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- -- This file is reloadable.
- if not minetest.global_exists("bones") then bones = {} end
- -- Localize for performance.
- local vector_round = vector.round
- local math_random = math.random
- local get_public_time = function()
- return os.date("!%Y/%m/%d, %H:%M:%S UTC")
- end
- local share_bones_time = 1200
- local share_bones_time_early = (share_bones_time * 0.75)
- local share_bones_time_city = (share_bones_time * 10.0)
- local function is_owner(pos, name)
- local owner = minetest.get_meta(pos):get_string("owner")
-
- -- Don't let dead players pick bones.
- local player = minetest.get_player_by_name(name)
- if not player or not player:is_player() then return false end
- if player:get_hp() <= 0 then return false end
-
- if owner == "" or owner == name or minetest.check_player_privs(name, "protection_bypass") then
- return true
- end
- return false
- end
- local function may_replace(pos, player)
- local nn = minetest.get_node(pos).name
- local ndef = minetest.reg_ns_nodes[nn]
- -- If the node is unknown, we return false.
- if not ndef then
- return false
- end
- local pname = player and player:get_player_name() or ""
- local protected = minetest.test_protection(pos, pname)
- -- Allow replacing air and (non-walkable) liquids.
- if nn == "air" or (ndef.liquidtype ~= "none" and not ndef.walkable) then
- return true
- end
- -- Don't replace filled chests and other nodes that don't allow it.
- -- Includes bedrock, admin TNT, etc.
- local can_dig = ndef.can_dig
- if can_dig and not can_dig(pos, player) then
- return false
- end
- -- Default to each nodes buildable_to; if a placed block would replace it, why
- -- shouldn't bones? Flowers being squished by bones are more realistical than
- -- a squished stone, too. Exception are of course any protected buildable_to.
- return ndef.buildable_to and not protected
- end
- local drop = function(pos, itemstack)
- local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
- if obj then
- obj:set_velocity({
- x = math_random(-10, 10) / 9,
- y = 5,
- z = math_random(-10, 10) / 9,
- })
- end
- end
- local player_inventory_empty = function(inv, name)
- local list = inv:get_list(name)
- -- Nil check.
- if not list then
- -- Could not get list, list does not exist.
- -- This is true in the case of bags.
- return true -- Inventory list doesn't exist.
- end
- for i = 1, #list do
- local stack = list[i]
- if not stack:is_empty() then
- if not passport.is_passport(stack:get_name()) then
- return false -- Not empty.
- end
- end
- end
- return true -- Inventory list is empty.
- end
- local clear_player_inventory = function(inv, name)
- local list = inv:get_list(name)
- -- Nil check.
- if not list then
- -- Could not get list, list does not exist.
- -- This is true in the case of bags.
- return -- Inventory list doesn't exist.
- end
- for i = 1, #list do
- local stack = list[i]
- if not stack:is_empty() then
- if not passport.is_passport(stack:get_name()) then
- local newstack = ItemStack()
- list[i] = newstack
- end
- end
- end
- inv:set_list(name, list)
- end
- local clear_hand_after = function(pname)
- minetest.after(0, function()
- local ply = minetest.get_player_by_name(pname)
- if not ply then return end
- local inv = ply:get_inventory()
- if not inv then return end
- if inv:is_empty("hand") then return end
- inv:set_list("hand", {}) -- Fixes a bug if the player dies while holding something.
- end)
- end
- local find_ground = function(pos, player)
- local p = {x=pos.x, y=pos.y, z=pos.z}
- local count = 0
- local cr1 = may_replace({x=p.x, y=p.y, z=p.z}, player)
- local cr2 = may_replace({x=p.x, y=p.y-1, z=p.z}, player)
- while (not (cr1 and not cr2)) or (cr1 and cr2) do
- p.y = p.y - 1
- count = count + 1
- if count > 10 then return pos end
- cr1 = may_replace({x=p.x, y=p.y, z=p.z}, player)
- cr2 = may_replace({x=p.x, y=p.y-1, z=p.z}, player)
- end
- -- Return position, if we can replace to it, but not to the node under it.
- if cr1 and not cr2 then
- return p
- end
- return pos
- end
- local function find_suitable_bone_location(pos, player)
- -- Locate position directly above ground level.
- local air = find_ground(pos, player)
- -- Check whether the initial location is suitable.
- if not may_replace(air, player) then
- air = nil
- end
- -- Is the initial location not suitable? Try to locate a suitable location on
- -- a horizontal plane from the actual death location.
- if not air then
- local sidepos = {
- {x=pos.x, y=pos.y, z=pos.z},
- {x=pos.x+1, y=pos.y, z=pos.z},
- {x=pos.x-1, y=pos.y, z=pos.z},
- {x=pos.x, y=pos.y, z=pos.z+1},
- {x=pos.x, y=pos.y, z=pos.z-1},
- }
- for k, v in ipairs(sidepos) do
- if may_replace(v, player) then
- air = v
- break
- end
- end
- end
- -- Didn't find a replaceable node that way, try a short-range search for air.
- if not air then
- air = minetest.find_node_near(pos, 2, {"air"})
- end
- -- Still didn't find air? Try a longer range search,
- -- and include liquid/fire/etc nodes that player can die in.
- if not air then
- -- If we couldn't find air, fallback to finding a location in these
- -- substances. Search several meters farther than at first.
- air = minetest.find_node_near(pos, 5, {
- "air",
- "default:water_source",
- "default:water_flowing",
- "cw:water_source",
- "cw:water_flowing",
- "default:river_water_source",
- "default:river_water_flowing",
- "default:lava_flowing",
- "lbrim:lava_flowing",
- "group:gas",
- "rackstone:nether_grit",
- "rackstone:void",
- "fire:basic_flame",
- "handholds:climbable_air",
- -- Note: these two are excluded due to being solid nodes.
- -- Don't try to place bones here.
- --"default:lava_source",
- --"lbrim:lava_source",
- })
- end
- -- If we found air, try to make sure we found a replaceable node directly
- -- above ground.
- if air then
- air = find_ground(air, player)
- end
- -- By now, we have either found air or nothing.
- return air -- May be nil.
- end
- -- This function may be called from mods to dump player bones EXACTLY as if the
- -- player had died, including any side-effects. The sole exception is that the
- -- player's health is not actually changed. You might need to update a few other
- -- datums too, to get exactly the right result.
- function bones.dump_bones(pname, preserve_xp)
- local player = minetest.get_player_by_name(pname)
- if player then
- bones.on_dieplayer(player, {type="none"}, preserve_xp)
- end
- end
- bones.on_dieplayer = function(player, reason, preserve_xp)
- local bones_mode = "bones"
- local player_inv = player:get_inventory()
- local player_meta = player:get_meta()
- local pname = player:get_player_name()
- local death_time = os.time()
- -- If a notified reason is available, use that instead.
- if reason.type == "punch" or reason.type == "set_hp" then
- local huh = armor.get_death_reason(reason)
- if huh then
- reason = huh
- end
- end
- --minetest.chat_send_all('ondieplayer dump: ' .. dump(reason))
- --minetest.log(dump(reason))
- -- If player died while attached to cart/boat/etc, they must be detached.
- default.detach_player_if_attached(player)
- -- Record position of player on death.
- -- This is needed because this information is lost on respawn.
- -- We must record this info *always*, even if player does not leave bones.
- local death_pos = vector.round(player:get_pos())
- player_meta:set_string("last_death_pos", minetest.pos_to_string(death_pos))
- player_meta:set_string("last_death_time", tostring(death_time))
- -- If the player died in MIDFELD, record that fact with a flag.
- -- Note: flag is NOT cleared until player returns to MIDFELD via OUTBACK gate.
- -- (It is also cleared on respawn if player had a bed in MIDFELD.)
- if rc.current_realm_at_pos(death_pos) == "midfeld" then
- player:get_meta():set_int("abyss_return_midfeld", 1)
- end
- local pos = vector_round(utility.get_middle_pos(player:get_pos()))
- -- Record all player deaths, whether they leave bones or not.
- minetest.log("action", "player <" .. pname .. "> died @ " .. minetest.pos_to_string(pos))
- -- Death sound.
- coresounds.play_death_sound(player, pname)
- -- Notify of death.
- chat_colorize.notify_death(pname)
- jail.notify_player_death(player)
- -- Special case for admin. This helps prevent accidentally leaving
- -- admin/cheated stuff lying around.
- if gdac.player_is_admin(pname) then
- return
- end
- -- Don't make bones if player doesn't have anything.
- -- This also means that player won't lose XP. Keep this, it is a feature!
- if player_inventory_empty(player_inv, "main") and
- player_inventory_empty(player_inv, "craft") and
- player_inventory_empty(player_inv, "bag1contents") and
- player_inventory_empty(player_inv, "bag2contents") and
- player_inventory_empty(player_inv, "bag3contents") and
- player_inventory_empty(player_inv, "bag4contents") and
- player_inventory_empty(player_inv, "bag1") and
- player_inventory_empty(player_inv, "bag2") and
- player_inventory_empty(player_inv, "bag3") and
- player_inventory_empty(player_inv, "bag4") and
- player_inventory_empty(player_inv, "armor") then
- return
- end
- -- Check if it's possible to place bones, if not find space near player.
- if bones_mode == "bones" then
- local boneloc = find_suitable_bone_location(pos, player)
- if boneloc then
- pos = boneloc
- else
- bones_mode = "drop"
- end
- end
- if not rc.is_valid_realm_pos(pos) then
- bones_mode = "drop"
- end
- -- If player died and ought to leave bones because they have stuff in their
- -- inventory, BUT we cannot actually place bones (no suitable location found),
- -- AND PLAYER HAS A BED, then player doesn't lose their items. This is a
- -- safety feature since it is sometimes possible to die in locations where
- -- bones cannot physically be placed. E.g., player dies in a 1x1 mineshaft
- -- occupied by ladder nodes.
- if bones_mode ~= "bones" then
- -- Cannot create bones, therefore we don't modify player inventories.
- minetest.log("action", "Player <" .. pname .. "> died @ " .. minetest.pos_to_string(pos) .. ", but cannot create bones!")
- if not preserve_xp then
- -- Reduce player's mining XP without storing it anywhere.
- -- Prevents player from being able to use this as an exploit.
- -- Death should always have a cost!
- local xp_amount = xp.get_xp(pname, "digxp")
- xp_amount = (xp_amount / 3) * 2
- xp.set_xp(pname, "digxp", xp_amount)
- hud_clock.update_xp(pname)
- end
- -- If player died without a bed, they will return to the Outback when they
- -- respawn. Since we cannot allow this exploit, there is only one option.
- -- The inventory must be erased WITHOUT moving the items into bones.
- if beds.get_respawn_count(pname) == 0 then
- minetest.log("Player <" .. pname .. "> lost their bones due to dying in solid nodes.")
- clear_player_inventory(player_inv, "main")
- clear_player_inventory(player_inv, "craft")
- clear_player_inventory(player_inv, "bag1contents")
- clear_player_inventory(player_inv, "bag2contents")
- clear_player_inventory(player_inv, "bag3contents")
- clear_player_inventory(player_inv, "bag4contents")
- clear_player_inventory(player_inv, "bag1")
- clear_player_inventory(player_inv, "bag2")
- clear_player_inventory(player_inv, "bag3")
- clear_player_inventory(player_inv, "bag4")
- clear_player_inventory(player_inv, "armor")
- player_inv:set_list("craftpreview", {})
- player_inv:set_list("craftresult", {})
- local bags_inv = minetest.get_inventory({type="detached", name=pname .. "_bags"})
- bags_inv:set_list("bag1", {})
- bags_inv:set_list("bag2", {})
- bags_inv:set_list("bag3", {})
- bags_inv:set_list("bag4", {})
- clear_hand_after(pname)
- end
- return
- end
- local xp_for_bones = 0.0
- -- Halve player XP!
- if not preserve_xp then
- local xp_amount = xp.get_xp(pname, "digxp")
- -- You lose 25% or 10K XP, whichever is less.
- local xp_to_take = xp_amount / 4
- if xp_to_take > 10000 then xp_to_take = 10000 end
- xp_amount = xp_amount - xp_to_take
- if xp_amount < 0 then xp_amount = 0 end
- -- 75% of what you lost is put in the bones.
- xp_for_bones = xp_to_take * 0.75
- xp.set_xp(pname, "digxp", xp_amount)
- end
- -- Note: portal sickness only removed if player would leave bones.
- portal_sickness.on_die_player(pname)
- -- These inventories are always cleared.
- player_inv:set_list("craftpreview", {})
- player_inv:set_list("craftresult", {})
- -- Clear the virtual bags inventories.
- do
- local bags_inv = minetest.get_inventory({type="detached", name=pname .. "_bags"})
- bags_inv:set_list("bag1", {})
- bags_inv:set_list("bag2", {})
- bags_inv:set_list("bag3", {})
- bags_inv:set_list("bag4", {})
- end
- -- The player can die while holding something. Remove it.
- clear_hand_after(pname)
- -- Preload map just in case.
- local minp = vector.add(pos, -16)
- local maxp = vector.add(pos, 16)
- utility.ensure_map_loaded(minp, maxp)
-
- local param2 = minetest.dir_to_facedir(player:get_look_dir())
- minetest.add_node(pos, {name = "bones:bones", param2 = param2})
- bone_mark.add_corpse(pos, pname)
- local meta = minetest.get_meta(pos)
- meta:set_float("digxp", xp_for_bones)
- meta:set_string("diedate", get_public_time())
- meta:set_string("death_time", tostring(death_time))
- local inv = meta:get_inventory()
- inv:set_size("main", 200) -- Enuf space for everything!
- -- Keep track of how many stacks are stored in bones.
- local location = minetest.pos_to_string(pos)
- local num_stacks = 0
- minetest.log("action", "Put " .. xp_for_bones .. " XP in bones @ " .. location .. ".")
- -- Set player information.
- player_meta:set_string("last_bones_pos", minetest.pos_to_string(pos))
- player_meta:set_string("last_bones_time", tostring(death_time))
- -- Note: clear player inventory slot-by-slot to avoid clobbering PoC/KoC items.
- -- Empty the player's main inv. We must not to clobber any passports.
- do
- local list = player_inv:get_list("main")
- if list then -- Nil check necessary.
- for i = 1, #list do
- local stack = list[i]
- if not passport.is_passport(stack:get_name()) then
- if stack:get_count() > 0 and inv:room_for_item("main", stack) then
- inv:add_item("main", stack)
- minetest.log("action", "Put " .. stack:to_string() .. " in bones @ " .. location .. ".")
- num_stacks = num_stacks + 1
- -- Stack was added to bones inventory, remove it from list.
- list[i]:set_count(0)
- list[i]:set_name("")
- else
- drop(pos, stack)
- end
- end
- end
- player_inv:set_list("main", list)
- end
- end
- -- Empty the player's craft-grid. Passports are not preserved, here.
- do
- local list = player_inv:get_list("craft")
- if list then -- Nil check necessary.
- for i = 1, #list do
- local stack = list[i]
- if stack:get_count() > 0 and inv:room_for_item("main", stack) then
- inv:add_item("main", stack)
- minetest.log("action", "Put " .. stack:to_string() .. " in bones @ " .. location .. ".")
- num_stacks = num_stacks + 1
- else
- drop(pos, stack)
- end
- end
- player_inv:set_list("craft", {})
- end
- end
- -- Armor goes into bones after main and crafting grid items.
- armor.on_dieplayer(player, pos)
- -- Empty the bag slots. Passports are not preserved, here. (It should not be possible to store a passport in here, anyway.)
- for j = 1, 4, 1 do
- local bag = "bag" .. j
- local list = player_inv:get_list(bag)
- if list then -- Nil check necessary.
- for i = 1, #list do
- local stack = list[i]
- if stack:get_count() > 0 and inv:room_for_item("main", stack) then
- inv:add_item("main", stack)
- minetest.log("action", "Put " .. stack:to_string() .. " in bones @ " .. location .. ".")
- num_stacks = num_stacks + 1
- else
- drop(pos, stack)
- end
- end
- player_inv:set_list(bag, {})
- end
- end
- -- Empty the bag inventories. Passports are not preserved, here.
- for j = 1, 4, 1 do
- local bag = "bag" .. j .. "contents"
- local list = player_inv:get_list(bag)
- if list then -- Nil check necessary.
- for i = 1, #list do
- local stack = list[i]
- if stack:get_count() > 0 and inv:room_for_item("main", stack) then
- inv:add_item("main", stack)
- minetest.log("action", "Put " .. stack:to_string() .. " in bones @ " .. location .. ".")
- num_stacks = num_stacks + 1
- else
- drop(pos, stack)
- end
- end
- player_inv:set_list(bag, {})
- end
- end
- -- Not setting formspec string.
- -- We use on_rightclick instead.
- meta:set_string("owner", pname)
- meta:set_int("numstacks", num_stacks)
- -- Notify the mapping code it needs to recalculate the mapkit cache.
- -- Do it on the next server step.
- minetest.after(0, function()
- map.clear_inventory_info(pname)
- end)
- meta:set_string("infotext",
- "Unfortunate <" .. rename.gpn(pname) ..
- ">'s Undecayed Bones\nMineral XP: " .. string.format("%.2f", xp_for_bones) .. "\n" ..
- "Died On " .. meta:get_string("diedate"))
- meta:set_int("time", 0)
- minetest.get_node_timer(pos):start(10)
-
- hud_clock.update_xp(pname)
- local print_reason = bones.do_messages(pos, pname, num_stacks)
- if print_reason then
- bones.death_reason(pname, reason)
- end
- minetest.log("action", "Successfully spawned bones @ " .. minetest.pos_to_string(pos) .. "!")
- end
- bones.can_dig = function(pos, player)
- local inv = minetest.get_meta(pos):get_inventory()
- local name = ""
- if player then
- name = player:get_player_name()
- end
- return is_owner(pos, name) and inv:is_empty("main")
- end
- bones.allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
- if is_owner(pos, player:get_player_name()) then
- return count
- end
- return 0
- end
- bones.allow_metadata_inventory_put = function(pos, listname, index, stack, player)
- minetest.chat_send_player(player:get_player_name(), "# Server: Bones are not a place to store items!")
- return 0
- end
- bones.allow_metadata_inventory_take = function(pos, listname, index, stack, player)
- -- Prevent picking bones right after respawn, before player is repositioned.
- if bones.nohack.on_hackdetect(player) then
- local pname = player:get_player_name()
- minetest.chat_send_player(pname, "# Server: Wait a bit before taking from bones.")
- return 0
- end
- if is_owner(pos, player:get_player_name()) then
- return stack:get_count()
- end
- return 0
- end
- bones.on_metadata_inventory_take = function(pos, listname, index, stack, player)
- local pname = player:get_player_name()
- local meta = minetest.get_meta(pos)
- if meta:get_inventory():is_empty("main") then
- bones.reward_xp(meta, pname)
- bones.do_grab_bones_message(pname, pos, meta)
- minetest.after(0, function() minetest.close_formspec(pname, "bones:main") end)
- minetest.log("action", "Player " .. pname .. " took all from bones @ " .. minetest.pos_to_string(pos) .. ". Removing bones.")
- minetest.remove_node(pos)
- end
- end
- bones.reward_xp = function(meta, pname)
- -- Give XP stored in bones to player.
- -- But only if player removed the bones!
- local digxp = meta:get_float("digxp")
- local current_xp = xp.get_xp(pname, "digxp")
- current_xp = current_xp + digxp
- if current_xp > xp.digxp_max then
- current_xp = xp.digxp_max
- end
- xp.set_xp(pname, "digxp", current_xp)
- hud_clock.update_xp(pname)
- meta:set_float("digxp", 0)
- end
- bones.on_punch = function(pos, node, player)
- -- Fix stopped timers.
- minetest.get_node_timer(pos):start(10)
- local pname = player:get_player_name()
- if not is_owner(pos, pname) then
- return
- end
- if sheriff.is_cheater(pname) then
- if sheriff.punish_probability(pname) then
- sheriff.punish_player(pname)
- return
- end
- end
- -- Prevent picking bones right after respawn, before player is repositioned.
- if bones.nohack.on_hackdetect(player) then
- minetest.chat_send_player(pname, "# Server: Wait a bit before picking bones.")
- return
- end
- -- Dead players cannot pick bones.
- if player:get_hp() <= 0 then
- return
- end
- local meta = minetest.get_meta(pos)
- -- Bones that are neither fresh nor old aren't 'punchable'.
- if meta:get_string("infotext") == "" then
- return
- end
- local inv = meta:get_inventory()
- local player_inv = player:get_inventory()
- local has_space = true
- local added_map = false
- for i = 1, inv:get_size("main") do
- local stk = inv:get_stack("main", i)
- if player_inv:room_for_item("main", stk) then
- inv:set_stack("main", i, nil)
- player_inv:add_item("main", stk)
- -- Notify if a mapping kit was added.
- if map.is_mapping_kit(stk:get_name()) then
- added_map = true
- end
- else
- has_space = false
- break
- end
- end
- -- Notify if a mapping kit was added.
- if added_map then
- map.update_inventory_info(pname)
- end
- -- remove bones if player emptied them
- if has_space then
- -- Give player the bones.
- if player_inv:room_for_item("main", {name = "bones:bones_type2"}) then
- player_inv:add_item("main", {name = "bones:bones_type2"})
- else
- minetest.add_item(pos,"bones:bones_type2")
- end
- bones.reward_xp(meta, pname)
- bones.do_grab_bones_message(pname, pos, meta)
- -- Remove the bones from the world.
- minetest.log("action", "Bones @ " .. minetest.pos_to_string(pos) .. " punched by " .. pname .. ". Removing bones.")
- minetest.remove_node(pos)
- end
- end
- bones.do_grab_bones_message = function(pname, pos, meta)
- -- Send chat messages about bones retrieval.
- -- Don't spam the chatstream.
- if not bones.players[pname] then
- local public = true
- if player_labels.query_nametag_onoff(pname) == false then
- public = false
- end
- if cloaking.is_cloaked(pname) then
- public = false
- end
- local numstacks = meta:get_int("numstacks")
- local stacks = "stacks"
- if numstacks == 1 then
- stacks = "stack"
- elseif numstacks == 0 then
- numstacks = "an unknown number of"
- end
- local boneowner = meta:get_string("owner")
- if boneowner == "" then
- boneowner = meta:get_string("oldowner")
- end
- local ownerstring = "<" .. rename.gpn(boneowner) .. ">'s"
- if pname == boneowner then
- local sex = skins.get_gender_strings(pname)
- ownerstring = sex.his .. " own"
- end
- if boneowner == "" then
- ownerstring = "someone's"
- end
- local agestring = "fresh"
- if meta:get_string("owner") == "" then
- agestring = "old"
- end
- if public then
- minetest.chat_send_all(
- "# Server: Player <" ..
- rename.gpn(pname) ..
- "> claimed " .. ownerstring .. " " .. agestring .. " bones at " ..
- rc.pos_to_namestr(vector_round(pos)) ..
- " with " .. numstacks .. " " .. stacks .. ".")
- else
- minetest.chat_send_all(
- "# Server: Someone claimed " .. agestring .. " bones with " .. numstacks ..
- " " .. stacks .. ".")
- end
- bones.players[pname] = true
- minetest.after(60, bones.release_player, pname)
- end
- end
- bones.on_timer = function(pos, elapsed)
- local meta = minetest.get_meta(pos)
- local time = meta:get_int("time") + elapsed
- local share_time = share_bones_time
- local owner = meta:get_string("owner")
- -- Function may have been called twice or more. This prevents an issue.
- if owner == "" then
- return
- end
- -- If bones are in a protected area, they can be shared earlier than normal.
- if minetest.test_protection(pos, "") then
- share_time = share_bones_time_early
- end
- -- But if bones are in city, preserve them a lot longer.
- if city_block:in_city(pos) then
- share_time = share_bones_time_city
- end
- if time >= share_time then
- -- Bones will NOT decay as long as cheaters are present on the server. This
- -- prevents cheaters from being able to steal other player's stuff. If the
- -- player that died is themself a cheater, they don't get this protection.
- if not sheriff.is_cheater(owner) then
- local cheaters_are_present = false
- local all_players = minetest.get_connected_players()
- for k, v in ipairs(all_players) do
- if sheriff.is_cheater(v:get_player_name()) then
- cheaters_are_present = true
- break
- end
- end
- if cheaters_are_present then
- -- Not updating "time" here, so decay time is effectively paused.
- return true
- end
- end
- minetest.log("action", "Fresh bones @ " .. minetest.pos_to_string(pos) .. " decay into old bones.")
- local diedate = meta:get_string("diedate")
- if diedate == "" then
- diedate = "An Unknown Date"
- end
- local digxp = string.format("%.2f", meta:get_float("digxp"))
- meta:set_string("infotext",
- "Unfortunate <" .. rename.gpn(owner) ..
- ">'s Old Bones\nMineral XP: " .. digxp .. "\n" ..
- "Died On " .. diedate)
- meta:set_string("oldowner", owner)
- meta:set_string("owner", "")
- return
- end
- meta:set_int("time", time)
- return true
- end
- bones.on_blast = function(pos)
- minetest.log("action", "Bones @ " .. minetest.pos_to_string(pos) .. " experienced explosion blast.")
- end
- bones.on_destruct = function(pos)
- minetest.log("action", "Bones @ " .. minetest.pos_to_string(pos) .. " destructor called. Bones removed.")
- local meta = minetest.get_meta(pos)
- local inv = meta:get_inventory()
- if inv:is_empty("main") then
- return
- end
- -- If the inventory is not empty, we must respawn the bones.
- -- This is a workaround for a bug that just won't go away.
- local node = minetest.get_node(pos)
- local list = inv:get_list("main")
- local infotext = meta:get_string("infotext")
- local owner = meta:get_string("owner")
- local oldowner = meta:get_string("oldowner")
- local numstacks = meta:get_int("numstacks")
- local time = meta:get_int("time")
- local digxp = meta:get_float("digxp")
- local diedate = meta:get_string("diedate")
- minetest.after(0, function()
- minetest.log("action", "Bones @ " .. minetest.pos_to_string(pos) .. " were not empty! Attempting to restore bones.")
- minetest.set_node(pos, {name="bones:bones", param2=node.param2})
- local meta2 = minetest.get_meta(pos)
- local inv2 = meta2:get_inventory()
- inv2:set_size("main", 200)
- inv2:set_list("main", list)
- meta2:set_string("infotext", infotext)
- meta2:set_string("owner", owner)
- meta2:set_string("oldowner", oldowner)
- meta2:set_int("numstacks", numstacks)
- meta2:set_int("time", time)
- meta2:set_float("digxp", digxp)
- meta2:set_string("diedate", diedate)
- minetest.get_node_timer(pos):start(10)
- end)
- end
- -- Show bones inventory.
- function bones.on_rightclick(pos, node, clicker, itemstack, pt)
- local meta = minetest.get_meta(pos)
- if meta:get_string("infotext") == "" then
- return
- end
- -- Put all inventory contents toward the front of the list.
- local inv = meta:get_inventory()
- local list = inv:get_list("main") or {}
- local tmp = {}
- for index, stack in ipairs(list) do
- if not stack:is_empty() then
- tmp[#tmp+1] = stack
- end
- end
- inv:set_list("main", {})
- for index, stack in ipairs(tmp) do
- if inv:room_for_item("main", stack) then
- inv:add_item("main", stack)
- else
- minetest.add_item(pos, stack)
- end
- end
- local pname = clicker:get_player_name()
- minetest.log("action", "Player " .. pname .. " opens bones @ " .. minetest.pos_to_string(pos) .. ".")
- local spos = pos.x .. "," .. pos.y .. "," .. pos.z
- local formspec =
- "size[8,9]" ..
- default.gui_bg ..
- default.gui_bg_img ..
- default.gui_slots ..
- "list[nodemeta:" .. spos .. ";main;0,0.3;8,4;]" ..
- "list[current_player;main;0,4.85;8,1;]" ..
- "list[current_player;main;0,6.08;8,3;8]" ..
- "listring[nodemeta:" .. spos .. ";main]" ..
- "listring[current_player;main]" ..
- default.get_hotbar_bg(0,4.85)
- minetest.show_formspec(pname, "bones:main", formspec)
- end
- function bones.kill_bully_on_leaveplayer(pref, timeout)
- end
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