-- compass configuration interface - adjustable from other mods or minetest.conf settings death_compass = {} local S = minetest.get_translator("death_compass") -- how many seconds does the death compass work for? 0 for indefinite local duration = tonumber(minetest.settings:get("death_compass_duration")) or 0 local automatic = minetest.settings:get_bool("death_compass_automatic", false) local range_to_inactivate = 5 local hud_position = { x= tonumber(minetest.settings:get("death_compass_hud_x")) or 0.5, y= tonumber(minetest.settings:get("death_compass_hud_y")) or 0.9, } local hud_color = tonumber("0x" .. (minetest.settings:get("death_compass_hud_color") or "FFFF00")) or 0xFFFF00 -- If round is true the return string will only have the two largest-scale values local function clock_string(seconds, round) seconds = math.floor(seconds) local days = math.floor(seconds/86400) seconds = seconds - days*86400 local hours = math.floor(seconds/3600) seconds = seconds - hours*3600 local minutes = math.floor(seconds/60) seconds = seconds - minutes*60 local ret = {} if days == 1 then table.insert(ret, S("1 day")) elseif days > 1 then table.insert(ret, S("@1 days", days)) end if hours == 1 then table.insert(ret, S("1 hour")) elseif hours > 1 then table.insert(ret, S("@1 hours", hours)) end if minutes == 1 then table.insert(ret, S("1 minute")) elseif minutes > 1 then table.insert(ret, S("@1 minutes", minutes)) end if seconds == 1 then table.insert(ret, S("1 second")) elseif seconds > 1 then table.insert(ret, S("@1 seconds", seconds)) end if #ret == 0 then return S("@1 seconds", 0) end if #ret == 1 then return ret[1] end if round or #ret == 2 then return S("@1 and @2", ret[1], ret[2]) end return table.concat(ret, S(", ")) end local documentation = S("This does nothing in its current inert state. If you have this in your inventory when you die, however, it will follow you into your next life's inventory and point toward the location of your previous life's end.") local durationdesc if duration > 0 then durationdesc = S("The Death Compass' guidance will only last for @1 after death.", clock_string(duration, false)) else durationdesc = S("The Death Compass will point toward your corpse until you find it.") end -- set a position to the compass stack local function set_target(stack, pos, name) local meta=stack:get_meta() meta:set_string("target_pos", minetest.pos_to_string(pos)) meta:set_string("target_corpse", name) meta:set_int("time_of_death", minetest.get_gametime()) end -- Get compass target local function get_destination(player, stack) local posstring = stack:get_meta():get_string("target_pos") if posstring ~= "" then return minetest.string_to_pos(posstring) end end -- looped ticking sound if there's a duration on this local player_ticking = {} local function start_ticking(player_name) if not player_ticking[player_name] then player_ticking[player_name] = minetest.sound_play("death_compass_tick_tock", {to_player = player_name, gain = 0.125, loop = true}) end end local function stop_ticking(player_name) local tick_tock_handle = player_ticking[player_name] if tick_tock_handle then minetest.sound_stop(tick_tock_handle) player_ticking[player_name] = nil end end local player_huds = {} local function hide_hud(player, player_name) local id = player_huds[player_name] if id then player:hud_remove(id) player_huds[player_name] = nil end end local function update_hud(player, player_name, compass) local metadata = compass:get_meta() local target_pos = minetest.string_to_pos(metadata:get_string("target_pos")) local player_pos = player:get_pos() local distance = vector.distance(player_pos, target_pos) if not target_pos then return end local time_of_death = metadata:get_int("time_of_death") local target_name = metadata:get_string("target_corpse") local description if duration > 0 then local remaining = time_of_death + duration - minetest.get_gametime() if remaining < 0 then return end description = S("@1m to @2's corpse, @3 remaining", math.floor(distance), target_name, clock_string(remaining, true)) else description = S("@1m to @2's corpse, died @3 ago", math.floor(distance), target_name, clock_string(minetest.get_gametime() - time_of_death, true)) end local id = player_huds[player_name] if not id then id = player:hud_add({ hud_elem_type = "text", position = hud_position, text = description, number = hud_color, scale = 20, }) player_huds[player_name] = id else player:hud_change(id, "text", description) end end -- get right image number for players compass local function get_compass_stack(player, stack) local target = get_destination(player, stack) local inactive_return if automatic then inactive_return = ItemStack("") else inactive_return = ItemStack("death_compass:inactive") end if not target then return inactive_return end local pos = player:get_pos() local distance = vector.distance(pos, target) local player_name = player:get_player_name() if distance < range_to_inactivate then stop_ticking(player_name) minetest.sound_play("death_compass_bone_crunch", {to_player=player_name, gain = 1.0}) return inactive_return end local dir = player:get_look_horizontal() local angle_north = math.deg(math.atan2(target.x - pos.x, target.z - pos.z)) if angle_north < 0 then angle_north = angle_north + 360 end local angle_dir = math.deg(dir) local angle_relative = (angle_north + angle_dir) % 360 local compass_image = math.floor((angle_relative/22.5) + 0.5)%16 -- create new stack with metadata copied local metadata = stack:get_meta():to_table() local meta_fields = metadata.fields local time_of_death = tonumber(meta_fields.time_of_death) if duration > 0 then local remaining = time_of_death + duration - minetest.get_gametime() if remaining < 0 then stop_ticking(player_name) minetest.sound_play("death_compass_bone_crunch", {to_player=player_name, gain = 1.0}) return inactive_return end start_ticking(player_name) end local newstack = ItemStack("death_compass:dir"..compass_image) if metadata then newstack:get_meta():from_table(metadata) end return newstack end -- update inventory and hud minetest.register_globalstep(function(dtime) for i, player in ipairs(minetest.get_connected_players()) do local player_name = player:get_player_name() local compass_in_quickbar local inv = player:get_inventory() if inv then for i, stack in ipairs(inv:get_list("main")) do if i > 8 then break end if string.sub(stack:get_name(), 0, 17) == "death_compass:dir" then player:get_inventory():set_stack("main", i, get_compass_stack(player, stack)) compass_in_quickbar = true end end if compass_in_quickbar then local wielded = player:get_wielded_item() if string.sub(wielded:get_name(), 0, 17) == "death_compass:dir" then update_hud(player, player_name, wielded) else hide_hud(player, player_name) end end end if not compass_in_quickbar then stop_ticking(player_name) hide_hud(player, player_name) end end end) -- register items for i = 0, 15 do local image = "death_compass_16_"..i..".png" minetest.register_craftitem("death_compass:dir"..i, { description = S("Death Compass"), inventory_image = image, wield_image = image, stack_max = 1, groups = {death_compass = 1, not_in_creative_inventory = 1}, }) end if not automatic then local display_doc = function(itemstack, user) local player_name = user:get_player_name() minetest.chat_send_player(player_name, documentation .. "\n" .. durationdesc) end minetest.register_craftitem("death_compass:inactive", { description = S("Death Compass"), _doc_items_longdesc = documentation, _doc_items_usagehelp = durationdesc, inventory_image = "death_compass_inactive.png", wield_image = "death_compass_inactive.png", stack_max = 1, on_place = display_doc, on_secondary_use = display_doc, }) minetest.register_craft({ output = 'death_compass:inactive', recipe = { {'', 'bones:bones', ''}, {'bones:bones', 'default:mese_crystal_fragment', 'bones:bones'}, {'', 'bones:bones', ''} } }) -- Allow a player to deliberately deactivate a death compass minetest.register_craft({ output = 'death_compass:inactive', type = "shapeless", recipe = { 'group:death_compass', } }) end local player_death_location = {} minetest.register_on_dieplayer(function(player, reason) local player_name = player:get_player_name() local inv = minetest.get_inventory({type="player", name=player:get_player_name()}) local list = inv:get_list("main") local count = 0 if automatic then count = 1 else for i, itemstack in pairs(list) do if itemstack:get_name() == "death_compass:inactive" then count = count + itemstack:get_count() list[i] = ItemStack("") end end end if count > 0 then inv:set_list("main", list) player_death_location[player_name] = {count=count,pos=player:get_pos()} end end) -- Called when a player dies -- `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange -- Using the regular minetest.register_on_dieplayer causes the new callback to be inserted *after* -- the on_dieplayer used by the bones mod, which means the bones mod clears the player inventory before -- we get to this and we can't tell if there was a death compass in it. -- We must therefore rearrange the callback table to move this mod's callback to the front -- to ensure it always goes first. local death_compass_dieplayer_callback = table.remove(minetest.registered_on_dieplayers) table.insert(minetest.registered_on_dieplayers, 1, death_compass_dieplayer_callback) minetest.register_on_respawnplayer(function(player) local player_name = player:get_player_name() local compasses = player_death_location[player_name] if compasses then local inv = minetest.get_inventory({type="player", name=player_name}) -- Remove any death compasses they might still have for some reason local current = inv:get_list("main") for i, item in pairs(current) do if item:get_name() == "death_compass:inactive" then current[i] = ItemStack("") end end inv:set_list("main", current) -- give them new compasses pointing to their place of death for i = 1, compasses.count do local compass = ItemStack("death_compass:dir0") set_target(compass, compasses.pos, player_name) inv:add_item("main", compass) end end return false end) -- * Called when player is to be respawned -- * Called _before_ repositioning of player occurs -- * return true in func to disable regular player placement minetest.register_on_leaveplayer(function(player, timed_out) hide_hud(player, player:get_player_name()) end)