Compare commits
No commits in common. "main" and "stable" have entirely different histories.
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@ -2,7 +2,7 @@
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### Requirements:
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Luanti
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Luanti/Minetest 5.9.0+
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Experience with modding in Luanti
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@ -16,6 +16,8 @@ Comments are encouraged, but don't go overboard.
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Make sure to test the code before opening the PR (or open a draft PR).
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Ensure it supports the 5 most recent releases of Luanti, not including patch releases.
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After you have finished, open a PR and **clearly explain what the PR does.**
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If it closes an issue, be sure to mention the issue.
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5
LICENSE
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@ -1,5 +0,0 @@
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Simple Shooter Game (c) 2026 by a-bad-dev/user333_ and contributors is licensed under CC BY-SA 4.0.
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To view a copy of this license, visit https://creativecommons.org/licenses/by-sa/4.0/
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Simple Shooter Game uses textures and mods from various sources, see the mods/misc/* and mods/mtg/* subfolders for the respective licences.
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@ -1,4 +1,4 @@
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# simple-shooter-game
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A FPS game for the [Luanti game engine](https://luanti.org). Currently very WIP
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A FPS game for the [Luanti Game Engine](https://luanti.org) (version 5.9.0+). Currently very WIP
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PRs welcome!
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7
TODO.txt
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@ -2,12 +2,13 @@ Lines starting with "!" are high priority
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TODO:
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!- Add namespacing (`ssg.xyz()`)
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!- Fix mapgen breaking when using non-singlenode mapgens (such as on dedicated servers, a workaround is to create it on a client and transfer it to the server)
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!- Fix mapgen breaking when hosting from a dedicated server instead of the mainmenu (sometimes .-.)
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-- GUIs to do everything
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-- Improve the maps by adding structures
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-- Random loot spawning in chests in predefined places (inside houses)
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-- Make guns zoom in with a crosshair while rightclick is held
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!- Add a proper licence and give credit to the creators of the mods used
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!- Make guns zoom in with a crosshair while rightclick is held
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-- Polish the game
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-- Rewrite the game from scratch with higher code standards (it's never going to happen, is it...)
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-- Rewrite the main mod from scratch with higher code standards
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-- A scoring system with leaderboards
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-- Implement configurable teams
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@ -1,3 +1,3 @@
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title = Simple Shooter Game
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min_minetest_version = 5.9.0
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name = Simple Shooter Game
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allowed_mapgens = singlenode
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author = a-bad-dev
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Before Width: | Height: | Size: 304 KiB |
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Before Width: | Height: | Size: 370 KiB |
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@ -6,7 +6,7 @@ core.register_globalstep(function(dtime)
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if timer >= 10 then
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timer = 0
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for _, player in pairs(core.get_connected_players()) do
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if alive_players[player:get_player_name()] == "alive" and player:get_hp() > 0 then
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if alive_players[player:get_player_name()] == "alive" then
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player:set_hp(math.min(player:get_hp() + 2, 20))
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end
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end
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@ -13,12 +13,7 @@ core.register_chatcommand("start", {
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return false, "-!- Match is already in progress!"
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end
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local sucess = start_match(param)
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if not map_data then
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return false, "-!- Map not found!"
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end
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start_match(param)
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return true, "-!- Match started!"
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end
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})
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@ -28,7 +23,7 @@ core.register_chatcommand("stop", {
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privs = {match_manager = true},
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description = "Terminate the match",
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func = function()
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if match_state ~= "post_match" and match_state ~= "not_started" then
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if match_state ~= "pre_match" and match_state ~= "post_match" and match_state ~= "not_started" then
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core.chat_send_all(core.colorize("red", "Match terminated."))
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end_match()
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@ -38,16 +33,3 @@ core.register_chatcommand("stop", {
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return false, "Match cannot be terminated at the moment."
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end
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})
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core.register_chatcommand("maps", {
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params = "",
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privs = {match_manager = true},
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description = "List all maps",
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func = function()
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local list_string = "Available maps:\n"
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for _, map in pairs(map_list) do
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list_string = list_string .. map .. "\n"
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end
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return true, list_string .. "\nUse /start <map> to start a match."
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end
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})
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@ -1,17 +1,3 @@
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match_start_jobs = {}
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loading_tips = {
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"Open the inventory to change class!",
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"Short-range is good for small/dense maps!",
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"Mid-range is good on maps with long tunnels or open areas!",
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"Long-range is good for maps with really open and large areas!",
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"Ambushing can be powerful assuming you're not found!",
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"Players may sneak up on you from behind!",
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"You *can't* be shot under water!",
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"The Short-range class can one-shot from 6 to 7 nodes away!",
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"Using torches may allow enemies to sneak up on you in the dark!",
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"e s p i o n a g e",
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}
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-- Functions for SSG
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function make_player_invisible(player) -- Hide a player (pre-match and spectator)
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save_player_data(player)
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@ -59,7 +45,7 @@ function set_player_mode(player, mode) -- Set player mode (spectator, pre-match,
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})
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load_player_data(player)
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privs.noclip, privs.fast, privs.fly, privs.interact, privs.debug = false, false, false, true, false
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privs.noclip, privs.fast, privs.fly, privs.interact = false, false, false, true
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playertag.set(player, playertag.TYPE_ENTITY, {a = 255, r = 255, g = 255, b = 255})
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@ -75,13 +61,12 @@ function set_player_mode(player, mode) -- Set player mode (spectator, pre-match,
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healthbar = true,
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breathbar = true,
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})
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elseif mode == "spectator" then
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privs.noclip, privs.fast, privs.fly, privs.interact, privs.debug = true, true, true, false, true
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privs.noclip, privs.fast, privs.fly, privs.interact = true, true, true, false
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make_player_invisible(player)
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core.chat_send_player(player_name, core.colorize("#0574fc", "You are now a spectator."))
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core.chat_send_player(player_name, core.colorize("blue", "You are now a spectator."))
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player:set_inventory_formspec([[
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size[8,4]
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@ -130,78 +115,40 @@ function start_match(map) -- Start the match
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return
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end
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place_map(map or "forest") -- default to forest if no map is specified
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set_match_state("pre_match")
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if not map_data then
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return nil
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end
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map_data = place_map(map or "forest") -- default to forest if no map is specified
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assert(loadstring(map_data.scripts.on_start or ""))()
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core.chat_send_all(core.colorize("green", string.format("Match about to start in %d seconds!\nOpen inventory to change class!", map_data.start_time)))
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local map_loading_images = {}
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for _, player in pairs(core.get_connected_players()) do
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set_player_mode(player, "pre_match")
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map_loading_images[player:get_player_name()] = {
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loading = player:hud_add({
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type = "image",
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position = {x=0.5, y=0.5},
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image_scale = 100,
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text = "map_loading.png",
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scale = {x=-100, y=-100},
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z_index = 1000,
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}),
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info = player:hud_add({
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type = "text",
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position = {x=0.5, y=0.7},
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text = loading_tips[math.random(1, #loading_tips)],
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number = 0xFFFFFF,
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z_index = 1000,
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})
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}
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give_player_items(player)
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player:set_pos(map_data.spawn)
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player:set_pos({x = map_data.spawn_x, y = map_data.spawn_y, z = map_data.spawn_z})
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player:set_hp(20)
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end
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core.after(3, function()
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set_match_state("pre_match")
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for _, player in pairs(core.get_connected_players()) do
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player:set_pos(map_data.spawn)
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for _, id in pairs(map_loading_images[player:get_player_name()]) do
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player:hud_remove(id)
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end
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end
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if map_data.on_start then
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map_data.on_start()
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end
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core.chat_send_all(core.colorize("#b011f9", string.format("Match about to start in %d seconds!\nOpen inventory to change class!", map_data.start_time)))
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match_start_jobs = {countdown = {}, map = nil}
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for i = 10, 1, -1 do -- count down from 10 to 1 (yes you are free to set me on fire for this horrible solution)
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table.insert(match_start_jobs.countdown, core.after(map_data.start_time - 10 + i, function()
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core.after(map_data.start_time - 10 + i, function()
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core.chat_send_all(core.colorize("green", string.format("Match starts in %d second%s.", 11 - i, 11 - i == 1 and "" or "s"))) -- <- RIP readability
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end))
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end)
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end
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match_start_jobs.map = core.after(map_data.start_time, function()
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match_start_jobs = nil
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core.after(map_data.start_time, function()
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set_match_state("in_progress")
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core.chat_send_all(core.colorize("green", "Match started!"))
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remove_barrier()
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remove_barrier(map_data.size_x, map_data.barrier_level, map_data.size_z)
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alive_players = {}
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for _, player in pairs(core.get_connected_players()) do
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local player_name = player:get_player_name()
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local inv = player:get_inventory()
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inv = player:get_inventory()
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inv:set_list("main", {})
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@ -215,26 +162,11 @@ function start_match(map) -- Start the match
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set_player_mode(player, "normal")
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end
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end)
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end)
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end
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function end_match() -- End the match
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set_match_state("not_started")
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if match_start_jobs then
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match_start_jobs.map:cancel()
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for _, job in pairs(match_start_jobs.countdown) do
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job:cancel()
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end
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match_start_jobs = nil
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end
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if map_data.on_end then
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map_data.on_end()
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end
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for _, player in pairs(core.get_connected_players()) do
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player:set_pos(spawn_pos)
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player:get_inventory():set_list("main", {})
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@ -246,6 +178,7 @@ function end_match() -- End the match
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listring[current_player;main]
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]])
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player:set_properties({pointable = false})
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set_player_mode(player, "normal")
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@ -295,6 +228,8 @@ function kill_player(player, reason) -- Handle killed/disconnected players prope
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local winner_name = alive_player_names[1]
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core.chat_send_all(core.colorize("green", winner_name .. " is the winner!"))
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assert(loadstring(map_data.scripts.on_end or ""))()
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set_match_state("post_match")
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core.after(5, end_match)
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|
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|
Before Width: | Height: | Size: 360 KiB |
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@ -43,7 +43,6 @@ core.register_on_joinplayer(function(player)
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list[current_player;main;0,1.25;8,3;8]
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listring[current_player;main]
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]])
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player:set_properties({pointable = false})
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player:hud_set_flags({
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@ -76,7 +75,7 @@ core.register_on_respawnplayer(function(player)
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if match_state == "in_progress" or match_state == "post_match" then
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set_player_mode(player, "spectator")
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|
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player:set_pos(map_data.spawn)
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player:set_pos({x = map_data.spawn_x, y = map_data.spawn_y, z = map_data.spawn_z})
|
||||
player:get_inventory():set_list("main", {})
|
||||
|
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player:set_properties({pointable = false})
|
||||
|
|
|
|||
|
|
@ -6,8 +6,6 @@ Requirements:
|
|||
|
||||
[Minetest/Luanti 5.0.0 or later](https://luanti.org/)
|
||||
|
||||
(you need at least 5.0.0 to make the map, but you need a more recent version to actually test it)
|
||||
|
||||
[Minetest Game](https://content.luanti.org/packages/Luanti/minetest_game/)
|
||||
|
||||
[WorldEdit](https://content.luanti.org/packages/sfan5/worldedit/)
|
||||
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@ -34,17 +32,23 @@ Step 8: Open the `map.lua` file in a text editor and put the following content i
|
|||
```lua
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local map_data = {
|
||||
name = "(Your map name here)",
|
||||
size = vector.new(Your map size)
|
||||
size_x = (Size in the X direction of your map),
|
||||
size_y = (Size in the Y direction of your map),
|
||||
size_z = (Size in the Z direction of your map),
|
||||
|
||||
barrier_level = (Distance from the bottom of the map to the barrier),
|
||||
|
||||
spawn = vector.new(Your spawn coordinates relative to map position, can be set to nil)
|
||||
spawn_x = nil,
|
||||
spawn_y = nil,
|
||||
spawn_z = nil,
|
||||
|
||||
start_time = (Amount of time in seconds before the barrier is removed),
|
||||
|
||||
on_start = function(),
|
||||
on_end = function(),
|
||||
on_barrier_remove = function(),
|
||||
scripts = {
|
||||
on_start = "(Lua script to be run after /start is run, leave blank unless you know what you are doing!)",
|
||||
on_barrier_remove = "(Lua script to be run after the barrier is removed, leave blank unless you know what you are doing!)",
|
||||
on_end = "(Lua script to be run after the match has ended, leave blank unless you know what you are doing!)"
|
||||
},
|
||||
|
||||
classes = {
|
||||
class_1 = {
|
||||
|
|
@ -63,6 +67,8 @@ local map_data = {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
return map_data
|
||||
```
|
||||
|
||||
Step 9: Open Minetest/Luanti and create a new world with Simple Shooter Game.
|
||||
|
|
|
|||
|
|
@ -1,31 +1,16 @@
|
|||
-- Maps mod for SSG
|
||||
|
||||
local map_path = core.get_modpath("maps") .. "/maps/"
|
||||
map_data = {}
|
||||
|
||||
map_list = core.get_dir_list(map_path, true)
|
||||
table.sort(map_list)
|
||||
|
||||
function place_map(map)
|
||||
local map_pos = vector.new(0, 0, 0)
|
||||
local map_path = core.get_modpath("maps") .. "/maps/"
|
||||
local map_data = dofile(map_path .. map .. "/map.lua")
|
||||
local barrier_nodes = {}
|
||||
|
||||
for i = 1, #map_list do
|
||||
if map_list[i] == map then
|
||||
map_pos = vector.new(1000 * (i - 1), 0, 0)
|
||||
break
|
||||
elseif i == #map_list then
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
map_data = dofile(map_path .. map .. "/map.lua")
|
||||
map_data.pos = map_pos
|
||||
core.place_schematic(map_pos, map_path .. map .. "/map.mts", 0, nil, true)
|
||||
core.place_schematic({x=0, y=0, z=0}, map_path .. map .. "/map.mts", 0, nil, true)
|
||||
|
||||
if not map_data.spawn then -- set a default spawnpoint if not set
|
||||
map_data.spawn = vector.new(map_data.size.x / 2, map_data.barrier_level + 1, map_data.size.z / 2) + map_pos
|
||||
else
|
||||
map_data.spawn = map_data.spawn + map_pos
|
||||
if map_data.spawn_x == nil or map_data.spawn_y == nil or map_data.spawn_z == nil then -- set a default spawnpoint if not set
|
||||
map_data.spawn_x = map_data.size_x / 2
|
||||
map_data.spawn_y = map_data.barrier_level + 1
|
||||
map_data.spawn_z = map_data.size_z / 2
|
||||
end
|
||||
|
||||
if map_data.start_time == nil or map_data.start_time <= 0 then
|
||||
|
|
@ -40,28 +25,30 @@ function place_map(map)
|
|||
end
|
||||
|
||||
if map_data.classes.class_1.initial_items == nil or map_data.classes.class_1.name == nil then
|
||||
map_data.classes.class_1.initial_items = {"ctf_ranged:m200_loaded", "default:sword_stone", "ctf_ranged:ammo 99"}
|
||||
map_data.classes.class_1.initial_items = {"ctf_ranged:m200_loaded", "default:sword_stone", "ctf_ranged:ammo 100"}
|
||||
map_data.classes.class_1.name = "Long-range"
|
||||
end
|
||||
|
||||
if map_data.classes.class_2.initial_items == nil or map_data.classes.class_2.name == nil then
|
||||
map_data.classes.class_2.initial_items = {"ctf_ranged:ak47_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99"}
|
||||
map_data.classes.class_2.initial_items = {"ctf_ranged:ak47_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 100"}
|
||||
map_data.classes.class_2.name = "Mid-range"
|
||||
end
|
||||
|
||||
if map_data.classes.class_3.initial_items == nil or map_data.classes.class_3.name == nil then
|
||||
map_data.classes.class_3.initial_items = {"ctf_ranged:benelli_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99"}
|
||||
map_data.classes.class_3.initial_items = {"ctf_ranged:benelli_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 100"}
|
||||
map_data.classes.class_3.name = "Short-range"
|
||||
end
|
||||
|
||||
|
||||
return map_data
|
||||
end
|
||||
|
||||
function remove_barrier()
|
||||
for _, player in pairs(core.get_connected_players()) do
|
||||
local pos = player:get_pos()
|
||||
player:set_pos({x=pos.x, y=map_data.barrier_level - 3.5, z=pos.z})
|
||||
function remove_barrier(x, y, z)
|
||||
for node_x = 1, x - 2 do
|
||||
for node_z = 1, z - 2 do
|
||||
core.set_node({x = node_x, y = y - 1, z = node_z}, {name = "air"}) -- account for the fact that lua counts starting at 1... i think.... whatever, it works \_('_')_/
|
||||
end
|
||||
|
||||
if map_data.on_barrier_remove then
|
||||
map_data.on_barrier_remove()
|
||||
end
|
||||
assert(loadstring(map_data.scripts.on_barrier_remove or ""))()
|
||||
return ""
|
||||
end
|
||||
|
|
|
|||
|
|
@ -1,14 +0,0 @@
|
|||
return {
|
||||
name = "1v1",
|
||||
size = vector.new(41, 31, 38),
|
||||
|
||||
barrier_level = 27,
|
||||
|
||||
spawn = nil,
|
||||
|
||||
start_time = 15,
|
||||
|
||||
on_start = nil,
|
||||
on_end = nil,
|
||||
on_barrier_remove = nil,
|
||||
}
|
||||
|
|
@ -1,14 +1,22 @@
|
|||
return {
|
||||
local map_data = {
|
||||
name = "forest-2",
|
||||
size = vector.new(189, 71, 102),
|
||||
size_x = 189,
|
||||
size_y = 71,
|
||||
size_z = 102,
|
||||
|
||||
barrier_level = 67, -- <- Y level of the barrier
|
||||
|
||||
spawn = nil,
|
||||
spawn_x = nil,
|
||||
spawn_y = nil,
|
||||
spawn_z = nil,
|
||||
|
||||
start_time = 45,
|
||||
|
||||
on_start = nil,
|
||||
on_end = nil,
|
||||
on_barrier_remove = nil,
|
||||
scripts = { -- "temporary" hack to ensure there's nothing on top of the map
|
||||
on_start = "for x=0, 188 do\nfor y=0, 4 do\nfor z=0, 101 do\ncore.set_node({x=x,y=71+y,z=z}, {name=\"air\"})\nend\nend\nend",
|
||||
on_barrier_remove = "",
|
||||
on_end = ""
|
||||
}
|
||||
}
|
||||
|
||||
return map_data
|
||||
|
|
|
|||
|
|
@ -1,14 +1,22 @@
|
|||
return {
|
||||
local map_data = {
|
||||
name = "forest-3",
|
||||
size = vector.new(537, 117, 244),
|
||||
size_x = 537,
|
||||
size_y = 117,
|
||||
size_z = 244,
|
||||
|
||||
barrier_level = 113, -- <- Y level of the barrier
|
||||
|
||||
spawn = nil,
|
||||
spawn_x = nil,
|
||||
spawn_y = nil,
|
||||
spawn_z = nil,
|
||||
|
||||
start_time = 60,
|
||||
|
||||
on_start = nil,
|
||||
on_end = nil,
|
||||
on_barrier_remove = nil,
|
||||
scripts = {
|
||||
on_start = "",
|
||||
on_barrier_remove = "",
|
||||
on_end = ""
|
||||
}
|
||||
}
|
||||
|
||||
return map_data
|
||||
|
|
|
|||
|
|
@ -1,31 +0,0 @@
|
|||
return {
|
||||
name = "forest-4",
|
||||
size = vector.new(190, 69, 155),
|
||||
|
||||
barrier_level = 65,
|
||||
|
||||
spawn = nil,
|
||||
|
||||
start_time = 30,
|
||||
|
||||
on_start = nil,
|
||||
on_end = nil,
|
||||
on_barrier_remove = nil,
|
||||
|
||||
classes = {
|
||||
class_1 = {
|
||||
name = "Long-range",
|
||||
initial_items = {"ctf_ranged:m200_loaded", "default:sword_stone", "ctf_ranged:ammo 99", "default:torch 1"}
|
||||
},
|
||||
|
||||
class_2 = {
|
||||
name = "Mid-ranged",
|
||||
initial_items = {"ctf_ranged:ak47_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99", "default:torch 1"}
|
||||
},
|
||||
|
||||
class_3 = {
|
||||
name = "Short-range",
|
||||
initial_items = {"ctf_ranged:benelli_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99", "default:torch 1"}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,31 +1,22 @@
|
|||
return {
|
||||
local map_data = {
|
||||
name = "forest",
|
||||
size = vector.new(155, 53, 147),
|
||||
size_x = 155,
|
||||
size_y = 53,
|
||||
size_z = 147,
|
||||
|
||||
barrier_level = 49, -- <- Y level of the barrier
|
||||
|
||||
spawn = nil,
|
||||
spawn_x = nil,
|
||||
spawn_y = nil,
|
||||
spawn_z = nil,
|
||||
|
||||
start_time = 30,
|
||||
|
||||
on_start = nil,
|
||||
on_end = nil,
|
||||
on_barrier_remove = nil,
|
||||
|
||||
classes = {
|
||||
class_1 = {
|
||||
name = "Long-range",
|
||||
initial_items = {"ctf_ranged:m200_loaded", "default:sword_stone", "ctf_ranged:ammo 99", "default:torch 1"}
|
||||
},
|
||||
|
||||
class_2 = {
|
||||
name = "Mid-ranged",
|
||||
initial_items = {"ctf_ranged:ak47_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99", "default:torch 1"}
|
||||
},
|
||||
|
||||
class_3 = {
|
||||
name = "Short-range",
|
||||
initial_items = {"ctf_ranged:benelli_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99", "default:torch 1"}
|
||||
}
|
||||
scripts = { -- "temporary" hack to ensure there's nothing on top of the map
|
||||
on_start = "for x=0, 154 do\nfor y=0, 16 do\nfor z=0, 146 do\ncore.set_node({x=x,y=53+y,z=z}, {name=\"air\"})\nend\nend\nend",
|
||||
on_barrier_remove = "",
|
||||
on_end = ""
|
||||
}
|
||||
}
|
||||
|
||||
return map_data
|
||||
|
|
|
|||
|
|
@ -1,24 +0,0 @@
|
|||
return {
|
||||
name = "mini-map",
|
||||
size = vector.new(8, 19, 8),
|
||||
|
||||
-- This is a ridiculous hack to prevent players from teleporting into the ground..
|
||||
barrier_level = 19,
|
||||
|
||||
spawn = vector.new(4, 15, 4),
|
||||
|
||||
start_time = 15,
|
||||
|
||||
on_start = nil,
|
||||
on_end = nil,
|
||||
on_barrier_remove = function()
|
||||
local pos = map_data.pos
|
||||
local size = map_data.size + pos
|
||||
|
||||
for x = pos.x + 1, size.x - 2 do
|
||||
for z = pos.z + 1, size.z - 2 do
|
||||
core.set_node(vector.new(x, 14, z), {name = "air"})
|
||||
end
|
||||
end
|
||||
end,
|
||||
}
|
||||
|
|
@ -1,14 +1,22 @@
|
|||
return {
|
||||
local map_data = {
|
||||
name = "pine",
|
||||
size = vector.new(111, 64, 107),
|
||||
size_x = 111,
|
||||
size_y = 64,
|
||||
size_z = 107,
|
||||
|
||||
barrier_level = 60, -- <- Y level of the barrier
|
||||
|
||||
spawn = nil,
|
||||
spawn_x = nil,
|
||||
spawn_y = nil,
|
||||
spawn_z = nil,
|
||||
|
||||
start_time = 30,
|
||||
|
||||
on_start = nil,
|
||||
on_end = nil,
|
||||
on_barrier_remove = nil,
|
||||
scripts = {
|
||||
on_start = "",
|
||||
on_barrier_remove = "",
|
||||
on_end = ""
|
||||
}
|
||||
}
|
||||
|
||||
return map_data
|
||||
|
|
|
|||
|
|
@ -1,14 +1,22 @@
|
|||
return {
|
||||
local map_data = {
|
||||
name = "savanna",
|
||||
size = vector.new(341, 83, 188),
|
||||
size_x = 341,
|
||||
size_y = 83,
|
||||
size_z = 188,
|
||||
|
||||
barrier_level = 79, -- <- Y level of the barrier
|
||||
|
||||
spawn = nil,
|
||||
spawn_x = nil,
|
||||
spawn_y = nil,
|
||||
spawn_z = nil,
|
||||
|
||||
start_time = 45,
|
||||
|
||||
on_start = nil,
|
||||
on_end = nil,
|
||||
on_barrier_remove = nil,
|
||||
scripts = {
|
||||
on_start = "",
|
||||
on_barrier_remove = "",
|
||||
on_end = ""
|
||||
}
|
||||
}
|
||||
|
||||
return map_data
|
||||
|
|
|
|||
|
|
@ -50,7 +50,7 @@ end)
|
|||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
player_scope_huds[player:get_player_name()] = player:hud_add({
|
||||
type = "image",
|
||||
hud_elem_type = "image",
|
||||
alignment = { x=0.0, y=0.0 },
|
||||
position = {x = 0.5, y = 0.5},
|
||||
scale = { x=2, y=2 },
|
||||
|
|
|
|||
|
|
@ -254,7 +254,7 @@ ctf_ranged.simple_register_gun("ctf_ranged:m200", {
|
|||
fire_sound = "ctf_ranged_m16fire",
|
||||
rounds = 5,
|
||||
scope_zoom=10,
|
||||
range = 2000,
|
||||
range = 200,
|
||||
damage = 15,
|
||||
fire_interval = 2.0,
|
||||
liquid_travel_dist = 4,
|
||||
|
|
|
|||
27
mods/misc/ctf_guns/darkness_nerf/init.lua
Normal file
|
|
@ -0,0 +1,27 @@
|
|||
|
||||
-- Makes players glow
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
player:set_properties({glow = 3})
|
||||
end)
|
||||
|
||||
local MIN_GLOW = 8
|
||||
|
||||
-- Makes dropped items glow
|
||||
minetest.register_on_mods_loaded(function()
|
||||
local itemdef = minetest.registered_entities["__builtin:item"]
|
||||
local old_set_item = itemdef.set_item
|
||||
|
||||
itemdef.set_item = function(self, itemstring)
|
||||
old_set_item(self, itemstring)
|
||||
local iname = itemstring or self.itemstring
|
||||
iname = ItemStack(iname):get_name()
|
||||
|
||||
if not minetest.registered_items[iname] or (minetest.registered_items[iname].light_source or 0) < MIN_GLOW then
|
||||
self.object:set_properties({glow = MIN_GLOW})
|
||||
else
|
||||
self.object:set_properties({glow = minetest.registered_items[iname].light_source})
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_entity(":__builtin:item", itemdef)
|
||||
end)
|
||||
2
mods/misc/ctf_guns/darkness_nerf/mod.conf
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
name = darkness_nerf
|
||||
depends = default
|
||||
|
|
@ -130,7 +130,7 @@ local function update(player, settings)
|
|||
|
||||
if settings.type == TYPE_BUILTIN then
|
||||
player:set_nametag_attributes({
|
||||
color = {a=settings.color.a or 255, r=settings.color.r or 255, g=settings.color.g or 255, b=settings.color.b or 255},
|
||||
color = settings.color or {a=255, r=255, g=255, b=255},
|
||||
bgcolor = {a=0, r=0, g=0, b=0},
|
||||
})
|
||||
elseif settings.type == TYPE_ENTITY then
|
||||
|
|
@ -162,7 +162,6 @@ function playertag.get_all()
|
|||
end
|
||||
|
||||
minetest.register_entity("playertag:tag", {
|
||||
initial_properties = {
|
||||
visual = "sprite",
|
||||
visual_size = {x=2.16, y=0.18, z=2.16}, --{x=1.44, y=0.12, z=1.44},
|
||||
textures = {"blank.png"},
|
||||
|
|
@ -187,7 +186,6 @@ minetest.register_entity("playertag:tag", {
|
|||
end
|
||||
end
|
||||
end
|
||||
}
|
||||
})
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
|
|
|
|||
1
mods/misc/sprint/depends.txt
Normal file
|
|
@ -0,0 +1 @@
|
|||
hudbars?
|
||||
|
|
@ -37,7 +37,7 @@ minetest.register_on_joinplayer(function(player)
|
|||
hb.init_hudbar(player, "sprint")
|
||||
else
|
||||
players[playerName].hud = player:hud_add({
|
||||
type = "statbar",
|
||||
hud_elem_type = "statbar",
|
||||
position = {x=0.5,y=1},
|
||||
size = {x=24, y=24},
|
||||
text = "sprint_stamina_icon.png",
|
||||
|
|
@ -70,14 +70,14 @@ minetest.register_globalstep(function(dtime)
|
|||
--If the player is sprinting, create particles behind him/her
|
||||
if playerInfo["sprinting"] == true and gameTime % 0.1 == 0 then
|
||||
local numParticles = math.random(1, 2)
|
||||
local playerPos = player:get_pos()
|
||||
local playerPos = player:getpos()
|
||||
local playerNode = minetest.get_node({x=playerPos["x"], y=playerPos["y"]-1, z=playerPos["z"]})
|
||||
if playerNode["name"] ~= "air" then
|
||||
for i=1, numParticles, 1 do
|
||||
minetest.add_particle({
|
||||
pos = {x=playerPos["x"]+math.random(-1,1)*math.random()/2,y=playerPos["y"]+0.1,z=playerPos["z"]+math.random(-1,1)*math.random()/2},
|
||||
velocity = {x=0, y=5, z=0},
|
||||
acceleration = {x=0, y=-13, z=0},
|
||||
vel = {x=0, y=5, z=0},
|
||||
acc = {x=0, y=-13, z=0},
|
||||
expirationtime = math.random(),
|
||||
size = math.random()+0.5,
|
||||
collisiondetection = true,
|
||||
|
|
|
|||
|
|
@ -1,2 +0,0 @@
|
|||
name = sprint
|
||||
description = Slightly improved version of GunshipPenguin's sprint mod
|
||||
|
|
@ -1,674 +0,0 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
||||
|
|
@ -1,24 +0,0 @@
|
|||
# wielded_light mod for Minetest
|
||||
|
||||
Idea taken from torches_wieldlight in https://github.com/minetest-mods/torches, but written from scratch and usable for all shining items.
|
||||
|
||||

|
||||
|
||||
All bright nodes with light value > 2 lighten the player environment if wielded, with value fewer by 2. (Torch 13->11 for example)
|
||||
|
||||
Dependencies: none
|
||||
|
||||
License: [GPL-3](https://github.com/bell07/minetest-wielded_light/blob/master/LICENSE)
|
||||
|
||||
|
||||
Shining API:
|
||||
|
||||
`function wielded_light.update_light(pos, light_level)`
|
||||
Enable or update the shining at pos with light_level for 0.6 seconds. Can be used in any on_step call to get other entitys shining for example
|
||||
|
||||
|
||||
`wielded_light.register_item_light(itemname, light_level)`
|
||||
Override or set custom light level to an item. This does not change the item/node definition, just the lighting in this mod.
|
||||
|
||||
`function wielded_light.update_light_by_item(stack, pos)`
|
||||
Update light at pos using item shining settings -from registered item_light or from item definition
|
||||
|
|
@ -1,646 +0,0 @@
|
|||
local mod_name = minetest.get_current_modname()
|
||||
|
||||
-- Node replacements that emit light
|
||||
-- Sets of lighting_node={ node=original_node, level=light_level }
|
||||
local lighting_nodes = {}
|
||||
|
||||
-- The nodes that can be replaced with lighting nodes
|
||||
-- Sets of original_node={ [1]=lighting_node_1, [2]=lighting_node_2, ... }
|
||||
local lightable_nodes = {}
|
||||
|
||||
-- Prefixes used for each node so we can avoid overlap
|
||||
-- Pairs of prefix=original_node
|
||||
local lighting_prefixes = {}
|
||||
|
||||
-- node_name=true pairs of lightable nodes that are liquids and can flood some light sources
|
||||
local lightable_liquids = {}
|
||||
|
||||
-- How often will the positions of lights be recalculated
|
||||
local update_interval = 0.2
|
||||
|
||||
-- How long until a previously lit node should be updated - reduces flicker
|
||||
local removal_delay = update_interval * 0.5
|
||||
|
||||
-- How often will a node attempt to check itself for deletion
|
||||
local cleanup_interval = update_interval * 3
|
||||
|
||||
-- How far in the future will the position be projected based on the velocity
|
||||
local velocity_projection = update_interval * 1
|
||||
|
||||
-- How many light levels should an item held in the hand be reduced by, compared to the placed node
|
||||
-- does not apply to manually registered light levels
|
||||
local level_delta = 2
|
||||
|
||||
-- item=light_level pairs of registered wielded lights
|
||||
local shiny_items = {}
|
||||
|
||||
-- List of custom callbacks for each update step
|
||||
local update_callbacks = {}
|
||||
local update_player_callbacks = {}
|
||||
|
||||
-- position={id=light_level} sets of known about light sources and their levels by position
|
||||
local active_lights = {}
|
||||
|
||||
--[[ Sets of entities being tracked, in the form:
|
||||
entity_id = {
|
||||
obj = entity,
|
||||
items = {
|
||||
category_id..entity_id = {
|
||||
level = light_level,
|
||||
item? = item_name
|
||||
}
|
||||
},
|
||||
update = true | false,
|
||||
pos? = position_vector,
|
||||
offset? = offset_vector,
|
||||
}
|
||||
]]
|
||||
local tracked_entities = {}
|
||||
|
||||
-- position=true pairs of positions that need to be recaculated this update step
|
||||
local light_recalcs = {}
|
||||
|
||||
--[[
|
||||
Using 2-digit hex codes for categories
|
||||
Starts at 00, ends at FF
|
||||
This makes it easier extract `uid` from `cat_id..uid` by slicing off 2 characters
|
||||
The category ID must be of a fixed length (2 characters)
|
||||
]]
|
||||
local cat_id = 0
|
||||
local cat_codes = {}
|
||||
local function get_light_category_id(cat)
|
||||
-- If the category id does not already exist generate a new one
|
||||
if not cat_codes[cat] then
|
||||
if cat_id >= 256 then
|
||||
error("Wielded item category limit exceeded, maximum 256 wield categories")
|
||||
end
|
||||
local code = string.format("%02x", cat_id)
|
||||
cat_id = cat_id+1
|
||||
cat_codes[cat] = code
|
||||
end
|
||||
-- If the category id does exist, return it
|
||||
return cat_codes[cat]
|
||||
end
|
||||
|
||||
-- Log an error coming from this mod
|
||||
local function error_log(message, ...)
|
||||
minetest.log("error", "[Wielded Light] " .. (message:format(...)))
|
||||
end
|
||||
|
||||
-- Is a node lightable and a liquid capable of flooding some light sources
|
||||
local function is_lightable_liquid(pos)
|
||||
local node = minetest.get_node_or_nil(pos)
|
||||
if not node then return end
|
||||
return lightable_liquids[node.name]
|
||||
end
|
||||
|
||||
-- Check if an entity instance still exists in the world
|
||||
local function is_entity_valid(entity)
|
||||
return entity and (entity.obj:is_player() or (entity.obj:get_luaentity() and entity.obj:get_luaentity().name) or false)
|
||||
end
|
||||
|
||||
-- Check whether a node was registered by the wield_light mod
|
||||
local function is_wieldlight_node(pos_vec)
|
||||
local name = string.sub(minetest.get_node(pos_vec).name, 1, #mod_name)
|
||||
return name == mod_name
|
||||
end
|
||||
|
||||
-- Get the projected position of an entity based on its velocity, rounded to the nearest block
|
||||
local function entity_pos(obj, offset)
|
||||
local velocity
|
||||
if (minetest.features.direct_velocity_on_players or not obj:is_player()) and obj.get_velocity then
|
||||
velocity = obj:get_velocity()
|
||||
else
|
||||
velocity = obj:get_player_velocity()
|
||||
end
|
||||
|
||||
return wielded_light.get_light_position(
|
||||
vector.round(
|
||||
vector.add(
|
||||
vector.add(
|
||||
offset or { x=0, y=0, z=0 },
|
||||
obj:get_pos()
|
||||
),
|
||||
vector.multiply(
|
||||
velocity or { x=0, y=0, z=0 },
|
||||
velocity_projection
|
||||
)
|
||||
)
|
||||
)
|
||||
)
|
||||
end
|
||||
|
||||
-- Add light to active light list and mark position for update
|
||||
local function add_light(pos, id, light_level)
|
||||
if not active_lights[pos] then
|
||||
active_lights[pos] = {}
|
||||
end
|
||||
if active_lights[pos][id] ~= light_level then
|
||||
-- minetest.log("error", "add "..id.." "..pos.." "..tostring(light_level))
|
||||
active_lights[pos][id] = light_level
|
||||
light_recalcs[pos] = true
|
||||
end
|
||||
end
|
||||
|
||||
-- Remove light from active light list and mark position for update
|
||||
local function remove_light(pos, id)
|
||||
if not active_lights[pos] then return end
|
||||
-- minetest.log("error", "rem "..id.." "..pos)
|
||||
active_lights[pos][id] = nil
|
||||
minetest.after(removal_delay, function ()
|
||||
light_recalcs[pos] = true
|
||||
end)
|
||||
end
|
||||
|
||||
-- Track an entity's position and update its light, will be called on every update step
|
||||
local function update_entity(entity)
|
||||
local pos = entity_pos(entity.obj, entity.offset)
|
||||
local pos_str = pos and minetest.pos_to_string(pos)
|
||||
|
||||
-- If the position has changed, remove the old light and mark the entity for update
|
||||
if entity.pos and pos_str ~= entity.pos then
|
||||
entity.update = true
|
||||
for id,_ in pairs(entity.items) do
|
||||
remove_light(entity.pos, id)
|
||||
end
|
||||
end
|
||||
|
||||
-- Update the recorded position
|
||||
entity.pos = pos_str
|
||||
|
||||
-- If the position is still loaded, pump the timer up so it doesn't get removed
|
||||
if pos then
|
||||
-- If the entity is marked for an update, add the light in the position if it emits light
|
||||
if entity.update then
|
||||
for id, item in pairs(entity.items) do
|
||||
if item.level > 0 and not (item.floodable and is_lightable_liquid(pos)) then
|
||||
add_light(pos_str, id, item.level)
|
||||
else
|
||||
remove_light(pos_str, id)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if active_lights[pos_str] then
|
||||
if is_wieldlight_node(pos) then
|
||||
minetest.get_node_timer(pos):start(cleanup_interval)
|
||||
end
|
||||
end
|
||||
entity.update = false
|
||||
end
|
||||
|
||||
|
||||
-- Save the original nodes timer if it has one
|
||||
local function save_timer(pos_vec)
|
||||
local timer = minetest.get_node_timer(pos_vec)
|
||||
if timer:is_started() then
|
||||
local meta = minetest.get_meta(pos_vec)
|
||||
meta:set_float("saved_timer_timeout", timer:get_timeout())
|
||||
meta:set_float("saved_timer_elapsed", timer:get_elapsed())
|
||||
end
|
||||
end
|
||||
|
||||
-- Restore the original nodes timer if it had one
|
||||
local function restore_timer(pos_vec)
|
||||
local meta = minetest.get_meta(pos_vec)
|
||||
local timeout = meta:get_float("saved_timer_timeout")
|
||||
if timeout > 0 then
|
||||
local elapsed = meta:get_float("saved_timer_elapsed")
|
||||
local timer = minetest.get_node_timer(pos_vec)
|
||||
timer:set(timeout, elapsed)
|
||||
meta:set_string("saved_timer_timeout","")
|
||||
meta:set_string("saved_timer_elapsed","")
|
||||
end
|
||||
end
|
||||
|
||||
-- Replace a lighting node with its original counterpart
|
||||
local function reset_lighting_node(pos)
|
||||
local existing_node = minetest.get_node(pos)
|
||||
local lighting_node = wielded_light.get_lighting_node(existing_node.name)
|
||||
if not lighting_node then
|
||||
return
|
||||
end
|
||||
minetest.swap_node(pos, { name = lighting_node.node,param2 = existing_node.param2 })
|
||||
restore_timer(pos)
|
||||
end
|
||||
|
||||
-- Will be run once the node timer expires
|
||||
local function cleanup_timer_callback(pos, elapsed)
|
||||
local pos_str = minetest.pos_to_string(pos)
|
||||
local lights = active_lights[pos_str]
|
||||
-- If no active lights for this position, remove itself
|
||||
if not lights then
|
||||
reset_lighting_node(pos)
|
||||
else
|
||||
-- Clean up any tracked entities for this position that no longer exist
|
||||
for id,_ in pairs(lights) do
|
||||
local uid = string.sub(id,3)
|
||||
local entity = tracked_entities[uid]
|
||||
if not is_entity_valid(entity) then
|
||||
remove_light(pos_str, id)
|
||||
end
|
||||
end
|
||||
minetest.get_node_timer(pos):start(cleanup_interval)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Recalculate the total light level for a given position and update the light level there
|
||||
local function recalc_light(pos)
|
||||
-- If not in active lights list we can't do anything
|
||||
if not active_lights[pos] then return end
|
||||
|
||||
-- Calculate the light level of the node
|
||||
local any_light = false
|
||||
local max_light = 0
|
||||
for id, light_level in pairs(active_lights[pos]) do
|
||||
any_light = true
|
||||
if light_level > max_light then
|
||||
max_light = light_level
|
||||
end
|
||||
end
|
||||
|
||||
-- Convert the position back to a vector
|
||||
local pos_vec = minetest.string_to_pos(pos)
|
||||
|
||||
-- If no items in this position, delete it from the list and remove any light node
|
||||
if not any_light then
|
||||
active_lights[pos] = nil
|
||||
reset_lighting_node(pos_vec)
|
||||
return
|
||||
end
|
||||
|
||||
-- If no light in this position remove any light node
|
||||
if max_light == 0 then
|
||||
reset_lighting_node(pos_vec)
|
||||
return
|
||||
end
|
||||
|
||||
-- Limit the light level
|
||||
max_light = math.min(max_light, minetest.LIGHT_MAX)
|
||||
|
||||
-- Get the current light level in this position
|
||||
local existing_node = minetest.get_node(pos_vec)
|
||||
local name = existing_node.name
|
||||
local old_value = wielded_light.level_of_lighting_node(name) or 0
|
||||
|
||||
-- If the light level has changed, set the coresponding light node and initiate the cleanup timer
|
||||
if old_value ~= max_light then
|
||||
local node_name
|
||||
if lightable_nodes[name] then
|
||||
node_name = name
|
||||
elseif lighting_nodes[name] then
|
||||
node_name = lighting_nodes[name].node
|
||||
end
|
||||
if node_name then
|
||||
if not is_wieldlight_node(pos_vec) then
|
||||
save_timer(pos_vec)
|
||||
end
|
||||
|
||||
minetest.swap_node(pos_vec, {
|
||||
name = lightable_nodes[node_name][max_light],
|
||||
param2 = existing_node.param2
|
||||
})
|
||||
minetest.get_node_timer(pos_vec):start(cleanup_interval)
|
||||
else
|
||||
active_lights[pos] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local timer = 0
|
||||
-- Will be run on every global step
|
||||
local function global_timer_callback(dtime)
|
||||
-- Only run once per update interval, global step will be called much more often than that
|
||||
timer = timer + dtime;
|
||||
if timer < update_interval then
|
||||
return
|
||||
end
|
||||
timer = 0
|
||||
|
||||
-- Run all custom player callbacks for each player
|
||||
local connected_players = minetest.get_connected_players()
|
||||
for _,callback in pairs(update_player_callbacks) do
|
||||
for _, player in pairs(connected_players) do
|
||||
callback(player)
|
||||
end
|
||||
end
|
||||
|
||||
-- Run all custom callbacks
|
||||
for _,callback in pairs(update_callbacks) do
|
||||
callback()
|
||||
end
|
||||
|
||||
-- Look at each tracked entity and update its position
|
||||
for uid, entity in pairs(tracked_entities) do
|
||||
if is_entity_valid(entity) then
|
||||
update_entity(entity)
|
||||
else
|
||||
-- If the entity no longer exists, stop tracking it
|
||||
tracked_entities[uid] = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- Recalculate light levels
|
||||
for pos,_ in pairs(light_recalcs) do
|
||||
recalc_light(pos)
|
||||
end
|
||||
light_recalcs = {}
|
||||
end
|
||||
|
||||
--- Shining API ---
|
||||
wielded_light = {}
|
||||
|
||||
-- Registers a callback to be called every time the update interval is passed
|
||||
function wielded_light.register_lightstep(callback)
|
||||
table.insert(update_callbacks, callback)
|
||||
end
|
||||
|
||||
-- Registers a callback to be called for each player every time the update interval is passed
|
||||
function wielded_light.register_player_lightstep(callback)
|
||||
table.insert(update_player_callbacks, callback)
|
||||
end
|
||||
|
||||
-- Returns the node name for a given light level
|
||||
function wielded_light.lighting_node_of_level(light_level, prefix)
|
||||
return mod_name..":"..(prefix or "")..light_level
|
||||
end
|
||||
|
||||
-- Gets the light level for a given node name, inverse of lighting_node_of_level
|
||||
function wielded_light.level_of_lighting_node(node_name)
|
||||
local lighting_node = wielded_light.get_lighting_node(node_name)
|
||||
if lighting_node then
|
||||
return lighting_node.level
|
||||
end
|
||||
end
|
||||
|
||||
-- Check if a node name is one of the wielded light nodes
|
||||
function wielded_light.get_lighting_node(node_name)
|
||||
return lighting_nodes[node_name]
|
||||
end
|
||||
|
||||
-- Register any node as lightable, register all light level variations for it
|
||||
function wielded_light.register_lightable_node(node_name, property_overrides, custom_prefix)
|
||||
-- Node name must be string
|
||||
if type(node_name) ~= "string" then
|
||||
error_log("You must provide a node name to be registered as lightable, '%s' given.", type(node_name))
|
||||
return
|
||||
end
|
||||
|
||||
-- Node must already be registered
|
||||
local original_definition = minetest.registered_nodes[node_name]
|
||||
if not original_definition then
|
||||
error_log("The node '%s' cannot be registered as lightable because it does not exist.", node_name)
|
||||
return
|
||||
end
|
||||
|
||||
-- Decide the prefix for the lighting node
|
||||
local prefix = custom_prefix or node_name:gsub(":", "_", 1, true) .. "_"
|
||||
if lighting_prefixes[prefix] then
|
||||
error_log("The lighting prefix '%s' cannot be used for '%s' as it is already used for '%s'.", prefix, node_name, lighting_prefixes[prefix])
|
||||
return
|
||||
end
|
||||
lighting_prefixes[prefix] = node_name
|
||||
|
||||
-- Default for property overrides
|
||||
if not property_overrides then property_overrides = {} end
|
||||
|
||||
-- Copy the node definition and provide required settings for a lighting node
|
||||
local new_definition = table.copy(original_definition)
|
||||
new_definition.on_timer = cleanup_timer_callback
|
||||
new_definition.paramtype = "light"
|
||||
new_definition.mod_origin = mod_name
|
||||
new_definition.groups = new_definition.groups or {}
|
||||
new_definition.groups.not_in_creative_inventory = 1
|
||||
-- Make sure original node is dropped if a lit node is dug
|
||||
if not new_definition.drop then
|
||||
new_definition.drop = node_name
|
||||
end
|
||||
|
||||
-- Allow any properties to be overridden on registration
|
||||
for prop, val in pairs(property_overrides) do
|
||||
new_definition[prop] = val
|
||||
end
|
||||
|
||||
-- If it's a liquid, we need to stop it flowing
|
||||
if new_definition.groups.liquid then
|
||||
new_definition.liquid_range = 0
|
||||
lightable_liquids[node_name] = true
|
||||
end
|
||||
|
||||
-- Register the lighting nodes
|
||||
lightable_nodes[node_name] = {}
|
||||
for i=1, minetest.LIGHT_MAX do
|
||||
local lighting_node_name = wielded_light.lighting_node_of_level(i, prefix)
|
||||
|
||||
-- Index for quick finding later
|
||||
lightable_nodes[node_name][i] = lighting_node_name
|
||||
lighting_nodes[lighting_node_name] = {
|
||||
node = node_name,
|
||||
level = i
|
||||
}
|
||||
|
||||
-- Copy the base definition and apply the light level
|
||||
local level_definition = table.copy(new_definition)
|
||||
level_definition.light_source = i
|
||||
|
||||
-- If it's a liquid, we need to stop it replacing itself with the original
|
||||
if level_definition.groups.liquid then
|
||||
level_definition.liquid_alternative_source = lighting_node_name
|
||||
level_definition.liquid_alternative_flowing = lighting_node_name
|
||||
end
|
||||
|
||||
minetest.register_node(":"..lighting_node_name, level_definition)
|
||||
end
|
||||
end
|
||||
|
||||
-- Check if node can have a wielded light node placed in it
|
||||
function wielded_light.is_lightable_node(node_pos)
|
||||
local name = minetest.get_node(node_pos).name
|
||||
if lightable_nodes[name] then
|
||||
return true
|
||||
elseif wielded_light.get_lighting_node(name) then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- Gets the closest position to pos that's a lightable node
|
||||
function wielded_light.get_light_position(pos)
|
||||
local around_vector = {
|
||||
{x=0, y=0, z=0},
|
||||
{x=0, y=1, z=0}, {x=0, y=-1, z=0},
|
||||
{x=1, y=0, z=0}, {x=-1, y=0, z=0},
|
||||
{x=0, y=0, z=1}, {x=0, y=0, z=-1},
|
||||
}
|
||||
for _, around in ipairs(around_vector) do
|
||||
local light_pos = vector.add(pos, around)
|
||||
if wielded_light.is_lightable_node(light_pos) then
|
||||
return light_pos
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Gets the emitted light level of a given item name
|
||||
function wielded_light.get_light_def(item_name)
|
||||
-- Invalid item? No light
|
||||
if not item_name or item_name == "" then
|
||||
return 0, false
|
||||
end
|
||||
|
||||
-- If the item is cached return the cached level
|
||||
local cached_definition = shiny_items[item_name]
|
||||
if cached_definition then
|
||||
return cached_definition.level, cached_definition.floodable
|
||||
end
|
||||
|
||||
-- Get the item definition
|
||||
local stack = ItemStack(item_name)
|
||||
local itemdef = stack:get_definition()
|
||||
|
||||
-- If invalid, no light
|
||||
if not itemdef then
|
||||
return 0, false
|
||||
end
|
||||
|
||||
-- Get the light level of an item from its definition
|
||||
-- Reduce the light level by level_delta - original functionality
|
||||
-- Limit between 0 and the max light level
|
||||
return math.min(math.max((itemdef.light_source or 0) - level_delta, 0), minetest.LIGHT_MAX), itemdef.floodable
|
||||
end
|
||||
|
||||
-- Register an item as shining
|
||||
function wielded_light.register_item_light(item_name, light_level, floodable)
|
||||
if shiny_items[item_name] then
|
||||
if light_level then
|
||||
shiny_items[item_name].level = light_level
|
||||
end
|
||||
if floodable ~= nil then
|
||||
shiny_items[item_name].floodable = floodable
|
||||
end
|
||||
else
|
||||
if floodable == nil then
|
||||
local stack = ItemStack(item_name)
|
||||
local itemdef = stack:get_definition()
|
||||
floodable = itemdef.floodable
|
||||
end
|
||||
shiny_items[item_name] = {
|
||||
level = light_level,
|
||||
floodable = floodable or false
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
-- Mark an item as floodable or not
|
||||
function wielded_light.register_item_floodable(item_name, floodable)
|
||||
if floodable == nil then floodable = true end
|
||||
if shiny_items[item_name] then
|
||||
shiny_items[item_name].floodable = floodable
|
||||
else
|
||||
local calced_level = wielded_light.get_light_def(item_name)
|
||||
shiny_items[item_name] = {
|
||||
level = calced_level,
|
||||
floodable = floodable
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
-- Keep track of an item entity. Should be called once for an item
|
||||
function wielded_light.track_item_entity(obj, cat, item)
|
||||
if not is_entity_valid({ obj=obj }) then return end
|
||||
|
||||
local light_level, light_is_floodable = wielded_light.get_light_def(item)
|
||||
-- If the item does not emit light do not track it
|
||||
if light_level <= 0 then return end
|
||||
|
||||
-- Generate the uid for the item and the id for the light category
|
||||
local uid = tostring(obj)
|
||||
local id = get_light_category_id(cat)..uid
|
||||
|
||||
-- Create the main tracking object for this item instance if it does not already exist
|
||||
if not tracked_entities[uid] then
|
||||
tracked_entities[uid] = { obj=obj, items={}, update = true }
|
||||
end
|
||||
|
||||
-- Create the item tracking object for this item + category
|
||||
tracked_entities[uid].items[id] = { level=light_level, floodable=light_is_floodable }
|
||||
|
||||
-- Add the light in on creation so it's immediate
|
||||
local pos = entity_pos(obj)
|
||||
local pos_str = pos and minetest.pos_to_string(pos)
|
||||
if pos_str then
|
||||
if not (light_is_floodable and is_lightable_liquid(pos)) then
|
||||
add_light(pos_str, id, light_level)
|
||||
end
|
||||
end
|
||||
tracked_entities[uid].pos = pos_str
|
||||
end
|
||||
|
||||
-- A player's light should appear near their head not their feet
|
||||
local player_height_offset = { x=0, y=1, z=0 }
|
||||
|
||||
-- Keep track of a user / player entity. Should be called as often as the user updates
|
||||
function wielded_light.track_user_entity(obj, cat, item)
|
||||
-- Generate the uid for the player and the id for the light category
|
||||
local uid = tostring(obj)
|
||||
local id = get_light_category_id(cat)..uid
|
||||
|
||||
-- Create the main tracking object for this player instance if it does not already exist
|
||||
if not tracked_entities[uid] then
|
||||
tracked_entities[uid] = { obj=obj, items={}, offset = player_height_offset, update = true }
|
||||
end
|
||||
|
||||
local tracked_entity = tracked_entities[uid]
|
||||
local tracked_item = tracked_entity.items[id]
|
||||
|
||||
-- If the item being tracked for the player changes, update the item tracking object for this item + category
|
||||
if not tracked_item or tracked_item.item ~= item then
|
||||
local light_level, light_is_floodable = wielded_light.get_light_def(item)
|
||||
tracked_entity.items[id] = { level=light_level, item=item, floodable=light_is_floodable }
|
||||
tracked_entity.update = true
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Setup --
|
||||
|
||||
-- Wielded item shining globalstep
|
||||
minetest.register_globalstep(global_timer_callback)
|
||||
|
||||
-- Dropped item on_step override
|
||||
-- https://github.com/minetest/minetest/issues/6909
|
||||
local builtin_item = minetest.registered_entities["__builtin:item"]
|
||||
local item = {
|
||||
on_step = function(self, dtime, ...)
|
||||
builtin_item.on_step(self, dtime, ...)
|
||||
-- Register an item once for tracking
|
||||
-- If it's already being tracked, exit
|
||||
if self.wielded_light then return end
|
||||
self.wielded_light = true
|
||||
local stack = ItemStack(self.itemstring)
|
||||
local item_name = stack:get_name()
|
||||
wielded_light.track_item_entity(self.object, "item", item_name)
|
||||
end
|
||||
}
|
||||
setmetatable(item, {__index = builtin_item})
|
||||
minetest.register_entity(":__builtin:item", item)
|
||||
|
||||
-- Track a player's wielded item
|
||||
wielded_light.register_player_lightstep(function (player)
|
||||
wielded_light.track_user_entity(player, "wield", player:get_wielded_item():get_name())
|
||||
end)
|
||||
|
||||
-- Register helper nodes
|
||||
wielded_light.register_lightable_node("air", nil, "")
|
||||
|
||||
if minetest.get_modpath("default") then
|
||||
wielded_light.register_lightable_node("default:water_source", nil, "water_")
|
||||
wielded_light.register_lightable_node("default:river_water_source", nil, "river_water_")
|
||||
elseif minetest.get_modpath("hades_core") then
|
||||
wielded_light.register_lightable_node("hades_core:water_source", nil, "water_")
|
||||
else
|
||||
error_log("Not running in a supported game, lightable water disabled")
|
||||
end
|
||||
|
||||
---TEST
|
||||
--wielded_light.register_item_light('default:dirt', 14)
|
||||
|
|
@ -1,2 +0,0 @@
|
|||
name = wielded_light
|
||||
optional_depends = default, hades_core, builtin_item
|
||||
|
Before Width: | Height: | Size: 329 KiB |
|
|
@ -1,32 +0,0 @@
|
|||
Minetest Game mod: xpanes
|
||||
=========================
|
||||
See license.txt for license information.
|
||||
|
||||
Authors of source code
|
||||
----------------------
|
||||
Originally by xyz (MIT)
|
||||
BlockMen (MIT)
|
||||
sofar (MIT)
|
||||
Various Minetest Game developers and contributors (MIT)
|
||||
|
||||
Authors of media (textures)
|
||||
---------------------------
|
||||
xyz (CC BY-SA 3.0):
|
||||
All textures not mentioned below.
|
||||
|
||||
Gambit (CC BY-SA 3.0):
|
||||
xpanes_bar.png
|
||||
|
||||
paramat (CC BY-SA 3.0):
|
||||
xpanes_bar_top.png
|
||||
|
||||
Krock (CC0 1.0):
|
||||
xpanes_edge.png
|
||||
|
||||
TumeniNodes (CC BY-SA 3.0):
|
||||
xpanes_door_steel_bar.png
|
||||
xpanes_item_steel_bar.png
|
||||
xpanes_trapdoor_steel_bar.png
|
||||
xpanes_trapdoor_steel_bar_side.png
|
||||
xpanes_steel_bar_door_close.ogg
|
||||
xpanes_steel_bar_door_open.ogg
|
||||
|
|
@ -1,261 +0,0 @@
|
|||
-- xpanes/init.lua
|
||||
|
||||
-- Load support for MT game translation.
|
||||
local S = minetest.get_translator("xpanes")
|
||||
|
||||
|
||||
local function is_pane(pos)
|
||||
return minetest.get_item_group(minetest.get_node(pos).name, "pane") > 0
|
||||
end
|
||||
|
||||
local function connects_dir(pos, name, dir)
|
||||
local aside = vector.add(pos, minetest.facedir_to_dir(dir))
|
||||
if is_pane(aside) then
|
||||
return true
|
||||
end
|
||||
|
||||
local connects_to = minetest.registered_nodes[name].connects_to
|
||||
if not connects_to then
|
||||
return false
|
||||
end
|
||||
local list = minetest.find_nodes_in_area(aside, aside, connects_to)
|
||||
|
||||
if #list > 0 then
|
||||
return true
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
local function swap(pos, node, name, param2)
|
||||
if node.name == name and node.param2 == param2 then
|
||||
return
|
||||
end
|
||||
|
||||
minetest.swap_node(pos, {name = name, param2 = param2})
|
||||
end
|
||||
|
||||
local function update_pane(pos)
|
||||
if not is_pane(pos) then
|
||||
return
|
||||
end
|
||||
local node = minetest.get_node(pos)
|
||||
local name = node.name
|
||||
if name:sub(-5) == "_flat" then
|
||||
name = name:sub(1, -6)
|
||||
end
|
||||
|
||||
local any = node.param2
|
||||
local c = {}
|
||||
local count = 0
|
||||
for dir = 0, 3 do
|
||||
c[dir] = connects_dir(pos, name, dir)
|
||||
if c[dir] then
|
||||
any = dir
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
|
||||
if count == 0 then
|
||||
swap(pos, node, name .. "_flat", any)
|
||||
elseif count == 1 then
|
||||
swap(pos, node, name .. "_flat", (any + 1) % 4)
|
||||
elseif count == 2 then
|
||||
if (c[0] and c[2]) or (c[1] and c[3]) then
|
||||
swap(pos, node, name .. "_flat", (any + 1) % 4)
|
||||
else
|
||||
swap(pos, node, name, 0)
|
||||
end
|
||||
else
|
||||
swap(pos, node, name, 0)
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_on_placenode(function(pos, node)
|
||||
if minetest.get_item_group(node, "pane") then
|
||||
update_pane(pos)
|
||||
end
|
||||
for i = 0, 3 do
|
||||
local dir = minetest.facedir_to_dir(i)
|
||||
update_pane(vector.add(pos, dir))
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.register_on_dignode(function(pos)
|
||||
for i = 0, 3 do
|
||||
local dir = minetest.facedir_to_dir(i)
|
||||
update_pane(vector.add(pos, dir))
|
||||
end
|
||||
end)
|
||||
|
||||
xpanes = {}
|
||||
function xpanes.register_pane(name, def)
|
||||
for i = 1, 15 do
|
||||
minetest.register_alias("xpanes:" .. name .. "_" .. i, "xpanes:" .. name .. "_flat")
|
||||
end
|
||||
|
||||
local flatgroups = table.copy(def.groups)
|
||||
flatgroups.pane = 1
|
||||
minetest.register_node(":xpanes:" .. name .. "_flat", {
|
||||
description = def.description,
|
||||
drawtype = "nodebox",
|
||||
paramtype = "light",
|
||||
is_ground_content = false,
|
||||
sunlight_propagates = true,
|
||||
inventory_image = def.inventory_image,
|
||||
wield_image = def.wield_image,
|
||||
paramtype2 = "facedir",
|
||||
tiles = {
|
||||
def.textures[3],
|
||||
def.textures[3],
|
||||
def.textures[3],
|
||||
def.textures[3],
|
||||
def.textures[1],
|
||||
def.textures[1]
|
||||
},
|
||||
groups = flatgroups,
|
||||
drop = "xpanes:" .. name .. "_flat",
|
||||
sounds = def.sounds,
|
||||
use_texture_alpha = def.use_texture_alpha and "blend" or "clip",
|
||||
node_box = {
|
||||
type = "fixed",
|
||||
fixed = {{-1/2, -1/2, -1/32, 1/2, 1/2, 1/32}},
|
||||
},
|
||||
selection_box = {
|
||||
type = "fixed",
|
||||
fixed = {{-1/2, -1/2, -1/32, 1/2, 1/2, 1/32}},
|
||||
},
|
||||
connect_sides = { "left", "right" },
|
||||
})
|
||||
|
||||
local groups = table.copy(def.groups)
|
||||
groups.pane = 1
|
||||
groups.not_in_creative_inventory = 1
|
||||
minetest.register_node(":xpanes:" .. name, {
|
||||
drawtype = "nodebox",
|
||||
paramtype = "light",
|
||||
is_ground_content = false,
|
||||
sunlight_propagates = true,
|
||||
description = def.description,
|
||||
tiles = {
|
||||
def.textures[3],
|
||||
def.textures[3],
|
||||
def.textures[1]
|
||||
},
|
||||
groups = groups,
|
||||
drop = "xpanes:" .. name .. "_flat",
|
||||
sounds = def.sounds,
|
||||
use_texture_alpha = def.use_texture_alpha and "blend" or "clip",
|
||||
node_box = {
|
||||
type = "connected",
|
||||
fixed = {{-1/32, -1/2, -1/32, 1/32, 1/2, 1/32}},
|
||||
connect_front = {{-1/32, -1/2, -1/2, 1/32, 1/2, -1/32}},
|
||||
connect_left = {{-1/2, -1/2, -1/32, -1/32, 1/2, 1/32}},
|
||||
connect_back = {{-1/32, -1/2, 1/32, 1/32, 1/2, 1/2}},
|
||||
connect_right = {{1/32, -1/2, -1/32, 1/2, 1/2, 1/32}},
|
||||
},
|
||||
connects_to = {"group:pane", "group:stone", "group:glass", "group:wood", "group:tree"},
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "xpanes:" .. name .. "_flat 16",
|
||||
recipe = def.recipe
|
||||
})
|
||||
end
|
||||
|
||||
xpanes.register_pane("pane", {
|
||||
description = S("Glass Pane"),
|
||||
textures = {"default_glass.png", "", "xpanes_edge.png"},
|
||||
inventory_image = "default_glass.png",
|
||||
wield_image = "default_glass.png",
|
||||
sounds = default.node_sound_glass_defaults(),
|
||||
groups = {snappy=2, cracky=3, oddly_breakable_by_hand=3},
|
||||
recipe = {
|
||||
{"default:glass", "default:glass", "default:glass"},
|
||||
{"default:glass", "default:glass", "default:glass"}
|
||||
}
|
||||
})
|
||||
|
||||
xpanes.register_pane("obsidian_pane", {
|
||||
description = S("Obsidian Glass Pane"),
|
||||
textures = {"default_obsidian_glass.png", "", "xpanes_edge_obsidian.png"},
|
||||
inventory_image = "default_obsidian_glass.png",
|
||||
wield_image = "default_obsidian_glass.png",
|
||||
sounds = default.node_sound_glass_defaults(),
|
||||
groups = {snappy=2, cracky=3},
|
||||
recipe = {
|
||||
{"default:obsidian_glass", "default:obsidian_glass", "default:obsidian_glass"},
|
||||
{"default:obsidian_glass", "default:obsidian_glass", "default:obsidian_glass"}
|
||||
}
|
||||
})
|
||||
|
||||
xpanes.register_pane("bar", {
|
||||
description = S("Steel Bars"),
|
||||
textures = {"xpanes_bar.png", "", "xpanes_bar_top.png"},
|
||||
inventory_image = "xpanes_bar.png",
|
||||
wield_image = "xpanes_bar.png",
|
||||
groups = {cracky=2},
|
||||
sounds = default.node_sound_metal_defaults(),
|
||||
recipe = {
|
||||
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
|
||||
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"}
|
||||
}
|
||||
})
|
||||
|
||||
minetest.register_lbm({
|
||||
name = "xpanes:gen2",
|
||||
nodenames = {"group:pane"},
|
||||
action = function(pos, node)
|
||||
update_pane(pos)
|
||||
for i = 0, 3 do
|
||||
local dir = minetest.facedir_to_dir(i)
|
||||
update_pane(vector.add(pos, dir))
|
||||
end
|
||||
end
|
||||
})
|
||||
|
||||
-- Register steel bar doors and trapdoors
|
||||
|
||||
if minetest.get_modpath("doors") then
|
||||
|
||||
doors.register("xpanes:door_steel_bar", {
|
||||
tiles = {{name = "xpanes_door_steel_bar.png", backface_culling = true}},
|
||||
description = S("Steel Bar Door"),
|
||||
inventory_image = "xpanes_item_steel_bar.png",
|
||||
protected = true,
|
||||
groups = {node = 1, cracky = 1, level = 2},
|
||||
sounds = default.node_sound_metal_defaults(),
|
||||
sound_open = "xpanes_steel_bar_door_open",
|
||||
sound_close = "xpanes_steel_bar_door_close",
|
||||
gain_open = 0.15,
|
||||
gain_close = 0.13,
|
||||
recipe = {
|
||||
{"xpanes:bar_flat", "xpanes:bar_flat"},
|
||||
{"xpanes:bar_flat", "xpanes:bar_flat"},
|
||||
{"xpanes:bar_flat", "xpanes:bar_flat"},
|
||||
},
|
||||
})
|
||||
|
||||
doors.register_trapdoor("xpanes:trapdoor_steel_bar", {
|
||||
description = S("Steel Bar Trapdoor"),
|
||||
inventory_image = "xpanes_trapdoor_steel_bar.png",
|
||||
wield_image = "xpanes_trapdoor_steel_bar.png",
|
||||
tile_front = "xpanes_trapdoor_steel_bar.png",
|
||||
tile_side = "xpanes_trapdoor_steel_bar_side.png",
|
||||
protected = true,
|
||||
groups = {node = 1, cracky = 1, level = 2, door = 1},
|
||||
sounds = default.node_sound_metal_defaults(),
|
||||
sound_open = "xpanes_steel_bar_door_open",
|
||||
sound_close = "xpanes_steel_bar_door_close",
|
||||
gain_open = 0.15,
|
||||
gain_close = 0.13,
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "xpanes:trapdoor_steel_bar",
|
||||
recipe = {
|
||||
{"xpanes:bar_flat", "xpanes:bar_flat"},
|
||||
{"xpanes:bar_flat", "xpanes:bar_flat"},
|
||||
}
|
||||
})
|
||||
end
|
||||
|
|
@ -1,65 +0,0 @@
|
|||
License of source code
|
||||
----------------------
|
||||
|
||||
The MIT License (MIT)
|
||||
Copyright (C) 2014-2016 xyz
|
||||
Copyright (C) 2014-2016 BlockMen
|
||||
Copyright (C) 2016 Auke Kok <sofar@foo-projects.org>
|
||||
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 xyz
|
||||
Copyright (C) 2013-2016 Gambit
|
||||
Copyright (C) 2016 paramat
|
||||
Copyright (C) 2019 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/
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=
|
||||
Obsidian Glass Pane=
|
||||
Steel Bars=
|
||||
Steel Bar Door=
|
||||
Steel Bar Trapdoor=
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=Стъклен прозорец
|
||||
Obsidian Glass Pane=Прозорец от обсидианово стъкло
|
||||
Steel Bars=Стоманени решетки
|
||||
Steel Bar Door=Стоманени решетки за врата
|
||||
Steel Bar Trapdoor=Стоманени решетки за капак
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=Glasscheibe
|
||||
Obsidian Glass Pane=Obsidianglasscheibe
|
||||
Steel Bars=Stahlgitter
|
||||
Steel Bar Door=Stahlgittertür
|
||||
Steel Bar Trapdoor=Stahlgitterfalltür
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=Vitra vitraĵo
|
||||
Obsidian Glass Pane=Obsidiana vitra vitraĵo
|
||||
Steel Bars=Ŝtalaj baraĵoj
|
||||
Steel Bar Door=Ŝtala baraĵa pordo
|
||||
Steel Bar Trapdoor=Ŝtala baraĵa plankpordo
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=Panel de vidrio
|
||||
Obsidian Glass Pane=Panel de vidrio de obsidiana
|
||||
Steel Bars=Barras de acero
|
||||
Steel Bar Door=Puerta de barras de acero
|
||||
Steel Bar Trapdoor=Trampilla de barras de acero
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=Beirazko panela
|
||||
Obsidian Glass Pane=Obsidiana-beirazko panela
|
||||
Steel Bars=Altzairuzko barrak
|
||||
Steel Bar Door=Altzairu-barrazko atea
|
||||
Steel Bar Trapdoor=Altzairu-barrazko tranpola
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=Panneau de verre
|
||||
Obsidian Glass Pane=Panneau de verre d'obsidienne
|
||||
Steel Bars=Barreaux d'acier
|
||||
Steel Bar Door=Porte en barreaux d'acier
|
||||
Steel Bar Trapdoor=Trappe en barreaux d'acier
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=Panel Kaca
|
||||
Obsidian Glass Pane=Panel Kaca Obsidian
|
||||
Steel Bars=Batang Baja
|
||||
Steel Bar Door=Pintu Batang Baja
|
||||
Steel Bar Trapdoor=Pintu Kolong Batang Baja
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=Pannello di vetro
|
||||
Obsidian Glass Pane=Pannello di vetro d'ossidiana
|
||||
Steel Bars=Sbarre d'acciaio
|
||||
Steel Bar Door=Porta con sbarre d'acciaio
|
||||
Steel Bar Trapdoor=Botola con sbarre d'acciaio
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=板ガラス
|
||||
Obsidian Glass Pane=黒曜石の板ガラス
|
||||
Steel Bars=鉄棒の柵
|
||||
Steel Bar Door=鉄棒のドア
|
||||
Steel Bar Trapdoor=鉄棒のトラップドア
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=lo blaci plita
|
||||
Obsidian Glass Pane=lo je'erma'ablaci blaci plita
|
||||
Steel Bars=lo gasta garna
|
||||
Steel Bar Door=lo gasta garna vrogai
|
||||
Steel Bar Trapdoor=lo gasta garna lolvrogai
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=Stikla panelis
|
||||
Obsidian Glass Pane=Obsidiāna stikla panelis
|
||||
Steel Bars=Tērauda režģis
|
||||
Steel Bar Door=Tērauda režģa durvis
|
||||
Steel Bar Trapdoor=Tērauda režģa lūka
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=Kaca Tingkap
|
||||
Obsidian Glass Pane=Kaca Tingkap Obsidia
|
||||
Steel Bars=Jeriji Keluli
|
||||
Steel Bar Door=Pintu Jeriji Keluli
|
||||
Steel Bar Trapdoor=Pintu Kolong Jeriji Keluli
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=Szyba
|
||||
Obsidian Glass Pane=Obsydianowa szyba
|
||||
Steel Bars=Stalowe kraty
|
||||
Steel Bar Door=Drzwi ze stalowych krat
|
||||
Steel Bar Trapdoor=Właz ze stalowych krat
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=Painel de Vidro
|
||||
Obsidian Glass Pane=Painel de Vidro de Obsidiana
|
||||
Steel Bars=Barras de Aço
|
||||
Steel Bar Door=Porta de Barras de Aço
|
||||
Steel Bar Trapdoor=Alçapão de Barras de Aço
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=Стеклянная панель
|
||||
Obsidian Glass Pane=Панель из обсидианового стекла
|
||||
Steel Bars=Стальная решетка
|
||||
Steel Bar Door=Стальная решётчатая дверь
|
||||
Steel Bar Trapdoor=Стальной решётчатый люк
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=Tabuľa skla
|
||||
Obsidian Glass Pane=Tabuľa obsidiánového skla
|
||||
Steel Bars=Oceľové mreže
|
||||
Steel Bar Door=Dvere z oceľových mreží
|
||||
Steel Bar Trapdoor=Padajúce dvere z oceľových mreží
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=Glasruta
|
||||
Obsidian Glass Pane=Obsidianglasruta
|
||||
Steel Bars=Stålgaller
|
||||
Steel Bar Door=Stålgallerdörr
|
||||
Steel Bar Trapdoor=Stålgallerfallucka
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=Скляна панель
|
||||
Obsidian Glass Pane=Панель з обсидіанового скла
|
||||
Steel Bars=Ґрати
|
||||
Steel Bar Door=Двері з ґратами
|
||||
Steel Bar Trapdoor=Люк з ґратами
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=玻璃窗
|
||||
Obsidian Glass Pane=黑曜石玻璃窗
|
||||
Steel Bars=钢筋
|
||||
Steel Bar Door=钢筋门
|
||||
Steel Bar Trapdoor=钢筋活板门
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: xpanes
|
||||
Glass Pane=玻璃窗
|
||||
Obsidian Glass Pane=黑曜石玻璃窗
|
||||
Steel Bars=鋼筋
|
||||
Steel Bar Door=鋼筋門
|
||||
Steel Bar Trapdoor=鋼筋活板門
|
||||
|
|
@ -1,4 +0,0 @@
|
|||
name = xpanes
|
||||
description = Minetest Game mod: xpanes
|
||||
depends = default
|
||||
optional_depends = doors
|
||||
|
Before Width: | Height: | Size: 155 B |
|
Before Width: | Height: | Size: 101 B |
|
Before Width: | Height: | Size: 552 B |
|
Before Width: | Height: | Size: 269 B |
|
Before Width: | Height: | Size: 98 B |
|
Before Width: | Height: | Size: 301 B |
|
Before Width: | Height: | Size: 208 B |
|
Before Width: | Height: | Size: 98 B |
BIN
screenshot.png
|
Before Width: | Height: | Size: 387 KiB |