
|
||||
Steel Trapdoor=Botola d'acciaio
|
||||
Apple Wood Fence Gate=Cancello della recinzione di legno di melo
|
||||
Acacia Wood Fence Gate=Cancello della recinzione di legno d'acacia
|
||||
Jungle Wood Fence Gate=Cancello della recinzione di legno della giungla
|
||||
Pine Wood Fence Gate=Cancello della recinzione di legno di pino
|
||||
Aspen Wood Fence Gate=Cancello della recinzione di legno di pioppo
|
||||
18
mods/mtg/doors/locale/doors.ja.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=隠しドアの区切り
|
||||
Owned by @1=所有者 @1
|
||||
You do not own this locked door.=あなたはこのロックされたドアの所有者ではありません。
|
||||
a locked door=ロックされたドア
|
||||
Wooden Door=木製のドア
|
||||
Steel Door=鉄のドア
|
||||
Glass Door=ガラスのドア
|
||||
Obsidian Glass Door=黒曜石ガラスのドア
|
||||
You do not own this trapdoor.=あなたはこのトラップドアの所有者ではありません。
|
||||
a locked trapdoor=ロックされたトラップドア
|
||||
Wooden Trapdoor=木製のトラップドア
|
||||
Steel Trapdoor=鉄のトラップドア
|
||||
Apple Wood Fence Gate=リンゴ材のフェンスゲート
|
||||
Acacia Wood Fence Gate=アカシア材のフェンスゲート
|
||||
Jungle Wood Fence Gate=ジャングル材のフェンスゲート
|
||||
Pine Wood Fence Gate=マツ材のフェンスゲート
|
||||
Aspen Wood Fence Gate=ポプラ材のフェンスゲート
|
||||
18
mods/mtg/doors/locale/doors.jbo.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=lo se mipri pagbu be lo vrogai
|
||||
Owned by @1=.i ti ponse zoi zo'i.@1.zo'i
|
||||
You do not own this locked door.=.i do na ponse lo ti selstela vrogai
|
||||
a locked door=lo selstela vrogai
|
||||
Wooden Door=lo mudri vrogai
|
||||
Steel Door=lo gasta vrogai
|
||||
Glass Door=lo blaci vrogai
|
||||
Obsidian Glass Door=lo je'erma'ablaci blaci vrogai
|
||||
You do not own this trapdoor.=.i do na ponse lo ti selstela lolvrogai
|
||||
a locked trapdoor=lo selstela lolvrogai
|
||||
Wooden Trapdoor=lo mudri lolvrogai
|
||||
Steel Trapdoor=lo gasta lolvrogai
|
||||
Apple Wood Fence Gate=lo plisymudri garbimvrogai
|
||||
Acacia Wood Fence Gate=lo atkaci,ia mudri garbimvrogai
|
||||
Jungle Wood Fence Gate=lo glatimdemricfoi mudri garbimvrogai
|
||||
Pine Wood Fence Gate=lo ku'urmudri garbimvrogai
|
||||
Aspen Wood Fence Gate=lo mudrpopulu garbimvrogai
|
||||
18
mods/mtg/doors/locale/doors.lv.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Palsēptais durvju segments
|
||||
Owned by @1=Saimnieks: @1
|
||||
You do not own this locked door.=Jums nepieder šīs aizslēgtās durvis.
|
||||
a locked door=Aizslēgtas durvis
|
||||
Wooden Door=Koka durvis
|
||||
Steel Door=Tērauda durvis
|
||||
Glass Door=Stikla durvis
|
||||
Obsidian Glass Door=Obsidiānstikla durvis
|
||||
You do not own this trapdoor.=Jums nepieder šī aizslēgtā lūka.
|
||||
a locked trapdoor=Aizslēgta lūka
|
||||
Wooden Trapdoor=Koka lūka
|
||||
Steel Trapdoor=Tērauda lūka
|
||||
Apple Wood Fence Gate=Ābolkoka žoga vārti
|
||||
Acacia Wood Fence Gate=Akācijas žoga vārti
|
||||
Jungle Wood Fence Gate=Džungļu koka žoga vārti
|
||||
Pine Wood Fence Gate=Skujkoka žoga vārti
|
||||
Aspen Wood Fence Gate=Apses žoga vārti
|
||||
18
mods/mtg/doors/locale/doors.ms.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Segmen Pintu Tersembunyi
|
||||
Owned by @1=Milik @1
|
||||
You do not own this locked door.=Anda bukan pemilik pintu berkunci ini.
|
||||
a locked door=pintu berkunci
|
||||
Wooden Door=Pintu Kayu
|
||||
Steel Door=Pintu Keluli
|
||||
Glass Door=Pintu Kaca
|
||||
Obsidian Glass Door=Pintu Kaca Obsidia
|
||||
You do not own this trapdoor.=Anda bukan pemilik pintu kolong ini.
|
||||
a locked trapdoor=pintu kolong berkunci
|
||||
Wooden Trapdoor=Pintu Kolong Kayu
|
||||
Steel Trapdoor=Pintu Kolong Keluli
|
||||
Apple Wood Fence Gate=Pintu Pagar Kayu Epal
|
||||
Acacia Wood Fence Gate=Pintu Pagar Kayu Akasia
|
||||
Jungle Wood Fence Gate=Pintu Pagar Kayu Hutan
|
||||
Pine Wood Fence Gate=Pintu Pagar Kayu Pain
|
||||
Aspen Wood Fence Gate=Pintu Pagar Kayu Aspen
|
||||
18
mods/mtg/doors/locale/doors.pl.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Ukryty segment drzwi
|
||||
Owned by @1=Właściciel: @1
|
||||
You do not own this locked door.=Nie jesteś właścicielem tych zablokowanych drzwi.
|
||||
a locked door=zablokowane drzwi
|
||||
Wooden Door=Drewniane drzwi
|
||||
Steel Door=Stalowe drzwi
|
||||
Glass Door=Szklane drzwi
|
||||
Obsidian Glass Door=Drzwi z obsydianowego szkła
|
||||
You do not own this trapdoor.=Nie jesteś właścicielem tego włazu.
|
||||
a locked trapdoor=zablokowany właz
|
||||
Wooden Trapdoor=Drewniany właz
|
||||
Steel Trapdoor=Stalowy właz
|
||||
Apple Wood Fence Gate=Furtka z jabłkowego drzewa
|
||||
Acacia Wood Fence Gate=Furtka z akacjowego drzewa
|
||||
Jungle Wood Fence Gate=Furtka z dżunglowego drzewa
|
||||
Pine Wood Fence Gate=Furtka z sosnowego drzewa
|
||||
Aspen Wood Fence Gate=Furtka z brzozowego drzewa
|
||||
18
mods/mtg/doors/locale/doors.pt_BR.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Segmento de Porta Oculto
|
||||
Owned by @1=Propriedade de @1
|
||||
You do not own this locked door.=Você não é dono desta porta trancada.
|
||||
a locked door=uma porta trancada
|
||||
Wooden Door=Porta de Madeira
|
||||
Steel Door=Porta de Aço
|
||||
Glass Door=Porta de Vidro
|
||||
Obsidian Glass Door=Porta de Vidro de Obsidiana
|
||||
You do not own this trapdoor.=Você não é dono deste alçapão.
|
||||
a locked trapdoor=um alçapão trancado
|
||||
Wooden Trapdoor=Alçapão de Madeira
|
||||
Steel Trapdoor=Alçapão de Aço
|
||||
Apple Wood Fence Gate=Portão de Cerca de Macieira
|
||||
Acacia Wood Fence Gate=Portão de Cerca de Acácia
|
||||
Jungle Wood Fence Gate=Portão de Cerca de Madeira da Selva
|
||||
Pine Wood Fence Gate=Portão de Cerca de Pinheiro
|
||||
Aspen Wood Fence Gate=Portão de Cerca de Álamo
|
||||
18
mods/mtg/doors/locale/doors.ru.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Спрятанная часть двери
|
||||
Owned by @1=Владелец: @1
|
||||
You do not own this locked door.=Вы не владелец этой запертой двери.
|
||||
a locked door=запертая дверь
|
||||
Wooden Door=Деревянная дверь
|
||||
Steel Door=Стальная дверь
|
||||
Glass Door=Стеклянная дверь
|
||||
Obsidian Glass Door=Дверь из обсидианового стекла
|
||||
You do not own this trapdoor.=Вы не владелец этого люка.
|
||||
a locked trapdoor=запертый люк
|
||||
Wooden Trapdoor=Деревянный люк
|
||||
Steel Trapdoor=Стальной люк
|
||||
Apple Wood Fence Gate=Яблоневая калитка
|
||||
Acacia Wood Fence Gate=Акациевая калитка
|
||||
Jungle Wood Fence Gate=Калитка из тропического дерева
|
||||
Pine Wood Fence Gate=Сосновая калитка
|
||||
Aspen Wood Fence Gate=Осиновая калитка
|
||||
18
mods/mtg/doors/locale/doors.sk.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Skrytá časť dverí
|
||||
Owned by @1=Vlastník - @1
|
||||
You do not own this locked door.=Nevlastníš tieto uzamknuté dvere.
|
||||
a locked door=uzamknuté dvere
|
||||
Wooden Door=Drevené dvere
|
||||
Steel Door=Oceľové dvere
|
||||
Glass Door=Sklenené dvere
|
||||
Obsidian Glass Door=Obsidiánové sklenené dvere
|
||||
You do not own this trapdoor.=Nevlastníš tieto padacie dvere.
|
||||
a locked trapdoor=uzamknuté padacie dvere
|
||||
Wooden Trapdoor=Drevené padacie dvere
|
||||
Steel Trapdoor=Oceľové padacie dvere
|
||||
Apple Wood Fence Gate=Drevený plot z jablone
|
||||
Acacia Wood Fence Gate=Drevený plot z akácie
|
||||
Jungle Wood Fence Gate=Drevený plot z džungľového dreva
|
||||
Pine Wood Fence Gate=Drevený plot z borovice
|
||||
Aspen Wood Fence Gate=Drevený plot z osiky
|
||||
18
mods/mtg/doors/locale/doors.sv.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Dolt dörrsegment
|
||||
Owned by @1=Ägd av @1
|
||||
You do not own this locked door.=Du äger inte denna låsta dörr.
|
||||
a locked door=en låst dörr
|
||||
Wooden Door=Trädörr
|
||||
Steel Door=Ståldörr
|
||||
Glass Door=Glasdörr
|
||||
Obsidian Glass Door=Obsidianglasdörr
|
||||
You do not own this trapdoor.=Du äger inte denna fallucka
|
||||
a locked trapdoor=en låst fallucka
|
||||
Wooden Trapdoor=Träfallucka
|
||||
Steel Trapdoor=Stålfallucka
|
||||
Apple Wood Fence Gate=Äppleträfallucka
|
||||
Acacia Wood Fence Gate=Akaciaträfallucka
|
||||
Jungle Wood Fence Gate=Djungelträfallucka
|
||||
Pine Wood Fence Gate=Tallträfallucka
|
||||
Aspen Wood Fence Gate=Aspträfallucka
|
||||
18
mods/mtg/doors/locale/doors.uk.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=Прихована частина дверей
|
||||
Owned by @1=Власник: @1
|
||||
You do not own this locked door.=Ви — не власник цих замкнених дверей.
|
||||
a locked door=замкнені двері
|
||||
Wooden Door=Дерев'яні двері
|
||||
Steel Door=Сталеві двері
|
||||
Glass Door=Скляні двері
|
||||
Obsidian Glass Door=Двері з обсидіанового скла
|
||||
You do not own this trapdoor.=Ви — не власник цього люка.
|
||||
a locked trapdoor=замкнений люк
|
||||
Wooden Trapdoor=Дерев'яний люк
|
||||
Steel Trapdoor=Сталевий люк
|
||||
Apple Wood Fence Gate=Яблунева хвіртка
|
||||
Acacia Wood Fence Gate=Акацієва хвіртка
|
||||
Jungle Wood Fence Gate=Хвіртка з тропічного дерева
|
||||
Pine Wood Fence Gate=Соснова хвіртка
|
||||
Aspen Wood Fence Gate=Осикова хвіртка
|
||||
18
mods/mtg/doors/locale/doors.zh_CN.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=隐藏门段
|
||||
Owned by @1=由@1所有
|
||||
You do not own this locked door.=这个门不属于你。
|
||||
a locked door=一扇已上锁的门
|
||||
Wooden Door=木门
|
||||
Steel Door=铁门
|
||||
Glass Door=玻璃门
|
||||
Obsidian Glass Door=黑曜石玻璃门
|
||||
You do not own this trapdoor.=这个活板门不属于你。
|
||||
a locked trapdoor=一扇已上锁的活板门
|
||||
Wooden Trapdoor=木活板门
|
||||
Steel Trapdoor=铁活板门
|
||||
Apple Wood Fence Gate=苹果木栅栏门
|
||||
Acacia Wood Fence Gate=相思木栅栏门
|
||||
Jungle Wood Fence Gate=丛林木栅栏门
|
||||
Pine Wood Fence Gate=松木栅栏门
|
||||
Aspen Wood Fence Gate=白杨木栅栏门
|
||||
18
mods/mtg/doors/locale/doors.zh_TW.tr
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=隱藏門段
|
||||
Owned by @1=由@1擁有
|
||||
You do not own this locked door.=這個門不屬於你所有。
|
||||
a locked door=一扇已上鎖的門
|
||||
Wooden Door=木門
|
||||
Steel Door=鐵門
|
||||
Glass Door=玻璃門
|
||||
Obsidian Glass Door=黑曜石玻璃門
|
||||
You do not own this trapdoor.=這個活板門不屬於你所有。
|
||||
a locked trapdoor=一扇已上鎖的活板門
|
||||
Wooden Trapdoor=木活板門
|
||||
Steel Trapdoor=鐵活板門
|
||||
Apple Wood Fence Gate=蘋果木柵欄門
|
||||
Acacia Wood Fence Gate=相思木柵欄門
|
||||
Jungle Wood Fence Gate=叢林木柵欄門
|
||||
Pine Wood Fence Gate=松木柵欄門
|
||||
Aspen Wood Fence Gate=白楊木柵欄門
|
||||
18
mods/mtg/doors/locale/template.txt
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# textdomain: doors
|
||||
Hidden Door Segment=
|
||||
Owned by @1=
|
||||
You do not own this locked door.=
|
||||
a locked door=
|
||||
Wooden Door=
|
||||
Steel Door=
|
||||
Glass Door=
|
||||
Obsidian Glass Door=
|
||||
You do not own this trapdoor.=
|
||||
a locked trapdoor=
|
||||
Wooden Trapdoor=
|
||||
Steel Trapdoor=
|
||||
Apple Wood Fence Gate=
|
||||
Acacia Wood Fence Gate=
|
||||
Jungle Wood Fence Gate=
|
||||
Pine Wood Fence Gate=
|
||||
Aspen Wood Fence Gate=
|
||||
4
mods/mtg/doors/mod.conf
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
name = doors
|
||||
description = Minetest Game mod: doors
|
||||
depends = default
|
||||
optional_depends = screwdriver
|
||||
BIN
mods/mtg/doors/models/door.blend
Normal file
BIN
mods/mtg/doors/models/door_a.b3d
Normal file
BIN
mods/mtg/doors/models/door_b.b3d
Normal file
106
mods/mtg/doors/models/doors_fencegate_closed.obj
Normal file
|
|
@ -0,0 +1,106 @@
|
|||
# Blender v2.76 (sub 0) OBJ File: 'gate_closed.blend'
|
||||
# www.blender.org
|
||||
mtllib gate_closed.mtl
|
||||
o Cube_Cube.001
|
||||
v -0.625000 -0.500000 0.125000
|
||||
v -0.625000 0.500100 0.125000
|
||||
v -0.625000 -0.500000 -0.125000
|
||||
v -0.625000 0.500100 -0.125000
|
||||
v -0.375000 -0.500000 0.125000
|
||||
v -0.375000 0.500100 0.125000
|
||||
v -0.375000 -0.500000 -0.125000
|
||||
v -0.375000 0.500100 -0.125000
|
||||
v 0.375000 -0.500000 0.125000
|
||||
v 0.375000 0.500100 0.125000
|
||||
v 0.375000 -0.500000 -0.125000
|
||||
v 0.375000 0.500100 -0.125000
|
||||
v 0.625000 -0.500000 0.125000
|
||||
v 0.625000 0.500100 0.125000
|
||||
v 0.625000 -0.500000 -0.125000
|
||||
v 0.625000 0.500100 -0.125000
|
||||
v -0.375000 0.187500 0.062500
|
||||
v -0.375000 0.312500 0.062500
|
||||
v -0.375000 0.187500 -0.062500
|
||||
v -0.375000 0.312500 -0.062500
|
||||
v 0.375000 0.187500 0.062500
|
||||
v 0.375000 0.312500 0.062500
|
||||
v 0.375000 0.187500 -0.062500
|
||||
v 0.375000 0.312500 -0.062500
|
||||
v -0.374831 0.187348 0.062500
|
||||
v -0.156342 0.187363 0.062500
|
||||
v -0.374831 0.187348 -0.062500
|
||||
v -0.156342 0.187363 -0.062500
|
||||
v 0.374981 -0.343683 0.062500
|
||||
v 0.375065 -0.187304 0.062500
|
||||
v 0.374981 -0.343683 -0.062500
|
||||
v 0.375065 -0.187304 -0.062500
|
||||
vt 0.000000 0.750000
|
||||
vt 0.000000 0.500000
|
||||
vt 1.000000 0.500000
|
||||
vt 1.000000 0.750000
|
||||
vt 1.000000 1.000000
|
||||
vt -0.000000 1.000000
|
||||
vt 1.000000 -0.000000
|
||||
vt 1.000000 0.250000
|
||||
vt 0.000000 0.250000
|
||||
vt -0.000000 0.000000
|
||||
vt 0.250000 0.000000
|
||||
vt 0.250000 0.250000
|
||||
vt 0.250000 0.750000
|
||||
vt 0.250000 1.000000
|
||||
vt 0.500000 -0.000000
|
||||
vt 0.500000 0.250000
|
||||
vt 0.500000 0.750000
|
||||
vt 0.500000 1.000000
|
||||
vt 1.000000 0.625000
|
||||
vt 0.000000 0.625000
|
||||
vt 1.000000 0.875000
|
||||
vt 0.000000 0.875000
|
||||
vt -0.000000 0.687500
|
||||
vt 0.000000 0.562500
|
||||
vt 1.000000 0.562500
|
||||
vt 1.000000 0.687500
|
||||
vt 0.813740 0.249033
|
||||
vt 0.201557 0.249293
|
||||
vt 0.120995 0.125498
|
||||
vt 0.987404 0.125469
|
||||
vt 0.125000 0.375000
|
||||
vt 0.812500 0.375000
|
||||
vt 0.937500 0.500000
|
||||
vt 0.062500 0.500000
|
||||
vt 0.000000 0.125000
|
||||
vt 1.000000 0.125000
|
||||
vt 0.312500 0.437500
|
||||
vt 0.312500 0.312500
|
||||
vt 1.000000 0.312500
|
||||
vt 1.000000 0.437500
|
||||
vn -1.000000 0.000000 0.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 1.000000 0.000000 0.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 -1.000000 0.000000
|
||||
vn 0.000000 1.000000 0.000000
|
||||
vn -0.578000 -0.816100 0.000000
|
||||
vn 0.576200 0.817300 0.000000
|
||||
usemtl None
|
||||
s off
|
||||
f 2/1/1 4/2/1 3/3/1 1/4/1
|
||||
f 4/4/2 8/5/2 7/6/2 3/1/2
|
||||
f 8/7/3 6/8/3 5/9/3 7/10/3
|
||||
f 6/2/4 2/9/4 1/8/4 5/3/4
|
||||
f 1/9/5 3/10/5 7/11/5 5/12/5
|
||||
f 6/6/6 8/1/6 4/13/6 2/14/6
|
||||
f 10/1/1 12/2/1 11/3/1 9/4/1
|
||||
f 12/2/2 16/9/2 15/8/2 11/3/2
|
||||
f 16/7/3 14/8/3 13/9/3 15/10/3
|
||||
f 14/4/4 10/5/4 9/6/4 13/1/4
|
||||
f 9/12/5 11/11/5 15/15/5 13/16/5
|
||||
f 14/14/6 16/13/6 12/17/6 10/18/6
|
||||
f 20/2/2 24/3/2 23/19/2 19/20/2
|
||||
f 22/1/4 18/4/4 17/21/4 21/22/4
|
||||
f 17/23/5 19/24/5 23/25/5 21/26/5
|
||||
f 22/21/6 24/5/6 20/6/6 18/22/6
|
||||
f 28/27/2 32/28/2 31/29/2 27/30/2
|
||||
f 30/31/4 26/32/4 25/33/4 29/34/4
|
||||
f 25/35/7 27/10/7 31/7/7 29/36/7
|
||||
f 30/37/8 32/38/8 28/39/8 26/40/8
|
||||
112
mods/mtg/doors/models/doors_fencegate_open.obj
Normal file
|
|
@ -0,0 +1,112 @@
|
|||
# Blender v2.76 (sub 0) OBJ File: 'gate_open.blend'
|
||||
# www.blender.org
|
||||
mtllib gate_open.mtl
|
||||
o Cube_Cube.001
|
||||
v -0.625000 -0.500000 0.125000
|
||||
v -0.625000 0.500100 0.125000
|
||||
v -0.625000 -0.500000 -0.125000
|
||||
v -0.625000 0.500100 -0.125000
|
||||
v -0.375000 -0.500000 0.125000
|
||||
v -0.375000 0.500100 0.125000
|
||||
v -0.375000 -0.500000 -0.125000
|
||||
v -0.375000 0.500100 -0.125000
|
||||
v 0.375000 -0.500000 0.125000
|
||||
v 0.375000 0.500100 0.125000
|
||||
v 0.375000 -0.500000 -0.125000
|
||||
v 0.375000 0.500100 -0.125000
|
||||
v 0.625000 -0.500000 0.125000
|
||||
v 0.625000 0.500100 0.125000
|
||||
v 0.625000 -0.500000 -0.125000
|
||||
v 0.625000 0.500100 -0.125000
|
||||
v 0.434859 0.187500 -0.872359
|
||||
v 0.434859 0.312500 -0.872359
|
||||
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BIN
mods/mtg/doors/sounds/doors_door_close.ogg
Normal file
BIN
mods/mtg/doors/sounds/doors_door_open.ogg
Normal file
BIN
mods/mtg/doors/sounds/doors_fencegate_close.ogg
Normal file
BIN
mods/mtg/doors/sounds/doors_fencegate_open.ogg
Normal file
BIN
mods/mtg/doors/sounds/doors_glass_door_close.ogg
Normal file
BIN
mods/mtg/doors/sounds/doors_glass_door_open.ogg
Normal file
BIN
mods/mtg/doors/sounds/doors_steel_door_close.ogg
Normal file
BIN
mods/mtg/doors/sounds/doors_steel_door_open.ogg
Normal file
BIN
mods/mtg/doors/textures/doors_door_glass.png
Normal file
|
After Width: | Height: | Size: 493 B |
BIN
mods/mtg/doors/textures/doors_door_obsidian_glass.png
Normal file
|
After Width: | Height: | Size: 210 B |
BIN
mods/mtg/doors/textures/doors_door_steel.png
Normal file
|
After Width: | Height: | Size: 867 B |
BIN
mods/mtg/doors/textures/doors_door_wood.png
Normal file
|
After Width: | Height: | Size: 1,013 B |
BIN
mods/mtg/doors/textures/doors_hidden_segment.png
Normal file
|
After Width: | Height: | Size: 280 B |
BIN
mods/mtg/doors/textures/doors_item_glass.png
Normal file
|
After Width: | Height: | Size: 232 B |
BIN
mods/mtg/doors/textures/doors_item_obsidian_glass.png
Normal file
|
After Width: | Height: | Size: 132 B |
BIN
mods/mtg/doors/textures/doors_item_steel.png
Normal file
|
After Width: | Height: | Size: 132 B |
BIN
mods/mtg/doors/textures/doors_item_wood.png
Normal file
|
After Width: | Height: | Size: 130 B |
BIN
mods/mtg/doors/textures/doors_trapdoor.png
Normal file
|
After Width: | Height: | Size: 257 B |
BIN
mods/mtg/doors/textures/doors_trapdoor_side.png
Normal file
|
After Width: | Height: | Size: 118 B |