add minetest base game in garage game
@ -1,4 +1,519 @@
|
|||||||
License information for Development Test
|
License of media (textures and sounds)
|
||||||
----------------------------------------
|
--------------------------------------
|
||||||
|
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
|
||||||
|
See README.txt in each mod directory for information about other authors.
|
||||||
|
|
||||||
The same license as for Luanti applies.
|
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||||
|
http://creativecommons.org/licenses/by-sa/3.0/
|
||||||
|
|
||||||
|
License of menu/header.png
|
||||||
|
Copyright (C) 2015 paramat CC BY-SA 3.0
|
||||||
|
|
||||||
|
|
||||||
|
License of source code
|
||||||
|
----------------------
|
||||||
|
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
|
||||||
|
See README.txt in each mod directory for information about other authors.
|
||||||
|
|
||||||
|
GNU LESSER GENERAL PUBLIC LICENSE
|
||||||
|
Version 2.1, February 1999
|
||||||
|
|
||||||
|
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
|
||||||
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||||
|
Everyone is permitted to copy and distribute verbatim copies
|
||||||
|
of this license document, but changing it is not allowed.
|
||||||
|
|
||||||
|
[This is the first released version of the Lesser GPL. It also counts
|
||||||
|
as the successor of the GNU Library Public License, version 2, hence
|
||||||
|
the version number 2.1.]
|
||||||
|
|
||||||
|
Preamble
|
||||||
|
|
||||||
|
The licenses for most software are designed to take away your
|
||||||
|
freedom to share and change it. By contrast, the GNU General Public
|
||||||
|
Licenses are intended to guarantee your freedom to share and change
|
||||||
|
free software--to make sure the software is free for all its users.
|
||||||
|
|
||||||
|
This license, the Lesser General Public License, applies to some
|
||||||
|
specially designated software packages--typically libraries--of the
|
||||||
|
Free Software Foundation and other authors who decide to use it. You
|
||||||
|
can use it too, but we suggest you first think carefully about whether
|
||||||
|
this license or the ordinary General Public License is the better
|
||||||
|
strategy to use in any particular case, based on the explanations below.
|
||||||
|
|
||||||
|
When we speak of free software, we are referring to freedom of use,
|
||||||
|
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 this service if you wish); that you receive source code or can get
|
||||||
|
it if you want it; that you can change the software and use pieces of
|
||||||
|
it in new free programs; and that you are informed that you can do
|
||||||
|
these things.
|
||||||
|
|
||||||
|
To protect your rights, we need to make restrictions that forbid
|
||||||
|
distributors to deny you these rights or to ask you to surrender these
|
||||||
|
rights. These restrictions translate to certain responsibilities for
|
||||||
|
you if you distribute copies of the library or if you modify it.
|
||||||
|
|
||||||
|
For example, if you distribute copies of the library, whether gratis
|
||||||
|
or for a fee, you must give the recipients all the rights that we gave
|
||||||
|
you. You must make sure that they, too, receive or can get the source
|
||||||
|
code. If you link other code with the library, you must provide
|
||||||
|
complete object files to the recipients, so that they can relink them
|
||||||
|
with the library after making changes to the library and recompiling
|
||||||
|
it. And you must show them these terms so they know their rights.
|
||||||
|
|
||||||
|
We protect your rights with a two-step method: (1) we copyright the
|
||||||
|
library, and (2) we offer you this license, which gives you legal
|
||||||
|
permission to copy, distribute and/or modify the library.
|
||||||
|
|
||||||
|
To protect each distributor, we want to make it very clear that
|
||||||
|
there is no warranty for the free library. Also, if the library is
|
||||||
|
modified by someone else and passed on, the recipients should know
|
||||||
|
that what they have is not the original version, so that the original
|
||||||
|
author's reputation will not be affected by problems that might be
|
||||||
|
introduced by others.
|
||||||
|
|
||||||
|
Finally, software patents pose a constant threat to the existence of
|
||||||
|
any free program. We wish to make sure that a company cannot
|
||||||
|
effectively restrict the users of a free program by obtaining a
|
||||||
|
restrictive license from a patent holder. Therefore, we insist that
|
||||||
|
any patent license obtained for a version of the library must be
|
||||||
|
consistent with the full freedom of use specified in this license.
|
||||||
|
|
||||||
|
Most GNU software, including some libraries, is covered by the
|
||||||
|
ordinary GNU General Public License. This license, the GNU Lesser
|
||||||
|
General Public License, applies to certain designated libraries, and
|
||||||
|
is quite different from the ordinary General Public License. We use
|
||||||
|
this license for certain libraries in order to permit linking those
|
||||||
|
libraries into non-free programs.
|
||||||
|
|
||||||
|
When a program is linked with a library, whether statically or using
|
||||||
|
a shared library, the combination of the two is legally speaking a
|
||||||
|
combined work, a derivative of the original library. The ordinary
|
||||||
|
General Public License therefore permits such linking only if the
|
||||||
|
entire combination fits its criteria of freedom. The Lesser General
|
||||||
|
Public License permits more lax criteria for linking other code with
|
||||||
|
the library.
|
||||||
|
|
||||||
|
We call this license the "Lesser" General Public License because it
|
||||||
|
does Less to protect the user's freedom than the ordinary General
|
||||||
|
Public License. It also provides other free software developers Less
|
||||||
|
of an advantage over competing non-free programs. These disadvantages
|
||||||
|
are the reason we use the ordinary General Public License for many
|
||||||
|
libraries. However, the Lesser license provides advantages in certain
|
||||||
|
special circumstances.
|
||||||
|
|
||||||
|
For example, on rare occasions, there may be a special need to
|
||||||
|
encourage the widest possible use of a certain library, so that it becomes
|
||||||
|
a de-facto standard. To achieve this, non-free programs must be
|
||||||
|
allowed to use the library. A more frequent case is that a free
|
||||||
|
library does the same job as widely used non-free libraries. In this
|
||||||
|
case, there is little to gain by limiting the free library to free
|
||||||
|
software only, so we use the Lesser General Public License.
|
||||||
|
|
||||||
|
In other cases, permission to use a particular library in non-free
|
||||||
|
programs enables a greater number of people to use a large body of
|
||||||
|
free software. For example, permission to use the GNU C Library in
|
||||||
|
non-free programs enables many more people to use the whole GNU
|
||||||
|
operating system, as well as its variant, the GNU/Linux operating
|
||||||
|
system.
|
||||||
|
|
||||||
|
Although the Lesser General Public License is Less protective of the
|
||||||
|
users' freedom, it does ensure that the user of a program that is
|
||||||
|
linked with the Library has the freedom and the wherewithal to run
|
||||||
|
that program using a modified version of the Library.
|
||||||
|
|
||||||
|
The precise terms and conditions for copying, distribution and
|
||||||
|
modification follow. Pay close attention to the difference between a
|
||||||
|
"work based on the library" and a "work that uses the library". The
|
||||||
|
former contains code derived from the library, whereas the latter must
|
||||||
|
be combined with the library in order to run.
|
||||||
|
|
||||||
|
GNU LESSER GENERAL PUBLIC LICENSE
|
||||||
|
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||||
|
|
||||||
|
0. This License Agreement applies to any software library or other
|
||||||
|
program which contains a notice placed by the copyright holder or
|
||||||
|
other authorized party saying it may be distributed under the terms of
|
||||||
|
this Lesser General Public License (also called "this License").
|
||||||
|
Each licensee is addressed as "you".
|
||||||
|
|
||||||
|
A "library" means a collection of software functions and/or data
|
||||||
|
prepared so as to be conveniently linked with application programs
|
||||||
|
(which use some of those functions and data) to form executables.
|
||||||
|
|
||||||
|
The "Library", below, refers to any such software library or work
|
||||||
|
which has been distributed under these terms. A "work based on the
|
||||||
|
Library" means either the Library or any derivative work under
|
||||||
|
copyright law: that is to say, a work containing the Library or a
|
||||||
|
portion of it, either verbatim or with modifications and/or translated
|
||||||
|
straightforwardly into another language. (Hereinafter, translation is
|
||||||
|
included without limitation in the term "modification".)
|
||||||
|
|
||||||
|
"Source code" for a work means the preferred form of the work for
|
||||||
|
making modifications to it. For a library, complete source code means
|
||||||
|
all the source code for all modules it contains, plus any associated
|
||||||
|
interface definition files, plus the scripts used to control compilation
|
||||||
|
and installation of the library.
|
||||||
|
|
||||||
|
Activities other than copying, distribution and modification are not
|
||||||
|
covered by this License; they are outside its scope. The act of
|
||||||
|
running a program using the Library is not restricted, and output from
|
||||||
|
such a program is covered only if its contents constitute a work based
|
||||||
|
on the Library (independent of the use of the Library in a tool for
|
||||||
|
writing it). Whether that is true depends on what the Library does
|
||||||
|
and what the program that uses the Library does.
|
||||||
|
|
||||||
|
1. You may copy and distribute verbatim copies of the Library's
|
||||||
|
complete source code as you receive it, in any medium, provided that
|
||||||
|
you conspicuously and appropriately publish on each copy an
|
||||||
|
appropriate copyright notice and disclaimer of warranty; keep intact
|
||||||
|
all the notices that refer to this License and to the absence of any
|
||||||
|
warranty; and distribute a copy of this License along with the
|
||||||
|
Library.
|
||||||
|
|
||||||
|
You may charge a fee for the physical act of transferring a copy,
|
||||||
|
and you may at your option offer warranty protection in exchange for a
|
||||||
|
fee.
|
||||||
|
|
||||||
|
2. You may modify your copy or copies of the Library or any portion
|
||||||
|
of it, thus forming a work based on the Library, and copy and
|
||||||
|
distribute such modifications or work under the terms of Section 1
|
||||||
|
above, provided that you also meet all of these conditions:
|
||||||
|
|
||||||
|
a) The modified work must itself be a software library.
|
||||||
|
|
||||||
|
b) You must cause the files modified to carry prominent notices
|
||||||
|
stating that you changed the files and the date of any change.
|
||||||
|
|
||||||
|
c) You must cause the whole of the work to be licensed at no
|
||||||
|
charge to all third parties under the terms of this License.
|
||||||
|
|
||||||
|
d) If a facility in the modified Library refers to a function or a
|
||||||
|
table of data to be supplied by an application program that uses
|
||||||
|
the facility, other than as an argument passed when the facility
|
||||||
|
is invoked, then you must make a good faith effort to ensure that,
|
||||||
|
in the event an application does not supply such function or
|
||||||
|
table, the facility still operates, and performs whatever part of
|
||||||
|
its purpose remains meaningful.
|
||||||
|
|
||||||
|
(For example, a function in a library to compute square roots has
|
||||||
|
a purpose that is entirely well-defined independent of the
|
||||||
|
application. Therefore, Subsection 2d requires that any
|
||||||
|
application-supplied function or table used by this function must
|
||||||
|
be optional: if the application does not supply it, the square
|
||||||
|
root function must still compute square roots.)
|
||||||
|
|
||||||
|
These requirements apply to the modified work as a whole. If
|
||||||
|
identifiable sections of that work are not derived from the Library,
|
||||||
|
and can be reasonably considered independent and separate works in
|
||||||
|
themselves, then this License, and its terms, do not apply to those
|
||||||
|
sections when you distribute them as separate works. But when you
|
||||||
|
distribute the same sections as part of a whole which is a work based
|
||||||
|
on the Library, the distribution of the whole must be on the terms of
|
||||||
|
this License, whose permissions for other licensees extend to the
|
||||||
|
entire whole, and thus to each and every part regardless of who wrote
|
||||||
|
it.
|
||||||
|
|
||||||
|
Thus, it is not the intent of this section to claim rights or contest
|
||||||
|
your rights to work written entirely by you; rather, the intent is to
|
||||||
|
exercise the right to control the distribution of derivative or
|
||||||
|
collective works based on the Library.
|
||||||
|
|
||||||
|
In addition, mere aggregation of another work not based on the Library
|
||||||
|
with the Library (or with a work based on the Library) on a volume of
|
||||||
|
a storage or distribution medium does not bring the other work under
|
||||||
|
the scope of this License.
|
||||||
|
|
||||||
|
3. You may opt to apply the terms of the ordinary GNU General Public
|
||||||
|
License instead of this License to a given copy of the Library. To do
|
||||||
|
this, you must alter all the notices that refer to this License, so
|
||||||
|
that they refer to the ordinary GNU General Public License, version 2,
|
||||||
|
instead of to this License. (If a newer version than version 2 of the
|
||||||
|
ordinary GNU General Public License has appeared, then you can specify
|
||||||
|
that version instead if you wish.) Do not make any other change in
|
||||||
|
these notices.
|
||||||
|
|
||||||
|
Once this change is made in a given copy, it is irreversible for
|
||||||
|
that copy, so the ordinary GNU General Public License applies to all
|
||||||
|
subsequent copies and derivative works made from that copy.
|
||||||
|
|
||||||
|
This option is useful when you wish to copy part of the code of
|
||||||
|
the Library into a program that is not a library.
|
||||||
|
|
||||||
|
4. You may copy and distribute the Library (or a portion or
|
||||||
|
derivative of it, under Section 2) in object code or executable form
|
||||||
|
under the terms of Sections 1 and 2 above provided that you accompany
|
||||||
|
it with the complete corresponding machine-readable source code, which
|
||||||
|
must be distributed under the terms of Sections 1 and 2 above on a
|
||||||
|
medium customarily used for software interchange.
|
||||||
|
|
||||||
|
If distribution of object code is made by offering access to copy
|
||||||
|
from a designated place, then offering equivalent access to copy the
|
||||||
|
source code from the same place satisfies the requirement to
|
||||||
|
distribute the source code, even though third parties are not
|
||||||
|
compelled to copy the source along with the object code.
|
||||||
|
|
||||||
|
5. A program that contains no derivative of any portion of the
|
||||||
|
Library, but is designed to work with the Library by being compiled or
|
||||||
|
linked with it, is called a "work that uses the Library". Such a
|
||||||
|
work, in isolation, is not a derivative work of the Library, and
|
||||||
|
therefore falls outside the scope of this License.
|
||||||
|
|
||||||
|
However, linking a "work that uses the Library" with the Library
|
||||||
|
creates an executable that is a derivative of the Library (because it
|
||||||
|
contains portions of the Library), rather than a "work that uses the
|
||||||
|
library". The executable is therefore covered by this License.
|
||||||
|
Section 6 states terms for distribution of such executables.
|
||||||
|
|
||||||
|
When a "work that uses the Library" uses material from a header file
|
||||||
|
that is part of the Library, the object code for the work may be a
|
||||||
|
derivative work of the Library even though the source code is not.
|
||||||
|
Whether this is true is especially significant if the work can be
|
||||||
|
linked without the Library, or if the work is itself a library. The
|
||||||
|
threshold for this to be true is not precisely defined by law.
|
||||||
|
|
||||||
|
If such an object file uses only numerical parameters, data
|
||||||
|
structure layouts and accessors, and small macros and small inline
|
||||||
|
functions (ten lines or less in length), then the use of the object
|
||||||
|
file is unrestricted, regardless of whether it is legally a derivative
|
||||||
|
work. (Executables containing this object code plus portions of the
|
||||||
|
Library will still fall under Section 6.)
|
||||||
|
|
||||||
|
Otherwise, if the work is a derivative of the Library, you may
|
||||||
|
distribute the object code for the work under the terms of Section 6.
|
||||||
|
Any executables containing that work also fall under Section 6,
|
||||||
|
whether or not they are linked directly with the Library itself.
|
||||||
|
|
||||||
|
6. As an exception to the Sections above, you may also combine or
|
||||||
|
link a "work that uses the Library" with the Library to produce a
|
||||||
|
work containing portions of the Library, and distribute that work
|
||||||
|
under terms of your choice, provided that the terms permit
|
||||||
|
modification of the work for the customer's own use and reverse
|
||||||
|
engineering for debugging such modifications.
|
||||||
|
|
||||||
|
You must give prominent notice with each copy of the work that the
|
||||||
|
Library is used in it and that the Library and its use are covered by
|
||||||
|
this License. You must supply a copy of this License. If the work
|
||||||
|
during execution displays copyright notices, you must include the
|
||||||
|
copyright notice for the Library among them, as well as a reference
|
||||||
|
directing the user to the copy of this License. Also, you must do one
|
||||||
|
of these things:
|
||||||
|
|
||||||
|
a) Accompany the work with the complete corresponding
|
||||||
|
machine-readable source code for the Library including whatever
|
||||||
|
changes were used in the work (which must be distributed under
|
||||||
|
Sections 1 and 2 above); and, if the work is an executable linked
|
||||||
|
with the Library, with the complete machine-readable "work that
|
||||||
|
uses the Library", as object code and/or source code, so that the
|
||||||
|
user can modify the Library and then relink to produce a modified
|
||||||
|
executable containing the modified Library. (It is understood
|
||||||
|
that the user who changes the contents of definitions files in the
|
||||||
|
Library will not necessarily be able to recompile the application
|
||||||
|
to use the modified definitions.)
|
||||||
|
|
||||||
|
b) Use a suitable shared library mechanism for linking with the
|
||||||
|
Library. A suitable mechanism is one that (1) uses at run time a
|
||||||
|
copy of the library already present on the user's computer system,
|
||||||
|
rather than copying library functions into the executable, and (2)
|
||||||
|
will operate properly with a modified version of the library, if
|
||||||
|
the user installs one, as long as the modified version is
|
||||||
|
interface-compatible with the version that the work was made with.
|
||||||
|
|
||||||
|
c) Accompany the work with a written offer, valid for at
|
||||||
|
least three years, to give the same user the materials
|
||||||
|
specified in Subsection 6a, above, for a charge no more
|
||||||
|
than the cost of performing this distribution.
|
||||||
|
|
||||||
|
d) If distribution of the work is made by offering access to copy
|
||||||
|
from a designated place, offer equivalent access to copy the above
|
||||||
|
specified materials from the same place.
|
||||||
|
|
||||||
|
e) Verify that the user has already received a copy of these
|
||||||
|
materials or that you have already sent this user a copy.
|
||||||
|
|
||||||
|
For an executable, the required form of the "work that uses the
|
||||||
|
Library" must include any data and utility programs needed for
|
||||||
|
reproducing the executable from it. However, as a special exception,
|
||||||
|
the materials to be distributed need not include anything that is
|
||||||
|
normally distributed (in either source or binary form) with the major
|
||||||
|
components (compiler, kernel, and so on) of the operating system on
|
||||||
|
which the executable runs, unless that component itself accompanies
|
||||||
|
the executable.
|
||||||
|
|
||||||
|
It may happen that this requirement contradicts the license
|
||||||
|
restrictions of other proprietary libraries that do not normally
|
||||||
|
accompany the operating system. Such a contradiction means you cannot
|
||||||
|
use both them and the Library together in an executable that you
|
||||||
|
distribute.
|
||||||
|
|
||||||
|
7. You may place library facilities that are a work based on the
|
||||||
|
Library side-by-side in a single library together with other library
|
||||||
|
facilities not covered by this License, and distribute such a combined
|
||||||
|
library, provided that the separate distribution of the work based on
|
||||||
|
the Library and of the other library facilities is otherwise
|
||||||
|
permitted, and provided that you do these two things:
|
||||||
|
|
||||||
|
a) Accompany the combined library with a copy of the same work
|
||||||
|
based on the Library, uncombined with any other library
|
||||||
|
facilities. This must be distributed under the terms of the
|
||||||
|
Sections above.
|
||||||
|
|
||||||
|
b) Give prominent notice with the combined library of the fact
|
||||||
|
that part of it is a work based on the Library, and explaining
|
||||||
|
where to find the accompanying uncombined form of the same work.
|
||||||
|
|
||||||
|
8. You may not copy, modify, sublicense, link with, or distribute
|
||||||
|
the Library except as expressly provided under this License. Any
|
||||||
|
attempt otherwise to copy, modify, sublicense, link with, or
|
||||||
|
distribute the Library is void, and will automatically terminate your
|
||||||
|
rights under this License. However, parties who have received copies,
|
||||||
|
or rights, from you under this License will not have their licenses
|
||||||
|
terminated so long as such parties remain in full compliance.
|
||||||
|
|
||||||
|
9. You are not required to accept this License, since you have not
|
||||||
|
signed it. However, nothing else grants you permission to modify or
|
||||||
|
distribute the Library or its derivative works. These actions are
|
||||||
|
prohibited by law if you do not accept this License. Therefore, by
|
||||||
|
modifying or distributing the Library (or any work based on the
|
||||||
|
Library), you indicate your acceptance of this License to do so, and
|
||||||
|
all its terms and conditions for copying, distributing or modifying
|
||||||
|
the Library or works based on it.
|
||||||
|
|
||||||
|
10. Each time you redistribute the Library (or any work based on the
|
||||||
|
Library), the recipient automatically receives a license from the
|
||||||
|
original licensor to copy, distribute, link with or modify the Library
|
||||||
|
subject to these terms and conditions. You may not impose any further
|
||||||
|
restrictions on the recipients' exercise of the rights granted herein.
|
||||||
|
You are not responsible for enforcing compliance by third parties with
|
||||||
|
this License.
|
||||||
|
|
||||||
|
11. If, as a consequence of a court judgment or allegation of patent
|
||||||
|
infringement or for any other reason (not limited to patent issues),
|
||||||
|
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
|
||||||
|
distribute so as to satisfy simultaneously your obligations under this
|
||||||
|
License and any other pertinent obligations, then as a consequence you
|
||||||
|
may not distribute the Library at all. For example, if a patent
|
||||||
|
license would not permit royalty-free redistribution of the Library by
|
||||||
|
all those who receive copies directly or indirectly through you, then
|
||||||
|
the only way you could satisfy both it and this License would be to
|
||||||
|
refrain entirely from distribution of the Library.
|
||||||
|
|
||||||
|
If any portion of this section is held invalid or unenforceable under any
|
||||||
|
particular circumstance, the balance of the section is intended to apply,
|
||||||
|
and the section as a whole is intended to apply in other circumstances.
|
||||||
|
|
||||||
|
It is not the purpose of this section to induce you to infringe any
|
||||||
|
patents or other property right claims or to contest validity of any
|
||||||
|
such claims; this section has the sole purpose of protecting the
|
||||||
|
integrity of the free software distribution system which is
|
||||||
|
implemented by public license practices. Many people have made
|
||||||
|
generous contributions to the wide range of software distributed
|
||||||
|
through that system in reliance on consistent application of that
|
||||||
|
system; it is up to the author/donor to decide if he or she is willing
|
||||||
|
to distribute software through any other system and a licensee cannot
|
||||||
|
impose that choice.
|
||||||
|
|
||||||
|
This section is intended to make thoroughly clear what is believed to
|
||||||
|
be a consequence of the rest of this License.
|
||||||
|
|
||||||
|
12. If the distribution and/or use of the Library is restricted in
|
||||||
|
certain countries either by patents or by copyrighted interfaces, the
|
||||||
|
original copyright holder who places the Library under this License may add
|
||||||
|
an explicit geographical distribution limitation excluding those countries,
|
||||||
|
so that distribution is permitted only in or among countries not thus
|
||||||
|
excluded. In such case, this License incorporates the limitation as if
|
||||||
|
written in the body of this License.
|
||||||
|
|
||||||
|
13. The Free Software Foundation may publish revised and/or new
|
||||||
|
versions of the Lesser 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 Library
|
||||||
|
specifies a version number of this License which applies to it and
|
||||||
|
"any later version", you have the option of following the terms and
|
||||||
|
conditions either of that version or of any later version published by
|
||||||
|
the Free Software Foundation. If the Library does not specify a
|
||||||
|
license version number, you may choose any version ever published by
|
||||||
|
the Free Software Foundation.
|
||||||
|
|
||||||
|
14. If you wish to incorporate parts of the Library into other free
|
||||||
|
programs whose distribution conditions are incompatible with these,
|
||||||
|
write to the author to ask for permission. For software which is
|
||||||
|
copyrighted by the Free Software Foundation, write to the Free
|
||||||
|
Software Foundation; we sometimes make exceptions for this. Our
|
||||||
|
decision will be guided by the two goals of preserving the free status
|
||||||
|
of all derivatives of our free software and of promoting the sharing
|
||||||
|
and reuse of software generally.
|
||||||
|
|
||||||
|
NO WARRANTY
|
||||||
|
|
||||||
|
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
|
||||||
|
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
|
||||||
|
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
|
||||||
|
OTHER PARTIES PROVIDE THE LIBRARY "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
|
||||||
|
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
|
||||||
|
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||||
|
|
||||||
|
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
||||||
|
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
||||||
|
AND/OR REDISTRIBUTE THE LIBRARY 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
|
||||||
|
LIBRARY (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 LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
|
||||||
|
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||||
|
DAMAGES.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
How to Apply These Terms to Your New Libraries
|
||||||
|
|
||||||
|
If you develop a new library, and you want it to be of the greatest
|
||||||
|
possible use to the public, we recommend making it free software that
|
||||||
|
everyone can redistribute and change. You can do so by permitting
|
||||||
|
redistribution under these terms (or, alternatively, under the terms of the
|
||||||
|
ordinary General Public License).
|
||||||
|
|
||||||
|
To apply these terms, attach the following notices to the library. It is
|
||||||
|
safest to attach them to the start of each source file to most effectively
|
||||||
|
convey 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 library's name and a brief idea of what it does.>
|
||||||
|
Copyright (C) <year> <name of author>
|
||||||
|
|
||||||
|
This library is free software; you can redistribute it and/or
|
||||||
|
modify it under the terms of the GNU Lesser General Public
|
||||||
|
License as published by the Free Software Foundation; either
|
||||||
|
version 2.1 of the License, or (at your option) any later version.
|
||||||
|
|
||||||
|
This library 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
|
||||||
|
Lesser General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU Lesser General Public
|
||||||
|
License along with this library; if not, write to the Free Software
|
||||||
|
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||||
|
|
||||||
|
Also add information on how to contact you by electronic and paper mail.
|
||||||
|
|
||||||
|
You should also get your employer (if you work as a programmer) or your
|
||||||
|
school, if any, to sign a "copyright disclaimer" for the library, if
|
||||||
|
necessary. Here is a sample; alter the names:
|
||||||
|
|
||||||
|
Yoyodyne, Inc., hereby disclaims all copyright interest in the
|
||||||
|
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
|
||||||
|
|
||||||
|
<signature of Ty Coon>, 1 April 1990
|
||||||
|
Ty Coon, President of Vice
|
||||||
|
|
||||||
|
That's all there is to it!
|
||||||
|
|||||||
@ -1,50 +0,0 @@
|
|||||||
# Development Test (devtest)
|
|
||||||
|
|
||||||
This is a basic testing environment that contains a bunch of things to test the engine, but it could also be used as a minimal testbed for testing out mods.
|
|
||||||
|
|
||||||
## Features
|
|
||||||
|
|
||||||
* Basic nodes for mapgen
|
|
||||||
* Basic, minimal map generator
|
|
||||||
* Lots of example nodes for testing drawtypes, param2, light level, and many other node properties
|
|
||||||
* Example entities
|
|
||||||
* Other example items
|
|
||||||
* Formspec test (via `/test_formspec` command)
|
|
||||||
* Automated unit tests (disabled by default)
|
|
||||||
* Tools for manipulating nodes and entities, like the "Param2 Tool"
|
|
||||||
|
|
||||||
## Getting started
|
|
||||||
|
|
||||||
Basically, just create a world and start. A few important things to note:
|
|
||||||
|
|
||||||
* Items are gotten from the “Chest of Everything” (`chest_of_everything:chest`)
|
|
||||||
* When you lost your initial items, type in `/stuff` command to get them back
|
|
||||||
* By default, Creative Mode activates infinite node placement. This behavior can be changed with the `devtest_infplace` setting
|
|
||||||
* Use the `/infplace` command to toggle infinite node placement in-game
|
|
||||||
* Use the Param2 Tool to change the param2 of nodes; it's useful to experiment with the various drawtype test nodes
|
|
||||||
* Check out the game settings and server commands for additional tests and features
|
|
||||||
|
|
||||||
Confused by a certain node or item? Check out for inline code comments. The usages of most tools are explained in their tooltips.
|
|
||||||
|
|
||||||
### Example tests
|
|
||||||
|
|
||||||
* You can use this to test what happens if a player is simultaneously in 2 nodes with `damage_per_second` but with a different value.
|
|
||||||
* Or use the Falling Node Tool on various test nodes to see how they behave when falling.
|
|
||||||
* You could also use this as a testbed for dependency-free mods, e.g. to test out how your formspecs behave without theming.
|
|
||||||
|
|
||||||
## Random notes
|
|
||||||
|
|
||||||
* Textures of drawtype test nodes have a red dot at the top left corner. This is to see whether the textures are oriented properly
|
|
||||||
|
|
||||||
## Design philosophy
|
|
||||||
|
|
||||||
This should loosely follow the following principles:
|
|
||||||
|
|
||||||
* Engine testing: The main focus of this is to aid testing of *engine* features, such as mapgen or node drawtypes
|
|
||||||
* Mod testing: The secondary focus is to help modders as well, either as a minimal testbed for mods or even as a code example
|
|
||||||
* Minimal interference: Under default settings, it shall not interfere with APIs except on explicit user wish. Non-trivial tests and features need to be enabled by a setting first
|
|
||||||
* Convenience: Have various tools to make usage easier and more convenient
|
|
||||||
* Reproducing engine bugs: When an engine bug was found, consider creating a test case
|
|
||||||
* Clarity: Textures and names need to be designed to keep different things clearly visually apart at a glance
|
|
||||||
* Low loading time: It must load blazing-fast so stuff can be tested quickly
|
|
||||||
|
|
||||||
@ -1,4 +1,3 @@
|
|||||||
title = Development Test
|
title = Minetest Game
|
||||||
description = Testing environment to help with testing the engine features of Luanti. It can also be helpful in mod development.
|
description = A basic exploration, mining, crafting, and building, sandbox game with no NPCs, monsters, or animals. Minetest Game is usually used with mods added, and many mods are available for this game. Reliably maintained by Luanti core developers.
|
||||||
first_mod = first_mod
|
min_minetest_version = 5.8
|
||||||
last_mod = last_mod
|
|
||||||
|
|||||||
1233
data/games/garage/game_api.txt
Normal file
|
Before Width: | Height: | Size: 139 B |
|
Before Width: | Height: | Size: 209 B After Width: | Height: | Size: 935 B |
|
Before Width: | Height: | Size: 217 B After Width: | Height: | Size: 2.9 KiB |
81
data/games/garage/minetest.conf.example
Normal file
@ -0,0 +1,81 @@
|
|||||||
|
# This file contains settings of Minetest Game that can be changed in
|
||||||
|
# minetest.conf.
|
||||||
|
# By default, all the settings are commented and not functional.
|
||||||
|
# Uncomment settings by removing the preceding #.
|
||||||
|
|
||||||
|
# Whether creative mode (fast digging of all blocks, unlimited resources) should
|
||||||
|
# be enabled.
|
||||||
|
#creative_mode = false
|
||||||
|
|
||||||
|
# Sets the behaviour of the inventory items when a player dies.
|
||||||
|
# bones: Store items in a bone node but drop items if inside protected area.
|
||||||
|
# drop: Drop items on the ground.
|
||||||
|
# keep: Player keeps items.
|
||||||
|
#bones_mode = bones
|
||||||
|
|
||||||
|
# The time in seconds after which the bones of a dead player can be looted by
|
||||||
|
# everyone.
|
||||||
|
# 0 to disable.
|
||||||
|
#share_bones_time = 1200
|
||||||
|
|
||||||
|
# How much earlier the bones of a dead player can be looted by
|
||||||
|
# everyone if the player dies in a protected area they don't own.
|
||||||
|
# 0 to disable. By default it is "share_bones_time" divide by four.
|
||||||
|
#share_bones_time_early = 300
|
||||||
|
|
||||||
|
# Inform player of condition and location of new bones.
|
||||||
|
#bones_position_message = false
|
||||||
|
|
||||||
|
# Whether fire should be enabled. If disabled, 'basic_flame' nodes will
|
||||||
|
# disappear.
|
||||||
|
# 'permanent_flame' nodes will remain with either setting.
|
||||||
|
#enable_fire = true
|
||||||
|
|
||||||
|
# Enable flame sound.
|
||||||
|
#flame_sound = true
|
||||||
|
|
||||||
|
# Whether lavacooling should be enabled.
|
||||||
|
#enable_lavacooling = true
|
||||||
|
|
||||||
|
# Whether the stuff in initial_stuff should be given to new players.
|
||||||
|
#give_initial_stuff = false
|
||||||
|
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,
|
||||||
|
default:torch 99,default:cobble 99
|
||||||
|
|
||||||
|
# Whether the TNT mod should be enabled.
|
||||||
|
#enable_tnt = <true in singleplayer, false in multiplayer>
|
||||||
|
|
||||||
|
# The radius of a TNT explosion.
|
||||||
|
#tnt_radius = 3
|
||||||
|
|
||||||
|
# Enable the stairs mod ABM that replaces the old 'upside down'
|
||||||
|
# stair and slab nodes in old maps with the new param2 versions.
|
||||||
|
#enable_stairs_replace_abm = false
|
||||||
|
|
||||||
|
# Whether to allow respawning in beds.
|
||||||
|
# Default value is true.
|
||||||
|
#enable_bed_respawn = true
|
||||||
|
|
||||||
|
# Whether players can skip night by sleeping.
|
||||||
|
# Default value is true.
|
||||||
|
#enable_bed_night_skip = true
|
||||||
|
|
||||||
|
# If enabled, fences and walls cannot be jumped over.
|
||||||
|
#enable_fence_tall = false
|
||||||
|
|
||||||
|
# Whether the engine's spawn search, which does not check for a suitable
|
||||||
|
# starting biome, is used.
|
||||||
|
# Default value is false.
|
||||||
|
#engine_spawn = false
|
||||||
|
|
||||||
|
# Whether river water source nodes create flowing sounds.
|
||||||
|
# Helps rivers create more sound, especially on level sections.
|
||||||
|
#river_source_sounds = false
|
||||||
|
|
||||||
|
# If enabled, the 'weather' mod will control cloud parameters, shadow intensity,
|
||||||
|
# bloom and volumetric lighting.
|
||||||
|
# Non-functional in V6 or Singlenode mapgens.
|
||||||
|
#enable_weather = true
|
||||||
|
|
||||||
|
# If enabled, non-player actions are logged
|
||||||
|
#log_non_player_actions = false
|
||||||
@ -1,361 +0,0 @@
|
|||||||
local WATER_ALPHA = "^[opacity:" .. 160
|
|
||||||
local WATER_VISC = 1
|
|
||||||
local LAVA_VISC = 7
|
|
||||||
|
|
||||||
--
|
|
||||||
-- Node definitions
|
|
||||||
--
|
|
||||||
|
|
||||||
-- Register nodes
|
|
||||||
|
|
||||||
core.register_node("basenodes:stone", {
|
|
||||||
description = "Stone",
|
|
||||||
tiles = {"default_stone.png"},
|
|
||||||
groups = {cracky=3},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:desert_stone", {
|
|
||||||
description = "Desert Stone",
|
|
||||||
tiles = {"default_desert_stone.png"},
|
|
||||||
groups = {cracky=3},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:dirt_with_grass", {
|
|
||||||
description = "Dirt with Grass",
|
|
||||||
tiles ={"default_grass.png",
|
|
||||||
-- a little dot on the bottom to distinguish it from dirt
|
|
||||||
"default_dirt.png^basenodes_dirt_with_grass_bottom.png",
|
|
||||||
{name = "default_dirt.png^default_grass_side.png",
|
|
||||||
tileable_vertical = false}},
|
|
||||||
groups = {crumbly=3, soil=1},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:dirt_with_snow", {
|
|
||||||
description = "Dirt with Snow",
|
|
||||||
tiles ={"basenodes_dirt_with_snow.png",
|
|
||||||
-- a little dot on the bottom to distinguish it from dirt
|
|
||||||
"default_dirt.png^basenodes_dirt_with_snow_bottom.png",
|
|
||||||
{name = "default_dirt.png^default_snow_side.png",
|
|
||||||
tileable_vertical = false}},
|
|
||||||
groups = {crumbly=3, soil=1},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:dirt", {
|
|
||||||
description = "Dirt",
|
|
||||||
tiles ={"default_dirt.png"},
|
|
||||||
groups = {crumbly=3, soil=1},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:sand", {
|
|
||||||
description = "Sand",
|
|
||||||
tiles ={"default_sand.png"},
|
|
||||||
groups = {crumbly=3},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:desert_sand", {
|
|
||||||
description = "Desert Sand",
|
|
||||||
tiles ={"default_desert_sand.png"},
|
|
||||||
groups = {crumbly=3},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:gravel", {
|
|
||||||
description = "Gravel",
|
|
||||||
tiles ={"default_gravel.png"},
|
|
||||||
groups = {crumbly=2},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:junglegrass", {
|
|
||||||
description = "Jungle Grass",
|
|
||||||
drawtype = "plantlike",
|
|
||||||
tiles ={"default_junglegrass.png"},
|
|
||||||
inventory_image = "default_junglegrass.png",
|
|
||||||
wield_image = "default_junglegrass.png",
|
|
||||||
paramtype = "light",
|
|
||||||
walkable = false,
|
|
||||||
groups = {snappy=3},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:tree", {
|
|
||||||
description = "Normal Tree Trunk",
|
|
||||||
tiles = {"default_tree_top.png", "default_tree_top.png", "default_tree.png"},
|
|
||||||
is_ground_content = false,
|
|
||||||
groups = {choppy=2,oddly_breakable_by_hand=1},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:leaves", {
|
|
||||||
description = "Normal Leaves",
|
|
||||||
drawtype = "allfaces_optional",
|
|
||||||
tiles = {"default_leaves.png"},
|
|
||||||
paramtype = "light",
|
|
||||||
is_ground_content = false,
|
|
||||||
groups = {snappy=3},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:jungletree", {
|
|
||||||
description = "Jungle Tree Trunk",
|
|
||||||
tiles = {"default_jungletree_top.png", "default_jungletree_top.png", "default_jungletree.png"},
|
|
||||||
is_ground_content = false,
|
|
||||||
groups = {choppy=2,oddly_breakable_by_hand=1},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:jungleleaves", {
|
|
||||||
description = "Jungle Leaves",
|
|
||||||
drawtype = "allfaces_optional",
|
|
||||||
tiles = {"default_jungleleaves.png"},
|
|
||||||
paramtype = "light",
|
|
||||||
is_ground_content = false,
|
|
||||||
groups = {snappy=3},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:pine_tree", {
|
|
||||||
description = "Pine Tree Trunk",
|
|
||||||
tiles = {"default_pine_tree_top.png", "default_pine_tree_top.png", "default_pine_tree.png"},
|
|
||||||
is_ground_content = false,
|
|
||||||
groups = {choppy=2,oddly_breakable_by_hand=1},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:pine_needles", {
|
|
||||||
description = "Pine Needles",
|
|
||||||
drawtype = "allfaces_optional",
|
|
||||||
tiles = {"default_pine_needles.png"},
|
|
||||||
paramtype = "light",
|
|
||||||
is_ground_content = false,
|
|
||||||
groups = {snappy=3},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:water_source", {
|
|
||||||
description = "Water Source".."\n"..
|
|
||||||
"Swimmable, spreading, renewable liquid".."\n"..
|
|
||||||
"Drowning damage: 1",
|
|
||||||
drawtype = "liquid",
|
|
||||||
waving = 3,
|
|
||||||
tiles = {"default_water.png"..WATER_ALPHA},
|
|
||||||
special_tiles = {
|
|
||||||
{name = "default_water.png"..WATER_ALPHA, backface_culling = false},
|
|
||||||
{name = "default_water.png"..WATER_ALPHA, backface_culling = true},
|
|
||||||
},
|
|
||||||
use_texture_alpha = "blend",
|
|
||||||
paramtype = "light",
|
|
||||||
walkable = false,
|
|
||||||
pointable = false,
|
|
||||||
diggable = false,
|
|
||||||
buildable_to = true,
|
|
||||||
is_ground_content = false,
|
|
||||||
drowning = 1,
|
|
||||||
liquidtype = "source",
|
|
||||||
liquid_alternative_flowing = "basenodes:water_flowing",
|
|
||||||
liquid_alternative_source = "basenodes:water_source",
|
|
||||||
liquid_viscosity = WATER_VISC,
|
|
||||||
post_effect_color = {a = 64, r = 100, g = 100, b = 200},
|
|
||||||
post_effect_color_shaded = true,
|
|
||||||
groups = {water = 3, liquid = 3},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:water_flowing", {
|
|
||||||
description = "Flowing Water".."\n"..
|
|
||||||
"Swimmable, spreading, renewable liquid".."\n"..
|
|
||||||
"Drowning damage: 1",
|
|
||||||
drawtype = "flowingliquid",
|
|
||||||
waving = 3,
|
|
||||||
tiles = {"default_water_flowing.png"},
|
|
||||||
special_tiles = {
|
|
||||||
{name = "default_water_flowing.png"..WATER_ALPHA,
|
|
||||||
backface_culling = false},
|
|
||||||
{name = "default_water_flowing.png"..WATER_ALPHA,
|
|
||||||
backface_culling = false},
|
|
||||||
},
|
|
||||||
use_texture_alpha = "blend",
|
|
||||||
paramtype = "light",
|
|
||||||
paramtype2 = "flowingliquid",
|
|
||||||
walkable = false,
|
|
||||||
pointable = false,
|
|
||||||
diggable = false,
|
|
||||||
buildable_to = true,
|
|
||||||
is_ground_content = false,
|
|
||||||
drowning = 1,
|
|
||||||
liquidtype = "flowing",
|
|
||||||
liquid_alternative_flowing = "basenodes:water_flowing",
|
|
||||||
liquid_alternative_source = "basenodes:water_source",
|
|
||||||
liquid_viscosity = WATER_VISC,
|
|
||||||
post_effect_color = {a = 64, r = 100, g = 100, b = 200},
|
|
||||||
post_effect_color_shaded = true,
|
|
||||||
groups = {water = 3, liquid = 3},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:river_water_source", {
|
|
||||||
description = "River Water Source".."\n"..
|
|
||||||
"Swimmable, spreading, non-renewable liquid".."\n"..
|
|
||||||
"Drowning damage: 1",
|
|
||||||
drawtype = "liquid",
|
|
||||||
waving = 3,
|
|
||||||
tiles = { "default_river_water.png"..WATER_ALPHA },
|
|
||||||
special_tiles = {
|
|
||||||
{name = "default_river_water.png"..WATER_ALPHA, backface_culling = false},
|
|
||||||
{name = "default_river_water.png"..WATER_ALPHA, backface_culling = true},
|
|
||||||
},
|
|
||||||
use_texture_alpha = "blend",
|
|
||||||
paramtype = "light",
|
|
||||||
walkable = false,
|
|
||||||
pointable = false,
|
|
||||||
diggable = false,
|
|
||||||
buildable_to = true,
|
|
||||||
is_ground_content = false,
|
|
||||||
drowning = 1,
|
|
||||||
liquidtype = "source",
|
|
||||||
liquid_alternative_flowing = "basenodes:river_water_flowing",
|
|
||||||
liquid_alternative_source = "basenodes:river_water_source",
|
|
||||||
liquid_viscosity = 1,
|
|
||||||
liquid_renewable = false,
|
|
||||||
liquid_range = 2,
|
|
||||||
post_effect_color = {a = 103, r = 30, g = 76, b = 90},
|
|
||||||
post_effect_color_shaded = true,
|
|
||||||
groups = {water = 3, liquid = 3, },
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:river_water_flowing", {
|
|
||||||
description = "Flowing River Water".."\n"..
|
|
||||||
"Swimmable, spreading, non-renewable liquid".."\n"..
|
|
||||||
"Drowning damage: 1",
|
|
||||||
drawtype = "flowingliquid",
|
|
||||||
waving = 3,
|
|
||||||
tiles = {"default_river_water_flowing.png"..WATER_ALPHA},
|
|
||||||
special_tiles = {
|
|
||||||
{name = "default_river_water_flowing.png"..WATER_ALPHA,
|
|
||||||
backface_culling = false},
|
|
||||||
{name = "default_river_water_flowing.png"..WATER_ALPHA,
|
|
||||||
backface_culling = false},
|
|
||||||
},
|
|
||||||
use_texture_alpha = "blend",
|
|
||||||
paramtype = "light",
|
|
||||||
paramtype2 = "flowingliquid",
|
|
||||||
walkable = false,
|
|
||||||
pointable = false,
|
|
||||||
diggable = false,
|
|
||||||
buildable_to = true,
|
|
||||||
is_ground_content = false,
|
|
||||||
drowning = 1,
|
|
||||||
liquidtype = "flowing",
|
|
||||||
liquid_alternative_flowing = "basenodes:river_water_flowing",
|
|
||||||
liquid_alternative_source = "basenodes:river_water_source",
|
|
||||||
liquid_viscosity = 1,
|
|
||||||
liquid_renewable = false,
|
|
||||||
liquid_range = 2,
|
|
||||||
post_effect_color = {a = 103, r = 30, g = 76, b = 90},
|
|
||||||
post_effect_color_shaded = true,
|
|
||||||
groups = {water = 3, liquid = 3, },
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:lava_flowing", {
|
|
||||||
description = "Flowing Lava".."\n"..
|
|
||||||
"Swimmable, spreading, renewable liquid".."\n"..
|
|
||||||
"4 damage per second".."\n"..
|
|
||||||
"Drowning damage: 1",
|
|
||||||
drawtype = "flowingliquid",
|
|
||||||
tiles = {"default_lava_flowing.png"},
|
|
||||||
special_tiles = {
|
|
||||||
{name="default_lava_flowing.png", backface_culling = false},
|
|
||||||
{name="default_lava_flowing.png", backface_culling = false},
|
|
||||||
},
|
|
||||||
paramtype = "light",
|
|
||||||
light_source = core.LIGHT_MAX,
|
|
||||||
walkable = false,
|
|
||||||
pointable = false,
|
|
||||||
diggable = false,
|
|
||||||
buildable_to = true,
|
|
||||||
is_ground_content = false,
|
|
||||||
drowning = 1,
|
|
||||||
damage_per_second = 4,
|
|
||||||
liquidtype = "flowing",
|
|
||||||
liquid_alternative_flowing = "basenodes:lava_flowing",
|
|
||||||
liquid_alternative_source = "basenodes:lava_source",
|
|
||||||
liquid_viscosity = LAVA_VISC,
|
|
||||||
post_effect_color = {a=192, r=255, g=64, b=0},
|
|
||||||
groups = {lava=3, liquid=1},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:lava_source", {
|
|
||||||
description = "Lava Source".."\n"..
|
|
||||||
"Swimmable, spreading, renewable liquid".."\n"..
|
|
||||||
"4 damage per second".."\n"..
|
|
||||||
"Drowning damage: 1",
|
|
||||||
drawtype = "liquid",
|
|
||||||
tiles = { "default_lava.png" },
|
|
||||||
special_tiles = {
|
|
||||||
{name = "default_lava.png", backface_culling = false},
|
|
||||||
{name = "default_lava.png", backface_culling = true},
|
|
||||||
},
|
|
||||||
paramtype = "light",
|
|
||||||
light_source = core.LIGHT_MAX,
|
|
||||||
walkable = false,
|
|
||||||
pointable = false,
|
|
||||||
diggable = false,
|
|
||||||
buildable_to = true,
|
|
||||||
is_ground_content = false,
|
|
||||||
drowning = 1,
|
|
||||||
damage_per_second = 4,
|
|
||||||
liquidtype = "source",
|
|
||||||
liquid_alternative_flowing = "basenodes:lava_flowing",
|
|
||||||
liquid_alternative_source = "basenodes:lava_source",
|
|
||||||
liquid_viscosity = LAVA_VISC,
|
|
||||||
post_effect_color = {a=192, r=255, g=64, b=0},
|
|
||||||
groups = {lava=3, liquid=1},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:cobble", {
|
|
||||||
description = "Cobblestone",
|
|
||||||
tiles ={"default_cobble.png"},
|
|
||||||
is_ground_content = false,
|
|
||||||
groups = {cracky=3},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:mossycobble", {
|
|
||||||
description = "Mossy Cobblestone",
|
|
||||||
tiles ={"default_mossycobble.png"},
|
|
||||||
is_ground_content = false,
|
|
||||||
groups = {cracky=3},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:apple", {
|
|
||||||
description = "Apple".."\n"..
|
|
||||||
"Punch: Eat (+2)",
|
|
||||||
drawtype = "plantlike",
|
|
||||||
tiles ={"default_apple.png"},
|
|
||||||
inventory_image = "default_apple.png",
|
|
||||||
paramtype = "light",
|
|
||||||
is_ground_content = false,
|
|
||||||
sunlight_propagates = true,
|
|
||||||
walkable = false,
|
|
||||||
groups = {dig_immediate=3},
|
|
||||||
|
|
||||||
-- Make eatable because why not?
|
|
||||||
on_use = core.item_eat(2),
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:ice", {
|
|
||||||
description = "Ice",
|
|
||||||
tiles ={"default_ice.png"},
|
|
||||||
groups = {cracky=3},
|
|
||||||
})
|
|
||||||
|
|
||||||
-- The snow nodes intentionally have different tints to make them more
|
|
||||||
-- distinguishable
|
|
||||||
core.register_node("basenodes:snow", {
|
|
||||||
description = "Snow Sheet",
|
|
||||||
tiles = {"basenodes_snow_sheet.png"},
|
|
||||||
groups = {crumbly=3},
|
|
||||||
walkable = false,
|
|
||||||
paramtype = "light",
|
|
||||||
drawtype = "nodebox",
|
|
||||||
node_box = {
|
|
||||||
type = "fixed",
|
|
||||||
fixed = {-0.5, -0.5, -0.5, 0.5, -0.25, 0.5},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_node("basenodes:snowblock", {
|
|
||||||
description = "Snow Block",
|
|
||||||
tiles ={"default_snow.png"},
|
|
||||||
groups = {crumbly=3},
|
|
||||||
})
|
|
||||||
|
|
||||||
|
|
||||||
@ -1,2 +0,0 @@
|
|||||||
name = basenodes
|
|
||||||
description = Contains basic nodes for mapgen
|
|
||||||
|
Before Width: | Height: | Size: 187 B |
|
Before Width: | Height: | Size: 166 B |
|
Before Width: | Height: | Size: 177 B |
|
Before Width: | Height: | Size: 166 B |
|
Before Width: | Height: | Size: 102 B |
|
Before Width: | Height: | Size: 340 B |
|
Before Width: | Height: | Size: 293 B |
|
Before Width: | Height: | Size: 584 B |
|
Before Width: | Height: | Size: 782 B |
|
Before Width: | Height: | Size: 697 B |
|
Before Width: | Height: | Size: 171 B |
|
Before Width: | Height: | Size: 369 B |
|
Before Width: | Height: | Size: 201 B |
|
Before Width: | Height: | Size: 399 B |
|
Before Width: | Height: | Size: 730 B |
|
Before Width: | Height: | Size: 714 B |
|
Before Width: | Height: | Size: 172 B |
|
Before Width: | Height: | Size: 91 B |
|
Before Width: | Height: | Size: 883 B |
|
Before Width: | Height: | Size: 574 B |
|
Before Width: | Height: | Size: 648 B |
|
Before Width: | Height: | Size: 604 B |
|
Before Width: | Height: | Size: 174 B |
|
Before Width: | Height: | Size: 496 B |
|
Before Width: | Height: | Size: 99 B |
|
Before Width: | Height: | Size: 554 B |
|
Before Width: | Height: | Size: 166 B |
|
Before Width: | Height: | Size: 152 B |
|
Before Width: | Height: | Size: 313 B |
|
Before Width: | Height: | Size: 659 B |
|
Before Width: | Height: | Size: 175 B |
|
Before Width: | Height: | Size: 302 B |
|
Before Width: | Height: | Size: 115 B |
|
Before Width: | Height: | Size: 760 B |
|
Before Width: | Height: | Size: 796 B |
@ -1,7 +0,0 @@
|
|||||||
|
|
||||||
The dirt_with_grass folder is for testing loading textures from subfolders.
|
|
||||||
If it works correctly, the default_grass_side.png file in the folder is used but
|
|
||||||
default_grass.png is not overwritten by the file in the folder.
|
|
||||||
|
|
||||||
default_dirt.png should be overwritten by the default_dirt.png in the unittests
|
|
||||||
mod which depends on basenodes.
|
|
||||||
@ -1,582 +0,0 @@
|
|||||||
--
|
|
||||||
-- Tool definitions
|
|
||||||
--
|
|
||||||
|
|
||||||
--[[ TOOLS SUMMARY:
|
|
||||||
|
|
||||||
Tool types:
|
|
||||||
|
|
||||||
* Hand: basic tool/weapon (special capabilities in creative mode)
|
|
||||||
* Pickaxe: dig cracky
|
|
||||||
* Axe: dig choppy
|
|
||||||
* Shovel: dig crumbly
|
|
||||||
* Shears: dig snappy
|
|
||||||
* Sword: deal damage
|
|
||||||
* Dagger: deal damage, but faster
|
|
||||||
|
|
||||||
Tool materials:
|
|
||||||
|
|
||||||
* Wood: dig nodes of rating 3
|
|
||||||
* Stone: dig nodes of rating 3 or 2
|
|
||||||
* Steel: dig nodes of rating 3, 2 or 1
|
|
||||||
* Mese: dig "everything" instantly
|
|
||||||
* n-Uses: can be used n times before breaking
|
|
||||||
]]
|
|
||||||
|
|
||||||
-- The hand
|
|
||||||
if core.settings:get_bool("creative_mode") then
|
|
||||||
local digtime = 42
|
|
||||||
local caps = {times = {digtime, digtime, digtime}, uses = 0, maxlevel = 256}
|
|
||||||
|
|
||||||
core.register_item(":", {
|
|
||||||
type = "none",
|
|
||||||
wield_image = "wieldhand.png",
|
|
||||||
wield_scale = {x = 1, y = 1, z = 2.5},
|
|
||||||
range = 10,
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 0.5,
|
|
||||||
max_drop_level = 3,
|
|
||||||
groupcaps = {
|
|
||||||
crumbly = caps,
|
|
||||||
cracky = caps,
|
|
||||||
snappy = caps,
|
|
||||||
choppy = caps,
|
|
||||||
oddly_breakable_by_hand = caps,
|
|
||||||
-- dig_immediate group doesn't use value 1. Value 3 is instant dig
|
|
||||||
dig_immediate =
|
|
||||||
{times = {[2] = digtime, [3] = 0}, uses = 0, maxlevel = 256},
|
|
||||||
},
|
|
||||||
damage_groups = {fleshy = 10},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
else
|
|
||||||
core.register_item(":", {
|
|
||||||
type = "none",
|
|
||||||
wield_image = "wieldhand.png",
|
|
||||||
wield_scale = {x = 1, y = 1, z = 2.5},
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 0.9,
|
|
||||||
max_drop_level = 0,
|
|
||||||
groupcaps = {
|
|
||||||
crumbly = {times = {[2] = 3.00, [3] = 0.70}, uses = 0, maxlevel = 1},
|
|
||||||
snappy = {times = {[3] = 0.40}, uses = 0, maxlevel = 1},
|
|
||||||
oddly_breakable_by_hand =
|
|
||||||
{times = {[1] = 3.50, [2] = 2.00, [3] = 0.70}, uses = 0}
|
|
||||||
},
|
|
||||||
damage_groups = {fleshy = 1},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Mese Pickaxe: special tool that digs "everything" instantly
|
|
||||||
core.register_tool("basetools:pick_mese", {
|
|
||||||
description = "Mese Pickaxe".."\n"..
|
|
||||||
"Digs diggable nodes instantly.",
|
|
||||||
inventory_image = "basetools_mesepick.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 1.0,
|
|
||||||
max_drop_level=3,
|
|
||||||
groupcaps={
|
|
||||||
cracky={times={[1]=0.0, [2]=0.0, [3]=0.0}, maxlevel=255},
|
|
||||||
crumbly={times={[1]=0.0, [2]=0.0, [3]=0.0}, maxlevel=255},
|
|
||||||
snappy={times={[1]=0.0, [2]=0.0, [3]=0.0}, maxlevel=255},
|
|
||||||
choppy={times={[1]=0.0, [2]=0.0, [3]=0.0}, maxlevel=255},
|
|
||||||
dig_immediate={times={[1]=0.0, [2]=0.0, [3]=0.0}, maxlevel=255},
|
|
||||||
},
|
|
||||||
damage_groups = {fleshy=100},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
|
|
||||||
|
|
||||||
-- A variant of the mese pickaxe that is not affected by the 0.15s digging delay
|
|
||||||
core.register_tool("basetools:pick_mese_no_delay", {
|
|
||||||
description = "Mese Pickaxe (no delay)".."\n"..
|
|
||||||
"Digs diggable nodes instantly.".."\n"..
|
|
||||||
"There is no delay between digging each node,\n"..
|
|
||||||
'but the "repeat_dig_time" setting is still respected.',
|
|
||||||
inventory_image = "basetools_mesepick_no_delay.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 1.0,
|
|
||||||
max_drop_level=3,
|
|
||||||
groupcaps={
|
|
||||||
cracky={times={[1]=0.001, [2]=0.001, [3]=0.001}, maxlevel=255},
|
|
||||||
crumbly={times={[1]=0.001, [2]=0.001, [3]=0.001}, maxlevel=255},
|
|
||||||
snappy={times={[1]=0.001, [2]=0.001, [3]=0.001}, maxlevel=255},
|
|
||||||
choppy={times={[1]=0.001, [2]=0.001, [3]=0.001}, maxlevel=255},
|
|
||||||
dig_immediate={times={[1]=0.001, [2]=0.001, [3]=0.001}, maxlevel=255},
|
|
||||||
},
|
|
||||||
damage_groups = {fleshy=100},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
|
|
||||||
|
|
||||||
--
|
|
||||||
-- Pickaxes: Dig cracky
|
|
||||||
--
|
|
||||||
|
|
||||||
core.register_tool("basetools:pick_wood", {
|
|
||||||
description = "Wooden Pickaxe".."\n"..
|
|
||||||
"Digs cracky=3",
|
|
||||||
inventory_image = "basetools_woodpick.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
max_drop_level=0,
|
|
||||||
groupcaps={
|
|
||||||
cracky={times={[3]=2.00}, uses=30, maxlevel=0}
|
|
||||||
},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:pick_stone", {
|
|
||||||
description = "Stone Pickaxe".."\n"..
|
|
||||||
"Digs cracky=2..3",
|
|
||||||
inventory_image = "basetools_stonepick.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
max_drop_level=0,
|
|
||||||
groupcaps={
|
|
||||||
cracky={times={[2]=1.20, [3]=0.80}, uses=60, maxlevel=0}
|
|
||||||
},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:pick_steel", {
|
|
||||||
description = "Steel Pickaxe".."\n"..
|
|
||||||
"Digs cracky=1..3",
|
|
||||||
inventory_image = "basetools_steelpick.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
max_drop_level=1,
|
|
||||||
groupcaps={
|
|
||||||
cracky={times={[1]=4.00, [2]=1.60, [3]=1.00}, uses=90, maxlevel=0}
|
|
||||||
},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:pick_steel_l1", {
|
|
||||||
description = "Steel Pickaxe Level 1".."\n"..
|
|
||||||
"Digs cracky=1..3".."\n"..
|
|
||||||
"maxlevel=1",
|
|
||||||
inventory_image = "basetools_steelpick_l1.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
max_drop_level=1,
|
|
||||||
groupcaps={
|
|
||||||
cracky={times={[1]=4.00, [2]=1.60, [3]=1.00}, uses=90, maxlevel=1}
|
|
||||||
},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:pick_steel_l2", {
|
|
||||||
description = "Steel Pickaxe Level 2".."\n"..
|
|
||||||
"Digs cracky=1..3".."\n"..
|
|
||||||
"maxlevel=2",
|
|
||||||
inventory_image = "basetools_steelpick_l2.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
max_drop_level=1,
|
|
||||||
groupcaps={
|
|
||||||
cracky={times={[1]=4.00, [2]=1.60, [3]=1.00}, uses=90, maxlevel=2}
|
|
||||||
},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
|
|
||||||
--
|
|
||||||
-- Shovels (dig crumbly)
|
|
||||||
--
|
|
||||||
|
|
||||||
core.register_tool("basetools:shovel_wood", {
|
|
||||||
description = "Wooden Shovel".."\n"..
|
|
||||||
"Digs crumbly=3",
|
|
||||||
inventory_image = "basetools_woodshovel.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
max_drop_level=0,
|
|
||||||
groupcaps={
|
|
||||||
crumbly={times={[3]=0.50}, uses=30, maxlevel=0}
|
|
||||||
},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:shovel_stone", {
|
|
||||||
description = "Stone Shovel".."\n"..
|
|
||||||
"Digs crumbly=2..3",
|
|
||||||
inventory_image = "basetools_stoneshovel.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
max_drop_level=0,
|
|
||||||
groupcaps={
|
|
||||||
crumbly={times={[2]=0.50, [3]=0.30}, uses=60, maxlevel=0}
|
|
||||||
},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:shovel_steel", {
|
|
||||||
description = "Steel Shovel".."\n"..
|
|
||||||
"Digs crumbly=1..3",
|
|
||||||
inventory_image = "basetools_steelshovel.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
max_drop_level=1,
|
|
||||||
groupcaps={
|
|
||||||
crumbly={times={[1]=1.00, [2]=0.70, [3]=0.60}, uses=90, maxlevel=0}
|
|
||||||
},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
|
|
||||||
--
|
|
||||||
-- Axes (dig choppy)
|
|
||||||
--
|
|
||||||
|
|
||||||
core.register_tool("basetools:axe_wood", {
|
|
||||||
description = "Wooden Axe".."\n"..
|
|
||||||
"Digs choppy=3",
|
|
||||||
inventory_image = "basetools_woodaxe.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
max_drop_level=0,
|
|
||||||
groupcaps={
|
|
||||||
choppy={times={[3]=0.80}, uses=30, maxlevel=0},
|
|
||||||
},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:axe_stone", {
|
|
||||||
description = "Stone Axe".."\n"..
|
|
||||||
"Digs choppy=2..3",
|
|
||||||
inventory_image = "basetools_stoneaxe.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
max_drop_level=0,
|
|
||||||
groupcaps={
|
|
||||||
choppy={times={[2]=1.00, [3]=0.60}, uses=60, maxlevel=0},
|
|
||||||
},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:axe_steel", {
|
|
||||||
description = "Steel Axe".."\n"..
|
|
||||||
"Digs choppy=1..3",
|
|
||||||
inventory_image = "basetools_steelaxe.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
max_drop_level=1,
|
|
||||||
groupcaps={
|
|
||||||
choppy={times={[1]=2.00, [2]=0.80, [3]=0.40}, uses=90, maxlevel=0},
|
|
||||||
},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
|
|
||||||
--
|
|
||||||
-- Shears (dig snappy)
|
|
||||||
--
|
|
||||||
|
|
||||||
core.register_tool("basetools:shears_wood", {
|
|
||||||
description = "Wooden Shears".."\n"..
|
|
||||||
"Digs snappy=3",
|
|
||||||
inventory_image = "basetools_woodshears.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
max_drop_level=0,
|
|
||||||
groupcaps={
|
|
||||||
snappy={times={[3]=1.00}, uses=30, maxlevel=0},
|
|
||||||
},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:shears_stone", {
|
|
||||||
description = "Stone Shears".."\n"..
|
|
||||||
"Digs snappy=2..3",
|
|
||||||
inventory_image = "basetools_stoneshears.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
max_drop_level=0,
|
|
||||||
groupcaps={
|
|
||||||
snappy={times={[2]=1.00, [3]=0.50}, uses=60, maxlevel=0},
|
|
||||||
},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:shears_steel", {
|
|
||||||
description = "Steel Shears".."\n"..
|
|
||||||
"Digs snappy=1..3",
|
|
||||||
inventory_image = "basetools_steelshears.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
max_drop_level=1,
|
|
||||||
groupcaps={
|
|
||||||
snappy={times={[1]=1.00, [2]=0.50, [3]=0.25}, uses=90, maxlevel=0},
|
|
||||||
},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
|
|
||||||
--
|
|
||||||
-- Swords (deal damage)
|
|
||||||
--
|
|
||||||
|
|
||||||
core.register_tool("basetools:sword_wood", {
|
|
||||||
description = "Wooden Sword".."\n"..
|
|
||||||
"Damage: fleshy=2",
|
|
||||||
inventory_image = "basetools_woodsword.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 1.0,
|
|
||||||
damage_groups = {fleshy=2},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:sword_stone", {
|
|
||||||
description = "Stone Sword".."\n"..
|
|
||||||
"Damage: fleshy=5",
|
|
||||||
inventory_image = "basetools_stonesword.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 1.0,
|
|
||||||
max_drop_level=0,
|
|
||||||
damage_groups = {fleshy=5},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:sword_steel", {
|
|
||||||
description = "Steel Sword".."\n"..
|
|
||||||
"Damage: fleshy=10",
|
|
||||||
inventory_image = "basetools_steelsword.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 1.0,
|
|
||||||
max_drop_level=1,
|
|
||||||
damage_groups = {fleshy=10},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:sword_titanium", {
|
|
||||||
description = "Titanium Sword".."\n"..
|
|
||||||
"Damage: fleshy=100",
|
|
||||||
inventory_image = "basetools_titaniumsword.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 1.0,
|
|
||||||
max_drop_level=1,
|
|
||||||
damage_groups = {fleshy=100},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:sword_blood", {
|
|
||||||
description = "Blood Sword".."\n"..
|
|
||||||
"Damage: fleshy=1000",
|
|
||||||
inventory_image = "basetools_bloodsword.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 1.0,
|
|
||||||
max_drop_level=1,
|
|
||||||
damage_groups = {fleshy=1000},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
|
|
||||||
-- Max. damage sword
|
|
||||||
core.register_tool("basetools:sword_mese", {
|
|
||||||
description = "Mese Sword".."\n"..
|
|
||||||
"Damage: fleshy=32767, fiery=32767, icy=32767".."\n"..
|
|
||||||
"Full Punch Interval: 0.0s",
|
|
||||||
inventory_image = "basetools_mesesword.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 0.0,
|
|
||||||
max_drop_level=1,
|
|
||||||
damage_groups = {fleshy=32767, fiery=32767, icy=32767},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
|
|
||||||
-- Fire/Ice sword: Deal damage to non-fleshy damage groups
|
|
||||||
core.register_tool("basetools:sword_fire", {
|
|
||||||
description = "Fire Sword".."\n"..
|
|
||||||
"Damage: icy=10",
|
|
||||||
inventory_image = "basetools_firesword.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 1.0,
|
|
||||||
max_drop_level=0,
|
|
||||||
damage_groups = {icy=10},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:sword_ice", {
|
|
||||||
description = "Ice Sword".."\n"..
|
|
||||||
"Damage: fiery=10",
|
|
||||||
inventory_image = "basetools_icesword.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 1.0,
|
|
||||||
max_drop_level=0,
|
|
||||||
damage_groups = {fiery=10},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:sword_elemental", {
|
|
||||||
description = "Elemental Sword".."\n"..
|
|
||||||
"Damage: fiery=10, icy=10",
|
|
||||||
inventory_image = "basetools_elementalsword.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 1.0,
|
|
||||||
max_drop_level=0,
|
|
||||||
damage_groups = {fiery=10, icy=10},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
|
|
||||||
-- Healing weapons: heal HP
|
|
||||||
core.register_tool("basetools:dagger_heal", {
|
|
||||||
description = "Healing Dagger".."\n"..
|
|
||||||
"Heal: fleshy=1".."\n"..
|
|
||||||
"Full Punch Interval: 0.5s",
|
|
||||||
inventory_image = "basetools_healdagger.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 0.5,
|
|
||||||
damage_groups = {fleshy=-1},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:sword_heal", {
|
|
||||||
description = "Healing Sword".."\n"..
|
|
||||||
"Heal: fleshy=10",
|
|
||||||
inventory_image = "basetools_healsword.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 1.0,
|
|
||||||
damage_groups = {fleshy=-10},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:sword_heal_super", {
|
|
||||||
description = "Super Healing Sword".."\n"..
|
|
||||||
"Heal: fleshy=32768, fiery=32768, icy=32768",
|
|
||||||
inventory_image = "basetools_superhealsword.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 1.0,
|
|
||||||
damage_groups = {fleshy=-32768, fiery=-32768, icy=-32768},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
|
|
||||||
|
|
||||||
--
|
|
||||||
-- Dagger: Low damage, fast punch interval
|
|
||||||
--
|
|
||||||
core.register_tool("basetools:dagger_wood", {
|
|
||||||
description = "Wooden Dagger".."\n"..
|
|
||||||
"Damage: fleshy=1".."\n"..
|
|
||||||
"Full Punch Interval: 0.5s",
|
|
||||||
inventory_image = "basetools_wooddagger.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 0.5,
|
|
||||||
max_drop_level=0,
|
|
||||||
damage_groups = {fleshy=1},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
core.register_tool("basetools:dagger_steel", {
|
|
||||||
description = "Steel Dagger".."\n"..
|
|
||||||
"Damage: fleshy=2".."\n"..
|
|
||||||
"Full Punch Interval: 0.5s",
|
|
||||||
inventory_image = "basetools_steeldagger.png",
|
|
||||||
tool_capabilities = {
|
|
||||||
full_punch_interval = 0.5,
|
|
||||||
max_drop_level=0,
|
|
||||||
damage_groups = {fleshy=2},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
|
|
||||||
-- Test tool uses, punch_attack_uses, and wear bar coloring
|
|
||||||
local tool_params = {
|
|
||||||
{uses = 1},
|
|
||||||
{uses = 2},
|
|
||||||
{uses = 3},
|
|
||||||
{
|
|
||||||
uses = 5,
|
|
||||||
wear_color = "#5865f2",
|
|
||||||
wear_description = "Solid color: #5865f2",
|
|
||||||
},
|
|
||||||
{
|
|
||||||
uses = 10,
|
|
||||||
wear_color = "slateblue",
|
|
||||||
wear_description = "Solid color: slateblue",
|
|
||||||
},
|
|
||||||
{
|
|
||||||
uses = 50,
|
|
||||||
wear_color = {
|
|
||||||
color_stops = {
|
|
||||||
[0] = "red",
|
|
||||||
[0.5] = "yellow",
|
|
||||||
[1.0] = "blue"
|
|
||||||
},
|
|
||||||
blend = "linear"
|
|
||||||
},
|
|
||||||
wear_description = "Ranges from blue to yellow to red",
|
|
||||||
},
|
|
||||||
{
|
|
||||||
uses = 100,
|
|
||||||
wear_color = {
|
|
||||||
color_stops = {
|
|
||||||
[0] = "#ffff00",
|
|
||||||
[0.2] = "#ff00ff",
|
|
||||||
[0.3] = "#ffff00",
|
|
||||||
[0.45] = "#c0ffee",
|
|
||||||
[0.6] = {r=255, g=255, b=0, a=100}, -- continues until the end
|
|
||||||
},
|
|
||||||
blend = "constant"
|
|
||||||
},
|
|
||||||
wear_description = "Misc. colors, constant interpolation",
|
|
||||||
},
|
|
||||||
{uses = 1e3},
|
|
||||||
{uses = 1e4},
|
|
||||||
{uses = 65535},
|
|
||||||
}
|
|
||||||
|
|
||||||
for i, params in ipairs(tool_params) do
|
|
||||||
local uses = params.uses
|
|
||||||
local ustring = uses.."-Use"..(uses == 1 and "" or "s")
|
|
||||||
local color = string.format("#FF00%02X", math.floor(((i-1)/#tool_params) * 255))
|
|
||||||
core.register_tool("basetools:pick_uses_"..string.format("%05d", uses), {
|
|
||||||
description = ustring.." Pickaxe".."\n"..
|
|
||||||
"Digs cracky=3"..
|
|
||||||
(params.wear_description and "\n".."Wear bar: " .. params.wear_description or ""),
|
|
||||||
inventory_image = "basetools_usespick.png^[colorize:"..color..":127",
|
|
||||||
tool_capabilities = {
|
|
||||||
max_drop_level=0,
|
|
||||||
groupcaps={
|
|
||||||
cracky={times={[3]=0.1, [2]=0.2, [1]=0.3}, uses=uses, maxlevel=0}
|
|
||||||
},
|
|
||||||
},
|
|
||||||
wear_color = params.wear_color
|
|
||||||
})
|
|
||||||
|
|
||||||
core.register_tool("basetools:sword_uses_"..string.format("%05d", uses), {
|
|
||||||
description = ustring.." Sword".."\n"..
|
|
||||||
"Damage: fleshy=1",
|
|
||||||
inventory_image = "basetools_usessword.png^[colorize:"..color..":127",
|
|
||||||
tool_capabilities = {
|
|
||||||
damage_groups = {fleshy=1},
|
|
||||||
punch_attack_uses = uses,
|
|
||||||
},
|
|
||||||
})
|
|
||||||
end
|
|
||||||
|
|
||||||
core.register_chatcommand("wear_color", {
|
|
||||||
params = "[idx]",
|
|
||||||
description = "Set wear bar color override",
|
|
||||||
func = function(player_name, param)
|
|
||||||
local player = core.get_player_by_name(player_name)
|
|
||||||
if not player then return end
|
|
||||||
|
|
||||||
local wear_color = nil
|
|
||||||
local wear_desc = "Reset override"
|
|
||||||
|
|
||||||
if param ~= "" then
|
|
||||||
local params = tool_params[tonumber(param)]
|
|
||||||
if not params then
|
|
||||||
return false, "idx out of bounds"
|
|
||||||
end
|
|
||||||
wear_color = params.wear_color
|
|
||||||
wear_desc = "Set override: "..(params.wear_description or "Default behavior")
|
|
||||||
end
|
|
||||||
local tool = player:get_wielded_item()
|
|
||||||
if tool:get_count() == 0 then
|
|
||||||
return false, "Tool not found"
|
|
||||||
end
|
|
||||||
tool:get_meta():set_wear_bar_params(wear_color)
|
|
||||||
player:set_wielded_item(tool)
|
|
||||||
return true, wear_desc
|
|
||||||
end
|
|
||||||
})
|
|
||||||
|
|
||||||
-- Punch handler to set random color & wear
|
|
||||||
local wear_on_use = function(itemstack, user, pointed_thing)
|
|
||||||
local meta = itemstack:get_meta()
|
|
||||||
local color = math.random(0, 0xFFFFFF)
|
|
||||||
local colorstr = string.format("#%06x", color)
|
|
||||||
meta:set_wear_bar_params(colorstr)
|
|
||||||
core.log("action", "[basetool] Wear bar color of "..itemstack:get_name().." changed to "..colorstr)
|
|
||||||
itemstack:set_wear(math.random(0, 65535))
|
|
||||||
return itemstack
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Place handler to clear item metadata color
|
|
||||||
local wear_on_place = function(itemstack, user, pointed_thing)
|
|
||||||
local meta = itemstack:get_meta()
|
|
||||||
meta:set_wear_bar_params(nil)
|
|
||||||
return itemstack
|
|
||||||
end
|
|
||||||
|
|
||||||
core.register_tool("basetools:random_wear_bar", {
|
|
||||||
description = "Wear Bar Color Test\n" ..
|
|
||||||
"Punch: Set random color & wear\n" ..
|
|
||||||
"Place: Clear color",
|
|
||||||
-- Base texture: A grayscale square (can be colorized)
|
|
||||||
inventory_image = "basetools_usespick.png^[colorize:#FFFFFF:127",
|
|
||||||
tool_capabilities = {
|
|
||||||
max_drop_level=0,
|
|
||||||
groupcaps={
|
|
||||||
cracky={times={[3]=0.1, [2]=0.2, [1]=0.3}, uses=1000, maxlevel=0}
|
|
||||||
},
|
|
||||||
},
|
|
||||||
|
|
||||||
on_use = wear_on_use,
|
|
||||||
on_place = wear_on_place,
|
|
||||||
on_secondary_use = wear_on_place,
|
|
||||||
})
|
|
||||||
@ -1,2 +0,0 @@
|
|||||||
name = basetools
|
|
||||||
description = Contains basic digging tools
|
|
||||||
|
Before Width: | Height: | Size: 165 B |
|
Before Width: | Height: | Size: 177 B |
|
Before Width: | Height: | Size: 166 B |
|
Before Width: | Height: | Size: 162 B |
|
Before Width: | Height: | Size: 170 B |
|
Before Width: | Height: | Size: 170 B |
|
Before Width: | Height: | Size: 156 B |
|
Before Width: | Height: | Size: 169 B |
|
Before Width: | Height: | Size: 163 B |
|
Before Width: | Height: | Size: 131 B |
|
Before Width: | Height: | Size: 154 B |
|
Before Width: | Height: | Size: 159 B |
|
Before Width: | Height: | Size: 190 B |
|
Before Width: | Height: | Size: 177 B |
|
Before Width: | Height: | Size: 208 B |
|
Before Width: | Height: | Size: 140 B |
|
Before Width: | Height: | Size: 163 B |
|
Before Width: | Height: | Size: 130 B |
|
Before Width: | Height: | Size: 155 B |
|
Before Width: | Height: | Size: 224 B |
|
Before Width: | Height: | Size: 134 B |
|
Before Width: | Height: | Size: 159 B |
|
Before Width: | Height: | Size: 192 B |
|
Before Width: | Height: | Size: 160 B |
|
Before Width: | Height: | Size: 161 B |
|
Before Width: | Height: | Size: 133 B |
|
Before Width: | Height: | Size: 121 B |
|
Before Width: | Height: | Size: 139 B |
|
Before Width: | Height: | Size: 149 B |
|
Before Width: | Height: | Size: 212 B |
|
Before Width: | Height: | Size: 133 B |
|
Before Width: | Height: | Size: 139 B |
30
data/games/garage/mods/beds/README.txt
Normal file
@ -0,0 +1,30 @@
|
|||||||
|
Minetest Game mod: beds
|
||||||
|
=======================
|
||||||
|
See license.txt for license information.
|
||||||
|
|
||||||
|
Authors of source code
|
||||||
|
----------------------
|
||||||
|
Originally by BlockMen (MIT)
|
||||||
|
Various Minetest Game developers and contributors (MIT)
|
||||||
|
|
||||||
|
Authors of media (textures)
|
||||||
|
---------------------------
|
||||||
|
BlockMen (CC BY-SA 3.0)
|
||||||
|
All textures unless otherwise noted
|
||||||
|
|
||||||
|
TumeniNodes (CC BY-SA 3.0)
|
||||||
|
beds_bed_under.png
|
||||||
|
|
||||||
|
This mod adds a bed which allows players to skip the night.
|
||||||
|
To sleep, right click on the bed. If playing in singleplayer mode the night gets skipped
|
||||||
|
immediately. If playing multiplayer you get shown how many other players are in bed too,
|
||||||
|
if all players are sleeping the night gets skipped. The night skip can be forced if more
|
||||||
|
than half of the players are lying in bed and use this option.
|
||||||
|
|
||||||
|
Another feature is a controlled respawning. If you have slept in bed (not just lying in
|
||||||
|
it) your respawn point is set to the beds location and you will respawn there after
|
||||||
|
death.
|
||||||
|
You can disable the respawn at beds by setting "enable_bed_respawn = false" in
|
||||||
|
minetest.conf.
|
||||||
|
You can disable the night skip feature by setting "enable_bed_night_skip = false" in
|
||||||
|
minetest.conf or by using the /set command in-game.
|
||||||
204
data/games/garage/mods/beds/api.lua
Normal file
@ -0,0 +1,204 @@
|
|||||||
|
-- Removes a node without calling on on_destruct()
|
||||||
|
-- We use this to mess with bed nodes without causing unwanted recursion.
|
||||||
|
local function remove_no_destruct(pos)
|
||||||
|
minetest.swap_node(pos, {name = "air"})
|
||||||
|
minetest.remove_node(pos) -- Now clear the meta
|
||||||
|
minetest.check_for_falling(pos)
|
||||||
|
end
|
||||||
|
|
||||||
|
--- returns the position of the other bed half (or nil on failure)
|
||||||
|
local function get_other_bed_pos(pos, n)
|
||||||
|
local node = core.get_node(pos)
|
||||||
|
local dir = core.facedir_to_dir(node.param2)
|
||||||
|
if not dir then
|
||||||
|
return -- There are 255 possible param2 values. Ignore bad ones.
|
||||||
|
end
|
||||||
|
local other
|
||||||
|
if n == 2 then
|
||||||
|
other = vector.subtract(pos, dir)
|
||||||
|
elseif n == 1 then
|
||||||
|
other = vector.add(pos, dir)
|
||||||
|
else
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
|
||||||
|
local onode = core.get_node(other)
|
||||||
|
if onode.param2 == node.param2 and core.get_item_group(onode.name, "bed") ~= 0 then
|
||||||
|
return other
|
||||||
|
end
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
|
||||||
|
local function destruct_bed(pos, n)
|
||||||
|
local other = get_other_bed_pos(pos, n)
|
||||||
|
if other then
|
||||||
|
remove_no_destruct(other)
|
||||||
|
beds.remove_spawns_at(other)
|
||||||
|
end
|
||||||
|
beds.remove_spawns_at(pos)
|
||||||
|
end
|
||||||
|
|
||||||
|
function beds.register_bed(name, def)
|
||||||
|
minetest.register_node(name .. "_bottom", {
|
||||||
|
description = def.description,
|
||||||
|
inventory_image = def.inventory_image,
|
||||||
|
wield_image = def.wield_image,
|
||||||
|
drawtype = "nodebox",
|
||||||
|
tiles = def.tiles.bottom,
|
||||||
|
use_texture_alpha = "clip",
|
||||||
|
paramtype = "light",
|
||||||
|
paramtype2 = "facedir",
|
||||||
|
is_ground_content = false,
|
||||||
|
stack_max = 1,
|
||||||
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 1},
|
||||||
|
sounds = def.sounds or default.node_sound_wood_defaults(),
|
||||||
|
node_box = {
|
||||||
|
type = "fixed",
|
||||||
|
fixed = def.nodebox.bottom,
|
||||||
|
},
|
||||||
|
selection_box = {
|
||||||
|
type = "fixed",
|
||||||
|
fixed = def.selectionbox,
|
||||||
|
},
|
||||||
|
|
||||||
|
on_place = function(itemstack, placer, pointed_thing)
|
||||||
|
local under = pointed_thing.under
|
||||||
|
local node = minetest.get_node(under)
|
||||||
|
local udef = minetest.registered_nodes[node.name]
|
||||||
|
if udef and udef.on_rightclick and
|
||||||
|
not (placer and placer:is_player() and
|
||||||
|
placer:get_player_control().sneak) then
|
||||||
|
return udef.on_rightclick(under, node, placer, itemstack,
|
||||||
|
pointed_thing) or itemstack
|
||||||
|
end
|
||||||
|
|
||||||
|
local pos
|
||||||
|
if udef and udef.buildable_to then
|
||||||
|
pos = under
|
||||||
|
else
|
||||||
|
pos = pointed_thing.above
|
||||||
|
end
|
||||||
|
|
||||||
|
local player_name = placer and placer:get_player_name() or ""
|
||||||
|
|
||||||
|
if minetest.is_protected(pos, player_name) and
|
||||||
|
not minetest.check_player_privs(player_name, "protection_bypass") then
|
||||||
|
minetest.record_protection_violation(pos, player_name)
|
||||||
|
return itemstack
|
||||||
|
end
|
||||||
|
|
||||||
|
local node_def = minetest.registered_nodes[minetest.get_node(pos).name]
|
||||||
|
if not node_def or not node_def.buildable_to then
|
||||||
|
return itemstack
|
||||||
|
end
|
||||||
|
|
||||||
|
local dir = placer and placer:get_look_dir() and
|
||||||
|
minetest.dir_to_facedir(placer:get_look_dir()) or 0
|
||||||
|
local botpos = vector.add(pos, minetest.facedir_to_dir(dir))
|
||||||
|
|
||||||
|
if minetest.is_protected(botpos, player_name) and
|
||||||
|
not minetest.check_player_privs(player_name, "protection_bypass") then
|
||||||
|
minetest.record_protection_violation(botpos, player_name)
|
||||||
|
return itemstack
|
||||||
|
end
|
||||||
|
|
||||||
|
local botdef = minetest.registered_nodes[minetest.get_node(botpos).name]
|
||||||
|
if not botdef or not botdef.buildable_to then
|
||||||
|
return itemstack
|
||||||
|
end
|
||||||
|
|
||||||
|
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
|
||||||
|
minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
|
||||||
|
|
||||||
|
if not minetest.is_creative_enabled(player_name) then
|
||||||
|
itemstack:take_item()
|
||||||
|
end
|
||||||
|
return itemstack
|
||||||
|
end,
|
||||||
|
|
||||||
|
on_destruct = function(pos)
|
||||||
|
destruct_bed(pos, 1)
|
||||||
|
end,
|
||||||
|
|
||||||
|
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
||||||
|
beds.on_rightclick(pos, clicker)
|
||||||
|
return itemstack
|
||||||
|
end,
|
||||||
|
|
||||||
|
on_rotate = function(pos, node, user, _, new_param2)
|
||||||
|
local dir = minetest.facedir_to_dir(node.param2)
|
||||||
|
if not dir then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
-- old position of the top node
|
||||||
|
local p = vector.add(pos, dir)
|
||||||
|
local node2 = minetest.get_node_or_nil(p)
|
||||||
|
if not node2 or minetest.get_item_group(node2.name, "bed") ~= 2 or
|
||||||
|
node.param2 ~= node2.param2 then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
if minetest.is_protected(p, user:get_player_name()) then
|
||||||
|
minetest.record_protection_violation(p, user:get_player_name())
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
if new_param2 % 32 > 3 then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
-- new position of the top node
|
||||||
|
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
|
||||||
|
local node3 = minetest.get_node_or_nil(newp)
|
||||||
|
local node_def = node3 and minetest.registered_nodes[node3.name]
|
||||||
|
if not node_def or not node_def.buildable_to then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
if minetest.is_protected(newp, user:get_player_name()) then
|
||||||
|
minetest.record_protection_violation(newp, user:get_player_name())
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
node.param2 = new_param2
|
||||||
|
remove_no_destruct(p)
|
||||||
|
minetest.set_node(pos, node)
|
||||||
|
minetest.set_node(newp, {name = name .. "_top", param2 = new_param2})
|
||||||
|
return true
|
||||||
|
end,
|
||||||
|
can_dig = function(pos, player)
|
||||||
|
return beds.can_dig(pos)
|
||||||
|
end,
|
||||||
|
})
|
||||||
|
|
||||||
|
minetest.register_node(name .. "_top", {
|
||||||
|
drawtype = "nodebox",
|
||||||
|
tiles = def.tiles.top,
|
||||||
|
use_texture_alpha = "clip",
|
||||||
|
paramtype = "light",
|
||||||
|
paramtype2 = "facedir",
|
||||||
|
is_ground_content = false,
|
||||||
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2,
|
||||||
|
not_in_creative_inventory = 1},
|
||||||
|
sounds = def.sounds or default.node_sound_wood_defaults(),
|
||||||
|
drop = "",
|
||||||
|
node_box = {
|
||||||
|
type = "fixed",
|
||||||
|
fixed = def.nodebox.top,
|
||||||
|
},
|
||||||
|
selection_box = {
|
||||||
|
type = "fixed",
|
||||||
|
-- Small selection box to allow digging stray top nodes
|
||||||
|
fixed = {-0.3, -0.3, -0.3, 0.3, -0.1, 0.3},
|
||||||
|
},
|
||||||
|
on_destruct = function(pos)
|
||||||
|
destruct_bed(pos, 2)
|
||||||
|
end,
|
||||||
|
can_dig = function(pos, player)
|
||||||
|
local other = get_other_bed_pos(pos, 2)
|
||||||
|
return (not other) or beds.can_dig(other)
|
||||||
|
end,
|
||||||
|
})
|
||||||
|
|
||||||
|
minetest.register_alias(name, name .. "_bottom")
|
||||||
|
|
||||||
|
minetest.register_craft({
|
||||||
|
output = name,
|
||||||
|
recipe = def.recipe
|
||||||
|
})
|
||||||
|
end
|
||||||
109
data/games/garage/mods/beds/beds.lua
Normal file
@ -0,0 +1,109 @@
|
|||||||
|
-- beds/beds.lua
|
||||||
|
|
||||||
|
-- support for MT game translation.
|
||||||
|
local S = beds.get_translator
|
||||||
|
|
||||||
|
-- Fancy shaped bed
|
||||||
|
|
||||||
|
beds.register_bed("beds:fancy_bed", {
|
||||||
|
description = S("Fancy Bed"),
|
||||||
|
inventory_image = "beds_bed_fancy.png",
|
||||||
|
wield_image = "beds_bed_fancy.png",
|
||||||
|
tiles = {
|
||||||
|
bottom = {
|
||||||
|
"beds_bed_top1.png",
|
||||||
|
"beds_bed_under.png",
|
||||||
|
"beds_bed_side1.png",
|
||||||
|
"beds_bed_side1.png^[transformFX",
|
||||||
|
"beds_bed_foot.png",
|
||||||
|
"beds_bed_foot.png",
|
||||||
|
},
|
||||||
|
top = {
|
||||||
|
"beds_bed_top2.png",
|
||||||
|
"beds_bed_under.png",
|
||||||
|
"beds_bed_side2.png",
|
||||||
|
"beds_bed_side2.png^[transformFX",
|
||||||
|
"beds_bed_head.png",
|
||||||
|
"beds_bed_head.png",
|
||||||
|
}
|
||||||
|
},
|
||||||
|
nodebox = {
|
||||||
|
bottom = {
|
||||||
|
{-0.5, -0.5, -0.5, -0.375, -0.065, -0.4375},
|
||||||
|
{0.375, -0.5, -0.5, 0.5, -0.065, -0.4375},
|
||||||
|
{-0.5, -0.375, -0.5, 0.5, -0.125, -0.4375},
|
||||||
|
{-0.5, -0.375, -0.5, -0.4375, -0.125, 0.5},
|
||||||
|
{0.4375, -0.375, -0.5, 0.5, -0.125, 0.5},
|
||||||
|
{-0.4375, -0.3125, -0.4375, 0.4375, -0.0625, 0.5},
|
||||||
|
},
|
||||||
|
top = {
|
||||||
|
{-0.5, -0.5, 0.4375, -0.375, 0.1875, 0.5},
|
||||||
|
{0.375, -0.5, 0.4375, 0.5, 0.1875, 0.5},
|
||||||
|
{-0.5, 0, 0.4375, 0.5, 0.125, 0.5},
|
||||||
|
{-0.5, -0.375, 0.4375, 0.5, -0.125, 0.5},
|
||||||
|
{-0.5, -0.375, -0.5, -0.4375, -0.125, 0.5},
|
||||||
|
{0.4375, -0.375, -0.5, 0.5, -0.125, 0.5},
|
||||||
|
{-0.4375, -0.3125, -0.5, 0.4375, -0.0625, 0.4375},
|
||||||
|
}
|
||||||
|
},
|
||||||
|
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
|
||||||
|
recipe = {
|
||||||
|
{"", "", "group:stick"},
|
||||||
|
{"wool:white", "wool:white", "wool:white"},
|
||||||
|
{"group:wood", "group:wood", "group:wood"},
|
||||||
|
},
|
||||||
|
})
|
||||||
|
|
||||||
|
-- Simple shaped bed
|
||||||
|
|
||||||
|
beds.register_bed("beds:bed", {
|
||||||
|
description = S("Simple Bed"),
|
||||||
|
inventory_image = "beds_bed.png",
|
||||||
|
wield_image = "beds_bed.png",
|
||||||
|
tiles = {
|
||||||
|
bottom = {
|
||||||
|
"beds_bed_top_bottom.png^[transformR90",
|
||||||
|
"beds_bed_under.png",
|
||||||
|
"beds_bed_side_bottom_r.png",
|
||||||
|
"beds_bed_side_bottom_r.png^[transformFX",
|
||||||
|
"blank.png",
|
||||||
|
"beds_bed_side_bottom.png"
|
||||||
|
},
|
||||||
|
top = {
|
||||||
|
"beds_bed_top_top.png^[transformR90",
|
||||||
|
"beds_bed_under.png",
|
||||||
|
"beds_bed_side_top_r.png",
|
||||||
|
"beds_bed_side_top_r.png^[transformFX",
|
||||||
|
"beds_bed_side_top.png",
|
||||||
|
"blank.png",
|
||||||
|
}
|
||||||
|
},
|
||||||
|
nodebox = {
|
||||||
|
bottom = {-0.5, -0.5, -0.5, 0.5, 0.0625, 0.5},
|
||||||
|
top = {-0.5, -0.5, -0.5, 0.5, 0.0625, 0.5},
|
||||||
|
},
|
||||||
|
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.0625, 1.5},
|
||||||
|
recipe = {
|
||||||
|
{"wool:white", "wool:white", "wool:white"},
|
||||||
|
{"group:wood", "group:wood", "group:wood"}
|
||||||
|
},
|
||||||
|
})
|
||||||
|
|
||||||
|
-- Aliases for PilzAdam's beds mod
|
||||||
|
|
||||||
|
minetest.register_alias("beds:bed_bottom_red", "beds:bed_bottom")
|
||||||
|
minetest.register_alias("beds:bed_top_red", "beds:bed_top")
|
||||||
|
|
||||||
|
-- Fuel
|
||||||
|
|
||||||
|
minetest.register_craft({
|
||||||
|
type = "fuel",
|
||||||
|
recipe = "beds:fancy_bed_bottom",
|
||||||
|
burntime = 13,
|
||||||
|
})
|
||||||
|
|
||||||
|
minetest.register_craft({
|
||||||
|
type = "fuel",
|
||||||
|
recipe = "beds:bed_bottom",
|
||||||
|
burntime = 12,
|
||||||
|
})
|
||||||
304
data/games/garage/mods/beds/functions.lua
Normal file
@ -0,0 +1,304 @@
|
|||||||
|
local pi = math.pi
|
||||||
|
local is_sp = minetest.is_singleplayer()
|
||||||
|
local enable_respawn = minetest.settings:get_bool("enable_bed_respawn")
|
||||||
|
if enable_respawn == nil then
|
||||||
|
enable_respawn = true
|
||||||
|
end
|
||||||
|
|
||||||
|
-- support for MT game translation.
|
||||||
|
local S = beds.get_translator
|
||||||
|
|
||||||
|
-- Helper functions
|
||||||
|
|
||||||
|
local function get_look_yaw(pos)
|
||||||
|
local rotation = minetest.get_node(pos).param2
|
||||||
|
if rotation > 3 then
|
||||||
|
rotation = rotation % 4 -- Mask colorfacedir values
|
||||||
|
end
|
||||||
|
if rotation == 1 then
|
||||||
|
return pi / 2, rotation
|
||||||
|
elseif rotation == 3 then
|
||||||
|
return -pi / 2, rotation
|
||||||
|
elseif rotation == 0 then
|
||||||
|
return pi, rotation
|
||||||
|
else
|
||||||
|
return 0, rotation
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
local function is_night_skip_enabled()
|
||||||
|
local enable_night_skip = minetest.settings:get_bool("enable_bed_night_skip")
|
||||||
|
if enable_night_skip == nil then
|
||||||
|
enable_night_skip = true
|
||||||
|
end
|
||||||
|
return enable_night_skip
|
||||||
|
end
|
||||||
|
|
||||||
|
local function check_in_beds(players)
|
||||||
|
local in_bed = beds.player
|
||||||
|
if not players then
|
||||||
|
players = minetest.get_connected_players()
|
||||||
|
end
|
||||||
|
|
||||||
|
for n, player in ipairs(players) do
|
||||||
|
local name = player:get_player_name()
|
||||||
|
if not in_bed[name] then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
return #players > 0
|
||||||
|
end
|
||||||
|
|
||||||
|
local function lay_down(player, pos, bed_pos, state, skip)
|
||||||
|
local name = player:get_player_name()
|
||||||
|
local hud_flags = player:hud_get_flags()
|
||||||
|
|
||||||
|
if not player or not name then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
-- stand up
|
||||||
|
if state ~= nil and not state then
|
||||||
|
if not beds.player[name] then
|
||||||
|
-- player not in bed, do nothing
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
beds.bed_position[name] = nil
|
||||||
|
-- skip here to prevent sending player specific changes (used for leaving players)
|
||||||
|
if skip then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
player:set_pos(beds.pos[name])
|
||||||
|
|
||||||
|
-- physics, eye_offset, etc
|
||||||
|
local physics_override = beds.player[name].physics_override
|
||||||
|
beds.player[name] = nil
|
||||||
|
player:set_physics_override({
|
||||||
|
speed = physics_override.speed,
|
||||||
|
jump = physics_override.jump,
|
||||||
|
gravity = physics_override.gravity
|
||||||
|
})
|
||||||
|
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
|
||||||
|
player:set_look_horizontal(math.random(1, 180) / 100)
|
||||||
|
player_api.player_attached[name] = false
|
||||||
|
hud_flags.wielditem = true
|
||||||
|
player_api.set_animation(player, "stand" , 30)
|
||||||
|
|
||||||
|
-- lay down
|
||||||
|
else
|
||||||
|
|
||||||
|
-- Check if bed is occupied
|
||||||
|
for _, other_pos in pairs(beds.bed_position) do
|
||||||
|
if vector.distance(bed_pos, other_pos) < 0.1 then
|
||||||
|
minetest.chat_send_player(name, S("This bed is already occupied!"))
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Check if player is moving
|
||||||
|
if vector.length(player:get_velocity()) > 0.05 then
|
||||||
|
minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Check if player is attached to an object
|
||||||
|
if player:get_attach() then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
if beds.player[name] then
|
||||||
|
-- player already in bed, do nothing
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
beds.pos[name] = pos
|
||||||
|
beds.bed_position[name] = bed_pos
|
||||||
|
beds.player[name] = {physics_override = player:get_physics_override()}
|
||||||
|
|
||||||
|
local yaw, param2 = get_look_yaw(bed_pos)
|
||||||
|
player:set_look_horizontal(yaw)
|
||||||
|
local dir = minetest.facedir_to_dir(param2)
|
||||||
|
-- p.y is just above the nodebox height of the 'Simple Bed' (the highest bed),
|
||||||
|
-- to avoid sinking down through the bed.
|
||||||
|
local p = {
|
||||||
|
x = bed_pos.x + dir.x / 2,
|
||||||
|
y = bed_pos.y + 0.07,
|
||||||
|
z = bed_pos.z + dir.z / 2
|
||||||
|
}
|
||||||
|
player:set_physics_override({speed = 0, jump = 0, gravity = 0})
|
||||||
|
player:set_pos(p)
|
||||||
|
player_api.player_attached[name] = true
|
||||||
|
hud_flags.wielditem = false
|
||||||
|
player_api.set_animation(player, "lay" , 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
player:hud_set_flags(hud_flags)
|
||||||
|
end
|
||||||
|
|
||||||
|
local function get_player_in_bed_count()
|
||||||
|
local c = 0
|
||||||
|
for _, _ in pairs(beds.player) do
|
||||||
|
c = c + 1
|
||||||
|
end
|
||||||
|
return c
|
||||||
|
end
|
||||||
|
|
||||||
|
local function update_formspecs(finished)
|
||||||
|
local ges = #minetest.get_connected_players()
|
||||||
|
local player_in_bed = get_player_in_bed_count()
|
||||||
|
local is_majority = (ges / 2) < player_in_bed
|
||||||
|
|
||||||
|
local form_n
|
||||||
|
local esc = minetest.formspec_escape
|
||||||
|
if finished then
|
||||||
|
form_n = beds.formspec .. "label[2.7,9;" .. esc(S("Good morning.")) .. "]"
|
||||||
|
else
|
||||||
|
form_n = beds.formspec .. "label[2.2,9;" ..
|
||||||
|
esc(S("@1 of @2 players are in bed", player_in_bed, ges)) .. "]"
|
||||||
|
if is_majority and is_night_skip_enabled() then
|
||||||
|
form_n = form_n .. "button_exit[2,6;4,0.75;force;" ..
|
||||||
|
esc(S("Force night skip")) .. "]"
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
for name,_ in pairs(beds.player) do
|
||||||
|
minetest.show_formspec(name, "beds_form", form_n)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
-- Public functions
|
||||||
|
|
||||||
|
function beds.kick_players()
|
||||||
|
for name, _ in pairs(beds.player) do
|
||||||
|
local player = minetest.get_player_by_name(name)
|
||||||
|
lay_down(player, nil, nil, false)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function beds.skip_night()
|
||||||
|
minetest.set_timeofday(0.23)
|
||||||
|
end
|
||||||
|
|
||||||
|
local update_scheduled = false
|
||||||
|
local function schedule_update()
|
||||||
|
if update_scheduled then
|
||||||
|
-- there already is an update scheduled; don't schedule more to prevent races
|
||||||
|
return
|
||||||
|
end
|
||||||
|
update_scheduled = true
|
||||||
|
minetest.after(2, function()
|
||||||
|
update_scheduled = false
|
||||||
|
if not is_sp then
|
||||||
|
update_formspecs(is_night_skip_enabled())
|
||||||
|
end
|
||||||
|
if is_night_skip_enabled() then
|
||||||
|
-- skip the night and let all players stand up
|
||||||
|
beds.skip_night()
|
||||||
|
beds.kick_players()
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
|
function beds.on_rightclick(pos, player)
|
||||||
|
local name = player:get_player_name()
|
||||||
|
local ppos = player:get_pos()
|
||||||
|
local tod = minetest.get_timeofday()
|
||||||
|
|
||||||
|
if tod > beds.day_interval.start and tod < beds.day_interval.finish then
|
||||||
|
if beds.player[name] then
|
||||||
|
lay_down(player, nil, nil, false)
|
||||||
|
end
|
||||||
|
minetest.chat_send_player(name, S("You can only sleep at night."))
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
-- move to bed
|
||||||
|
if not beds.player[name] then
|
||||||
|
lay_down(player, ppos, pos)
|
||||||
|
beds.set_spawns() -- save respawn positions when entering bed
|
||||||
|
else
|
||||||
|
lay_down(player, nil, nil, false)
|
||||||
|
end
|
||||||
|
|
||||||
|
if not is_sp then
|
||||||
|
update_formspecs(false)
|
||||||
|
end
|
||||||
|
|
||||||
|
if check_in_beds() then
|
||||||
|
schedule_update()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function beds.can_dig(bed_pos)
|
||||||
|
-- Check all players in bed which one is at the expected position
|
||||||
|
for _, player_bed_pos in pairs(beds.bed_position) do
|
||||||
|
if vector.equals(bed_pos, player_bed_pos) then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Callbacks
|
||||||
|
-- Only register respawn callback if respawn enabled
|
||||||
|
if enable_respawn then
|
||||||
|
-- Respawn player at bed if valid position is found
|
||||||
|
spawn.register_on_spawn(function(player, is_new)
|
||||||
|
local pos = beds.spawn[player:get_player_name()]
|
||||||
|
if pos then
|
||||||
|
player:set_pos(pos)
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
|
minetest.register_on_leaveplayer(function(player)
|
||||||
|
local name = player:get_player_name()
|
||||||
|
lay_down(player, nil, nil, false, true)
|
||||||
|
beds.player[name] = nil
|
||||||
|
if check_in_beds() then
|
||||||
|
schedule_update()
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
|
||||||
|
minetest.register_on_dieplayer(function(player)
|
||||||
|
local name = player:get_player_name()
|
||||||
|
local in_bed = beds.player
|
||||||
|
local pos = player:get_pos()
|
||||||
|
local yaw = get_look_yaw(pos)
|
||||||
|
|
||||||
|
if in_bed[name] then
|
||||||
|
lay_down(player, nil, pos, false)
|
||||||
|
player:set_look_horizontal(yaw)
|
||||||
|
player:set_pos(pos)
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
|
||||||
|
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
||||||
|
if formname ~= "beds_form" then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Because "Force night skip" button is a button_exit, it will set fields.quit
|
||||||
|
-- and lay_down call will change value of player_in_bed, so it must be taken
|
||||||
|
-- earlier.
|
||||||
|
local last_player_in_bed = get_player_in_bed_count()
|
||||||
|
|
||||||
|
if fields.quit or fields.leave then
|
||||||
|
lay_down(player, nil, nil, false)
|
||||||
|
update_formspecs(false)
|
||||||
|
end
|
||||||
|
|
||||||
|
if fields.force then
|
||||||
|
local is_majority = (#minetest.get_connected_players() / 2) < last_player_in_bed
|
||||||
|
if is_majority and is_night_skip_enabled() then
|
||||||
|
update_formspecs(true)
|
||||||
|
beds.skip_night()
|
||||||
|
beds.kick_players()
|
||||||
|
else
|
||||||
|
update_formspecs(false)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end)
|
||||||
31
data/games/garage/mods/beds/init.lua
Normal file
@ -0,0 +1,31 @@
|
|||||||
|
-- beds/init.lua
|
||||||
|
|
||||||
|
-- Load support for MT game translation.
|
||||||
|
local S = minetest.get_translator("beds")
|
||||||
|
local esc = minetest.formspec_escape
|
||||||
|
|
||||||
|
beds = {}
|
||||||
|
beds.player = {}
|
||||||
|
beds.bed_position = {}
|
||||||
|
beds.pos = {}
|
||||||
|
beds.spawn = {}
|
||||||
|
beds.get_translator = S
|
||||||
|
|
||||||
|
beds.formspec = "size[8,11;true]" ..
|
||||||
|
"no_prepend[]" ..
|
||||||
|
"bgcolor[#080808BB;true]" ..
|
||||||
|
"button_exit[2,10;4,0.75;leave;" .. esc(S("Leave Bed")) .. "]"
|
||||||
|
|
||||||
|
beds.day_interval = {
|
||||||
|
start = 0.2,
|
||||||
|
finish = 0.805,
|
||||||
|
}
|
||||||
|
|
||||||
|
local modpath = minetest.get_modpath("beds")
|
||||||
|
|
||||||
|
-- Load files
|
||||||
|
|
||||||
|
dofile(modpath .. "/functions.lua")
|
||||||
|
dofile(modpath .. "/api.lua")
|
||||||
|
dofile(modpath .. "/beds.lua")
|
||||||
|
dofile(modpath .. "/spawns.lua")
|
||||||
61
data/games/garage/mods/beds/license.txt
Normal file
@ -0,0 +1,61 @@
|
|||||||
|
License of source code
|
||||||
|
----------------------
|
||||||
|
|
||||||
|
The MIT License (MIT)
|
||||||
|
Copyright (C) 2014-2016 BlockMen
|
||||||
|
Copyright (C) 2014-2016 Various Minetest Game developers and contributors
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy of this
|
||||||
|
software and associated documentation files (the "Software"), to deal in the Software
|
||||||
|
without restriction, including without limitation the rights to use, copy, modify, merge,
|
||||||
|
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
|
||||||
|
persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in all copies or
|
||||||
|
substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||||
|
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
|
||||||
|
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
|
||||||
|
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
|
||||||
|
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||||
|
DEALINGS IN THE SOFTWARE.
|
||||||
|
|
||||||
|
For more details:
|
||||||
|
https://opensource.org/licenses/MIT
|
||||||
|
|
||||||
|
|
||||||
|
Licenses of media (textures)
|
||||||
|
----------------------------
|
||||||
|
|
||||||
|
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||||
|
Copyright (C) 2014-2016 BlockMen
|
||||||
|
Copyright (C) 2018 TumeniNodes
|
||||||
|
|
||||||
|
You are free to:
|
||||||
|
Share — copy and redistribute the material in any medium or format.
|
||||||
|
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
|
||||||
|
The licensor cannot revoke these freedoms as long as you follow the license terms.
|
||||||
|
|
||||||
|
Under the following terms:
|
||||||
|
|
||||||
|
Attribution — You must give appropriate credit, provide a link to the license, and
|
||||||
|
indicate if changes were made. You may do so in any reasonable manner, but not in any way
|
||||||
|
that suggests the licensor endorses you or your use.
|
||||||
|
|
||||||
|
ShareAlike — If you remix, transform, or build upon the material, you must distribute
|
||||||
|
your contributions under the same license as the original.
|
||||||
|
|
||||||
|
No additional restrictions — You may not apply legal terms or technological measures that
|
||||||
|
legally restrict others from doing anything the license permits.
|
||||||
|
|
||||||
|
Notices:
|
||||||
|
|
||||||
|
You do not have to comply with the license for elements of the material in the public
|
||||||
|
domain or where your use is permitted by an applicable exception or limitation.
|
||||||
|
No warranties are given. The license may not give you all of the permissions necessary
|
||||||
|
for your intended use. For example, other rights such as publicity, privacy, or moral
|
||||||
|
rights may limit how you use the material.
|
||||||
|
|
||||||
|
For more details:
|
||||||
|
http://creativecommons.org/licenses/by-sa/3.0/
|
||||||
10
data/games/garage/mods/beds/locale/beds.de.tr
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Schickes Bett
|
||||||
|
Simple Bed=Schlichtes Bett
|
||||||
|
This bed is already occupied!=Dieses Bett ist bereits belegt!
|
||||||
|
You have to stop moving before going to bed!=Sie müssen stehen bleiben, bevor Sie zu Bett gehen können!
|
||||||
|
Good morning.=Guten Morgen.
|
||||||
|
@1 of @2 players are in bed=@1 von @2 Spielern sind im Bett
|
||||||
|
Force night skip=Überspringen der Nacht erzwingen
|
||||||
|
You can only sleep at night.=Sie können nur nachts schlafen.
|
||||||
|
Leave Bed=Bett verlassen
|
||||||
10
data/games/garage/mods/beds/locale/beds.eo.tr
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Luksa lito
|
||||||
|
Simple Bed=Simpla lito
|
||||||
|
This bed is already occupied!=Tiu lito jam estas okupata!
|
||||||
|
You have to stop moving before going to bed!=Vi ĉesu moviĝi por enlitiĝi!
|
||||||
|
Good morning.=Bonan matenon.
|
||||||
|
@1 of @2 players are in bed=@1 el @2 ludantoj estas en lito
|
||||||
|
Force night skip=Devigi noktan salton
|
||||||
|
You can only sleep at night.=Vi povas dormi nur nokte.
|
||||||
|
Leave Bed=Ellitiĝi
|
||||||
10
data/games/garage/mods/beds/locale/beds.es.tr
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Cama de lujo
|
||||||
|
Simple Bed=Cama sencilla
|
||||||
|
This bed is already occupied!=Esta cama esta ocupada
|
||||||
|
You have to stop moving before going to bed!=Deja de moverte o no podras acostarte
|
||||||
|
Good morning.=Buenos días.
|
||||||
|
@1 of @2 players are in bed=@1 de @2 jugadores están durmiendo
|
||||||
|
Force night skip=Forzar hacer de dia
|
||||||
|
You can only sleep at night.=Sólo puedes dormir por la noche.
|
||||||
|
Leave Bed=Levantarse
|
||||||
10
data/games/garage/mods/beds/locale/beds.fr.tr
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Lit chic
|
||||||
|
Simple Bed=Lit simple
|
||||||
|
This bed is already occupied!=Ce lit est déjà occupé !
|
||||||
|
You have to stop moving before going to bed!=Vous devez arrêter de bouger avant de vous coucher !
|
||||||
|
Good morning.=Bonjour.
|
||||||
|
@1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit
|
||||||
|
Force night skip=Forcer le passage de la nuit
|
||||||
|
You can only sleep at night.=Vous ne pouvez dormir que la nuit.
|
||||||
|
Leave Bed=Se lever du lit
|
||||||
10
data/games/garage/mods/beds/locale/beds.id.tr
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Ranjang Mewah
|
||||||
|
Simple Bed=Ranjang Sederhana
|
||||||
|
This bed is already occupied!=Ranjang telah terisi!
|
||||||
|
You have to stop moving before going to bed!=Anda harus diam untuk tidur!
|
||||||
|
Good morning.=Selamat pagi.
|
||||||
|
@1 of @2 players are in bed=@1 dari @2 pemain sedang tidur
|
||||||
|
Force night skip=Paksa lewati malam
|
||||||
|
You can only sleep at night.=Anda hanya bisa tidur pada waktu malam.
|
||||||
|
Leave Bed=Tinggalkan Ranjang
|
||||||
10
data/games/garage/mods/beds/locale/beds.it.tr
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Letto decorato
|
||||||
|
Simple Bed=Letto semplice
|
||||||
|
This bed is already occupied!=
|
||||||
|
You have to stop moving before going to bed!=
|
||||||
|
Good morning.=
|
||||||
|
@1 of @2 players are in bed=
|
||||||
|
Force night skip=
|
||||||
|
You can only sleep at night.=
|
||||||
|
Leave Bed=Alzati dal letto
|
||||||
10
data/games/garage/mods/beds/locale/beds.ja.tr
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=ファンシーなベッド
|
||||||
|
Simple Bed=シンプルなベッド
|
||||||
|
This bed is already occupied!=ベッドはすでに使われています!
|
||||||
|
You have to stop moving before going to bed!=寝るときは動かないでください!
|
||||||
|
Good morning.=おはようございます。
|
||||||
|
@1 of @2 players are in bed=ベッドに@1 / @2人います
|
||||||
|
Force night skip=強制的に夜をスキップします
|
||||||
|
You can only sleep at night.=夜しか寝れません。
|
||||||
|
Leave Bed=ベッドから出ます
|
||||||
10
data/games/garage/mods/beds/locale/beds.jbo.tr
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=lo selja'i ckana
|
||||||
|
Simple Bed=lo sampu ckana
|
||||||
|
This bed is already occupied!=.i lo ti ckana cu canlu
|
||||||
|
You have to stop moving before going to bed!=lo nu do cando cu sarcu lo nu do sipna
|
||||||
|
Good morning.=.i .uise'inai cerni
|
||||||
|
@1 of @2 players are in bed=.i @1 cmima be lu'i @2 le pilno cu vreta lo ckana
|
||||||
|
Force night skip=bapli le nu co'u nicte
|
||||||
|
You can only sleep at night.=.i steci le ka nicte kei fa le ka do kakne le ka sipna ca pa ckaji be ce'u
|
||||||
|
Leave Bed=cliva lo ckana
|
||||||
10
data/games/garage/mods/beds/locale/beds.lv.tr
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Skaista gulta
|
||||||
|
Simple Bed=Gulta
|
||||||
|
This bed is already occupied!=Šī gulta jau ir aizņemta!
|
||||||
|
You have to stop moving before going to bed!=Jums jāapstājas lai gulētu!
|
||||||
|
Good morning.=Labrīt.
|
||||||
|
@1 of @2 players are in bed=@1 no @2 spēlētājiem guļ gultās
|
||||||
|
Force night skip=Izlaist nakti
|
||||||
|
You can only sleep at night.=Jūs variet gulēt tikai naktī.
|
||||||
|
Leave Bed=Celties no gultas
|
||||||
10
data/games/garage/mods/beds/locale/beds.ms.tr
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Katil Beragam
|
||||||
|
Simple Bed=Katil Biasa
|
||||||
|
This bed is already occupied!=Katil ini sudah diduduki!
|
||||||
|
You have to stop moving before going to bed!=Anda perlu berhenti bergerak sebelum tidur!
|
||||||
|
Good morning.=Selamat pagi.
|
||||||
|
@1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur
|
||||||
|
Force night skip=Paksa langkau malam
|
||||||
|
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
|
||||||
|
Leave Bed=Tinggalkan Katil
|
||||||
10
data/games/garage/mods/beds/locale/beds.pl.tr
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Fantazyjne łóżko
|
||||||
|
Simple Bed=Proste łóżko
|
||||||
|
This bed is already occupied!=To łóżko jest już zajęte!
|
||||||
|
You have to stop moving before going to bed!=Musisz się zatrzymać aby wejść do łóżka
|
||||||
|
Good morning.=Dzień dobry.
|
||||||
|
@1 of @2 players are in bed=@1 z @2 graczy śpią
|
||||||
|
Force night skip=Wymuś pominięcie nocy
|
||||||
|
You can only sleep at night.=Możesz spać tylko w nocy.
|
||||||
|
Leave Bed=Opuść łóżko
|
||||||
10
data/games/garage/mods/beds/locale/beds.pt_BR.tr
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Cama Bonita
|
||||||
|
Simple Bed=Cama Simples
|
||||||
|
This bed is already occupied!=Esta cama já está ocupada!
|
||||||
|
You have to stop moving before going to bed!=Você precisa parar de se mover antes de ir para cama!
|
||||||
|
Good morning.=Bom dia.
|
||||||
|
@1 of @2 players are in bed=@1 de @2 jogadores estão na cama
|
||||||
|
Force night skip=Forçar o amanhecer
|
||||||
|
You can only sleep at night.=Você só pode dormir à noite
|
||||||
|
Leave Bed=Sair da Cama
|
||||||
10
data/games/garage/mods/beds/locale/beds.ru.tr
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Красивая кровать
|
||||||
|
Simple Bed=Простая кровать
|
||||||
|
This bed is already occupied!=Эта кровать уже занята!
|
||||||
|
You have to stop moving before going to bed!=Вам нужно перестать двигаться чтобы лечь!
|
||||||
|
Good morning.=Доброе утро.
|
||||||
|
@1 of @2 players are in bed=@1 из @2 игроков в кровати
|
||||||
|
Force night skip=Пропустить ночь
|
||||||
|
You can only sleep at night.=Вы можете спать только ночью.
|
||||||
|
Leave Bed=Встать с кровати
|
||||||