built on 31/05/2020 22:31:18

This commit is contained in:
Joachim Stolberg 2020-05-31 22:31:18 +02:00
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The autobahn mod for Minetest is
Copyright (C) 2019-2020 Joachim Stolberg
License of source code
----------------------
This mod is free software; you can redistribute and/or
modify it under the terms of the GNU General Public License version 3 or later
published by the Free Software Foundation.
This mod is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public
License along with this mod; if not, write to the
Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
Boston, MA 02110-1301, USA.
License of media (textures, sounds and documentation)
-----------------------------------------------------
All textures, sounds and documentation files are licensed under the
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/

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under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

17
autobahn/README.md Normal file
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# Autobahn Mod
Street blocks with stripes and slope blocks. Allows faster traveling.
For the recipe bitumen or tar is needed from the mods techage or moreblocks.
![autobahn](https://github.com/joe7575/autobahn/blob/master/screenshot.png)
## Dependencies
default
Optional: moreblocks, techage, minecart
# License
Copyright (C) 2017-2020 Joachim Stolberg
Code: Licensed under the GNU GPL version 3 or later. See LICENSE.txt
Textures: CC BY-SA 3.0

4
autobahn/depends.txt Normal file
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default
moreblocks?
techage?
minecart?

1
autobahn/description.txt Normal file
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Street mod for faster travelling.

376
autobahn/init.lua Normal file
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--[[
Autobahn
Copyright (C) 2017-2020 Joachim Stolberg
GPL v3
See LICENSE.txt for more information
History:
2017-11-11 v0.01 first version
2019-09-13 v0.02 adapted to 5.0.0
2020-03-19 v0.03 recipe added for techage bitumen
]]--
autobahn = {}
local Facedir2Dir = {[0] =
{x=0, y=0, z=1},
{x=1, y=0, z=0},
{x=0, y=0, z=-1},
{x=-1, y=0, z=0},
}
-- To prevent race condition crashes
local Currently_left_the_game = {}
local function is_active(player)
local pl_meta = player:get_meta()
if not pl_meta or pl_meta:get_int("autobahn_isactive") ~= 1 then
return false
end
return true
end
local function set_player_privs(player)
local physics = player:get_physics_override()
local meta = player:get_meta()
if meta and physics then
-- store the player privs default values
meta:set_int("autobahn_speed", physics.speed)
-- set operator privs
meta:set_int("autobahn_isactive", 1)
physics.speed = 3.5
minetest.sound_play("autobahn_motor", {
pos = player:get_pos(),
gain = 0.5,
max_hear_distance = 5,
})
-- write back
player:set_physics_override(physics)
end
end
local function reset_player_privs(player)
local physics = player:get_physics_override()
local meta = player:get_meta()
if meta and physics then
-- restore the player privs default values
meta:set_int("autobahn_isactive", 0)
physics.speed = meta:get_int("autobahn_speed")
if physics.speed == 0 then physics.speed = 1 end
-- delete stored default values
meta:set_string("autobahn_speed", "")
-- write back
player:set_physics_override(physics)
end
end
minetest.register_on_joinplayer(function(player)
if is_active(player) then
reset_player_privs(player)
end
end)
minetest.register_on_leaveplayer(function(player)
if is_active(player) then
Currently_left_the_game[player:get_player_name()] = true
end
end)
local function control_player(player)
local player_name = player:get_player_name()
if Currently_left_the_game[player_name] then
Currently_left_the_game[player_name] = nil
return
end
if player then
local pos = player:get_pos()
if pos then
--pos.y = math.floor(pos.y)
local node = minetest.get_node(pos)
if string.sub(node.name,1,13) == "autobahn:node" then
minetest.after(0.5, control_player, player)
else
pos.y = pos.y - 1
node = minetest.get_node(pos)
if string.sub(node.name,1,13) == "autobahn:node" then
minetest.after(0.5, control_player, player)
else
reset_player_privs(player)
end
end
end
end
end
local NodeTbl1 = {
["autobahn:node1"] = true,
["autobahn:node2"] = true,
["autobahn:node3"] = true,
["autobahn:node4"] = true,
["autobahn:node12"] = true,
["autobahn:node22"] = true,
["autobahn:node32"] = true,
["autobahn:node42"] = true,
}
local NodeTbl2 = {
["autobahn:node11"] = true,
["autobahn:node21"] = true,
["autobahn:node31"] = true,
["autobahn:node41"] = true,
}
-- 1) _o_
-- /\ [?] ==> 1
-- [T][T][S][S][S] T..tar
-- [S][S][S][S][S] S..sand
--
--
-- 2) _o_
-- /\ [1][?] ==> 2
-- [T][T][S][S][S]
-- [S][S][S][S][S]
--
--
-- 3) _o_
-- /\ [?] ==> 1
-- [S][S][S][T][T]
-- [S][S][S][S][S]
--
--
-- 4) _o_
-- /\ [?][1] ==> 2
-- [S][S][S][T][T]
-- [S][S][S][S][S]
local function update_node(pos)
local node = minetest.get_node(pos)
local nnode
local npos
-- check case 1
facedir = (2 + node.param2) % 4
npos = vector.add(pos, Facedir2Dir[facedir])
npos.y = npos.y - 1
nnode = minetest.get_node(npos)
if NodeTbl1[nnode.name] then
node.name = node.name .. "1"
minetest.swap_node(pos, node)
return
end
-- check case 2
npos.y = npos.y + 1
nnode = minetest.get_node(npos)
if NodeTbl2[nnode.name] then
node.name = string.sub(node.name,1,-1) .. "2"
minetest.swap_node(pos, node)
return
end
-- check case 3
facedir = (0 + node.param2) % 4
npos = vector.add(pos, Facedir2Dir[facedir])
npos.y = npos.y - 1
nnode = minetest.get_node(npos)
if NodeTbl1[nnode.name] then
node.name = node.name .. "1"
node.param2 = 3
minetest.swap_node(pos, node)
return
end
-- check case 4
npos.y = npos.y + 1
nnode = minetest.get_node(npos)
if NodeTbl2[nnode.name] then
node.name = string.sub(node.name,1,-1) .. "2"
node.param2 = 3
minetest.swap_node(pos, node)
return
end
end
local function register_node(name, tiles, drawtype, mesh, box, drop)
minetest.register_node("autobahn:"..name, {
description = "Autobahn",
tiles = tiles,
drawtype = drawtype,
mesh = mesh,
selection_box = box,
collision_box = box,
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
sounds = default.node_sound_stone_defaults(),
is_ground_content = false,
groups = {cracky=2, crumbly=2, not_in_creative_inventory=(mesh==nil) and 0 or 1},
drop = "autobahn:"..drop,
after_place_node = function(pos, placer, itemstack, pointed_thing)
update_node(pos)
end,
on_rightclick = function(pos, node, clicker)
if is_active(clicker) then
reset_player_privs(clicker)
else
set_player_privs(clicker)
minetest.after(0.5, control_player, clicker)
end
end,
})
end
local sb1 = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.375, 0.5},
{-0.5, -0.375, -0.25, 0.5, -0.25, 0.5},
{-0.5, -0.25, 0, 0.5, -0.125, 0.5},
{-0.5, -0.125, 0.25, 0.5, 0, 0.5},
}
}
local sb2 = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.125, 0.5},
{-0.5, 0.125, -0.25, 0.5, 0.25, 0.5},
{-0.5, 0.25, 0, 0.5, 0.375, 0.5},
{-0.5, 0.375, 0.25, 0.5, 0.5, 0.5},
}
}
local Nodes = {
{name="node1", tiles={"autobahn1.png"}, drawtype="normal", mesh=nil, box=nil, drop="node1"},
{name="node2", tiles={"autobahn2.png","autobahn1.png"}, drawtype="normal", mesh=nil, box=nil, drop="node2"},
{name="node3", tiles={"autobahn3.png","autobahn1.png"}, drawtype="normal", mesh=nil, box=nil, drop="node3"},
{name="node4", tiles={"autobahn2.png^[transformR180]","autobahn1.png"}, drawtype="normal", mesh=nil, box=nil, drop="node4"},
{name="node5", tiles={"autobahn4.png^[transformR90]","autobahn1.png"}, drawtype="normal", mesh=nil, box=nil, drop="node5"},
{name="node6", tiles={"autobahn5.png^[transformR90]","autobahn1.png"}, drawtype="normal", mesh=nil, box=nil, drop="node6"},
{name="node11", tiles={"autobahn1.png"}, drawtype="mesh", mesh="autobahn_ramp1.obj", box=sb1, drop="node1"},
{name="node21", tiles={"autobahn2.png","autobahn1.png"}, drawtype="mesh", mesh="autobahn_ramp1.obj", box=sb1, drop="node2"},
{name="node31", tiles={"autobahn3.png","autobahn1.png"}, drawtype="mesh", mesh="autobahn_ramp1.obj", box=sb1, drop="node3"},
{name="node41", tiles={"autobahn2.png^[transformR180]","autobahn1.png"}, drawtype="mesh", mesh="autobahn_ramp1.obj", box=sb1, drop="node4"},
{name="node12", tiles={"autobahn1.png"}, drawtype="mesh", mesh="autobahn_ramp2.obj", box=sb2, drop="node1"},
{name="node22", tiles={"autobahn2.png","autobahn1.png"}, drawtype="mesh", mesh="autobahn_ramp2.obj", box=sb2, drop="node2"},
{name="node32", tiles={"autobahn3.png","autobahn1.png"}, drawtype="mesh", mesh="autobahn_ramp2.obj", box=sb2, drop="node3"},
{name="node42", tiles={"autobahn2.png^[transformR180]","autobahn1.png"}, drawtype="mesh", mesh="autobahn_ramp2.obj", box=sb2, drop="node4"},
}
for _,item in ipairs(Nodes) do
register_node(item.name, item.tiles, item.drawtype, item.mesh, item.box, item.drop)
end
minetest.register_craftitem("autobahn:stripes", {
description = "Autobahn Stripe",
inventory_image = 'autobahn_stripes.png',
})
if minetest.global_exists("techage") then
minetest.register_craft({
output = "autobahn:node1 9",
recipe = {
{"techage:sieved_basalt_gravel", "techage:sieved_basalt_gravel", "techage:sieved_basalt_gravel"},
{"techage:sieved_basalt_gravel", "techage:ta3_barrel_bitumen", "techage:sieved_basalt_gravel"},
{"techage:sieved_basalt_gravel", "techage:sieved_basalt_gravel", "techage:sieved_basalt_gravel"},
},
replacements = {{"techage:ta3_barrel_bitumen", "techage:ta3_barrel_empty"}},
})
minetest.register_craft({
output = "autobahn:node1 9",
recipe = {
{"techage:sieved_gravel", "techage:sieved_gravel", "techage:sieved_gravel"},
{"techage:sieved_gravel", "techage:ta3_barrel_bitumen", "techage:sieved_gravel"},
{"techage:sieved_gravel", "techage:sieved_gravel", "techage:sieved_gravel"},
},
replacements = {{"techage:ta3_barrel_bitumen", "techage:ta3_barrel_empty"}},
})
elseif minetest.global_exists("moreblocks") then
minetest.register_craft({
output = "autobahn:node1 4",
recipe = {
{"moreblocks:tar", "moreblocks:tar"},
{"default:cobble", "default:cobble"},
},
})
end
minetest.register_craft({
output = "autobahn:stripes 8",
recipe = {
{"dye:white"},
}
})
minetest.register_craft({
output = "autobahn:node2",
recipe = {
{"", "", "autobahn:stripes"},
{"", "autobahn:node1", ""},
}
})
minetest.register_craft({
output = "autobahn:node3",
recipe = {
{"", "autobahn:stripes", ""},
{"", "autobahn:node1", ""},
}
})
minetest.register_craft({
output = "autobahn:node4",
recipe = {
{"autobahn:stripes", "", ""},
{"", "autobahn:node1", ""},
}
})
minetest.register_craft({
output = "autobahn:node5",
recipe = {
{"", "", ""},
{"autobahn:stripes", "autobahn:node1", ""},
}
})
minetest.register_craft({
output = "autobahn:node6",
recipe = {
{"", "autobahn:stripes", ""},
{"autobahn:stripes", "autobahn:node1", ""},
}
})
if minetest.global_exists("minecart") then
minecart.register_protected_node("autobahn:node1")
minecart.register_protected_node("autobahn:node2")
minecart.register_protected_node("autobahn:node3")
minecart.register_protected_node("autobahn:node4")
minecart.register_protected_node("autobahn:node5")
minecart.register_protected_node("autobahn:node6")
minecart.register_protected_node("autobahn:node11")
minecart.register_protected_node("autobahn:node21")
minecart.register_protected_node("autobahn:node31")
minecart.register_protected_node("autobahn:node41")
minecart.register_protected_node("autobahn:node12")
minecart.register_protected_node("autobahn:node22")
minecart.register_protected_node("autobahn:node32")
minecart.register_protected_node("autobahn:node42")
end
-------------------------------------------------------------------------------
-- External API functions
-------------------------------------------------------------------------------
-- Returns true if player is "driving" on the autobahn
-- func autobahn.is_driving(player)
autobahn.is_driving = is_active

1
autobahn/mod.conf Normal file
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name=autobahn

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g top
v 0.500000 -0.000000 0.500000
v -0.500000 -0.000000 0.500000
v -0.500000 -0.500000 -0.500000
v 0.500000 -0.500000 -0.500000
vt 1.0000 1.0000
vt 0.0000 1.0000
vt 0.0000 0.0000
vt 1.0000 0.0000
vn 0.0000 0.8944 -0.4472
s off
f 2/1/1 1/2/1 4/3/1 3/4/1
g bottom
v -0.500000 -0.500000 0.500000
v 0.500000 -0.500000 0.500000
v -0.500000 -0.500000 -0.500000
v 0.500000 -0.500000 -0.500000
vt 0.0000 0.0000
vt 1.0000 0.0000
vt 1.0000 1.0000
vt 0.0000 1.0000
vn 0.0000 -1.0000 -0.0000
s off
f 6/5/2 5/6/2 7/7/2 8/8/2
g right
v -0.500000 -0.000000 0.500000
v -0.500000 -0.500000 0.500000
v -0.500000 -0.500000 -0.500000
vt 1.0000 0.5000
vt 0.0000 0.0000
vt 1.0000 0.0000
vn -1.0000 0.0000 0.0000
s off
f 9/9/3 11/10/3 10/11/3
g left
v 0.500000 -0.000000 0.500000
v 0.500000 -0.500000 0.500000
v 0.500000 -0.500000 -0.500000
vt 0.0000 0.5000
vt 0.0000 0.0000
vt 1.0000 0.0000
vn 1.0000 0.0000 0.0000
s off
f 12/12/4 13/13/4 14/14/4
g back
v 0.500000 -0.000000 0.500000
v -0.500000 -0.000000 0.500000
v -0.500000 -0.500000 0.500000
v 0.500000 -0.500000 0.500000
vt 1.0000 0.5000
vt 0.0000 0.5000
vt 0.0000 0.0000
vt 1.0000 0.0000
vn 0.0000 -0.0000 1.0000
s off
f 15/15/5 16/16/5 17/17/5 18/18/5

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@ -0,0 +1,72 @@
g top
v -0.500000 0.500000 0.500000
v -0.500000 0.000000 -0.500000
v 0.500000 0.000000 -0.500000
v 0.500000 0.500000 0.500000
vt 1.0000 0.0000
vt 1.0000 1.0000
vt 0.0000 1.0000
vt 0.0000 0.0000
vn 0.0000 0.8944 -0.4472
s off
f 2/1/1 1/2/1 4/3/1 3/4/1
g bottom
v -0.500000 -0.500000 -0.500000
v -0.500000 -0.500000 0.500000
v 0.500000 -0.500000 -0.500000
v 0.500000 -0.500000 0.500000
vt 1.0000 0.0000
vt 1.0000 1.0000
vt 0.0000 1.0000
vt 0.0000 0.0000
vn 0.0000 -1.0000 -0.0000
s off
f 6/5/2 5/6/2 7/7/2 8/8/2
g right
v -0.500000 0.500000 0.500000
v -0.500000 0.000000 -0.500000
v -0.500000 -0.500000 -0.500000
v -0.500000 -0.500000 0.500000
vt 1.0000 1.0000
vt 0.0000 0.5000
vt 0.0000 0.0000
vt 1.0000 0.0000
vn -1.0000 0.0000 0.0000
s off
f 9/9/3 10/10/3 11/11/3 12/12/3
g left
v 0.500000 0.000000 -0.500000
v 0.500000 -0.500000 -0.500000
v 0.500000 0.500000 0.500000
v 0.500000 -0.500000 0.500000
vt 1.0000 0.5000
vt 0.0000 1.0000
vt 0.0000 0.0000
vt 1.0000 0.0000
vn 1.0000 0.0000 0.0000
s off
f 13/13/4 15/14/4 16/15/4 14/16/4
g back
v -0.500000 0.500000 0.500000
v -0.500000 -0.500000 0.500000
v 0.500000 0.500000 0.500000
v 0.500000 -0.500000 0.500000
vt 1.0000 1.0000
vt 0.0000 1.0000
vt 0.0000 0.0000
vt 1.0000 0.0000
vn 0.0000 -0.0000 1.0000
s off
f 19/17/5 17/18/5 18/19/5 20/20/5
g front
v -0.500000 0.000000 -0.500000
v -0.500000 -0.500000 -0.500000
v 0.500000 0.000000 -0.500000
v 0.500000 -0.500000 -0.500000
vt 1.0000 0.5000
vt 0.0000 0.5000
vt 0.0000 0.0000
vt 1.0000 0.0000
vn 0.0000 0.0000 -1.0000
s off
f 21/21/6 23/22/6 24/23/6 22/24/6

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600
basic_materials/LICENSE Normal file
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License for code: LGPL 3.0
License for media and all other assets: CC-by-SA 4.0
###############################################################################
GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.
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As used herein, "this License" refers to version 3 of the GNU Lesser
General Public License, and the "GNU GPL" refers to version 3 of the GNU
General Public License.
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other than an Application or a Combined Work as defined below.
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by the Library, but which is not otherwise based on the Library.
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of using an interface provided by the Library.
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Application with the Library. The particular version of the Library
with which the Combined Work was made is also called the "Linked
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The "Minimal Corresponding Source" for a Combined Work means the
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for portions of the Combined Work that, considered in isolation, are
based on the Application, and not on the Linked Version.
The "Corresponding Application Code" for a Combined Work means the
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@ -0,0 +1,86 @@
-- Translation support
local S = minetest.get_translator("basic_materials")
-- items
minetest.register_craftitem("basic_materials:silicon", {
description = S("Silicon lump"),
inventory_image = "basic_materials_silicon.png",
})
minetest.register_craftitem("basic_materials:ic", {
description = S("Simple Integrated Circuit"),
inventory_image = "basic_materials_ic.png",
})
minetest.register_craftitem("basic_materials:motor", {
description = S("Simple Motor"),
inventory_image = "basic_materials_motor.png",
})
minetest.register_craftitem("basic_materials:heating_element", {
description = S("Heating element"),
inventory_image = "basic_materials_heating_element.png",
})
minetest.register_craftitem("basic_materials:energy_crystal_simple", {
description = S("Simple energy crystal"),
inventory_image = "basic_materials_energy_crystal.png",
})
-- crafts
minetest.register_craft( {
output = "mesecons_materials:silicon 4",
recipe = {
{ "default:sand", "default:sand" },
{ "default:sand", "default:steel_ingot" },
},
})
minetest.register_craft( {
output = "basic_materials:ic 4",
recipe = {
{ "mesecons_materials:silicon", "mesecons_materials:silicon" },
{ "mesecons_materials:silicon", "default:copper_ingot" },
},
})
minetest.register_craft( {
output = "basic_materials:motor 2",
recipe = {
{ "default:mese_crystal_fragment", "basic_materials:copper_wire", "basic_materials:plastic_sheet" },
{ "default:copper_ingot", "default:steel_ingot", "default:steel_ingot" },
{ "default:mese_crystal_fragment", "basic_materials:copper_wire", "basic_materials:plastic_sheet" }
},
replacements = {
{ "basic_materials:copper_wire", "basic_materials:empty_spool" },
{ "basic_materials:copper_wire", "basic_materials:empty_spool" },
}
})
minetest.register_craft( {
output = "basic_materials:heating_element 2",
recipe = {
{ "default:copper_ingot", "default:mese_crystal_fragment", "default:copper_ingot" }
},
})
minetest.register_craft({
--type = "shapeless",
output = "basic_materials:energy_crystal_simple 2",
recipe = {
{ "default:mese_crystal_fragment", "default:torch", "default:mese_crystal_fragment" },
{ "default:diamond", "default:gold_ingot", "default:diamond" }
},
})
-- aliases
minetest.register_alias("homedecor:ic", "basic_materials:ic")
minetest.register_alias("homedecor:motor", "basic_materials:motor")
minetest.register_alias("technic:motor", "basic_materials:motor")
minetest.register_alias("homedecor:heating_element", "basic_materials:heating_element")
minetest.register_alias("homedecor:power_crystal", "basic_materials:energy_crystal_simple")
minetest.register_alias_force("mesecons_materials:silicon", "basic_materials:silicon")

14
basic_materials/init.lua Normal file
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@ -0,0 +1,14 @@
-- Basic materials mod
-- by Vanessa Dannenberg
-- This mod supplies all those little random craft items that everyone always
-- seems to need, such as metal bars (ala rebar), plastic, wire, and so on.
local modpath = minetest.get_modpath("basic_materials")
basic_materials = {}
dofile(modpath.."/metals.lua")
dofile(modpath.."/plastics.lua")
dofile(modpath.."/electrical-electronic.lua")
dofile(modpath.."/misc.lua")

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@ -0,0 +1,33 @@
# textdomain: basic_materials
Silicon lump=Silikonklumpen
Simple Integrated Circuit=einfacher Integrierter Schaltkreis
Simple Motor=einfacher Motor
Heating element=Heizelement
Simple energy crystal=einfacher Energiekristall
Spool of steel wire=Spule mit Stahldraht
Spool of copper wire=Spule mit Kupferdraht
Spool of silver wire=Spule mit Silberdraht
Spool of gold wire=Spule mit Golddraht
Steel Strip=Stahlstreifen
Copper Strip=Kupferstreifen
Steel Bar=Stahlstab
Chainlinks (brass)=Messing-Kettenglieder
Chainlinks (steel)=Stahl-Kettenglieder
Brass Ingot=Messingbarren
Steel gear=Stahlzahnrad
Padlock=Vorhängeschloss
Chain (steel, hanging)=Stahlkette
Chain (brass, hanging)=Messingkette
Brass Block=Messingblock
Oil extract=raffiniertes Öl
Unprocessed paraffin=unbearbeitetes Paraffin
Uncooked Terracotta Base=ungebranntes Terrakotta
Wet Cement=nasser Zement
Cement=Zement
Concrete Block=Betonblock
Plastic sheet=Kunststoffplatte
Plastic strips=Kunststoffstreifen
Empty wire spool=leere Drahtspule

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@ -0,0 +1,33 @@
# textdomain: basic_materials
Silicon lump=Morceau de silicium
Simple Integrated Circuit=Circuit intégré simple
Simple Motor=Moteur simple
Heating element=Élément chauffant
Simple energy crystal=Cristal dénergie simple
Spool of steel wire=Bobine de fil dacier
Spool of copper wire=Bobine de fil de cuivre
Spool of silver wire=Bobine de fil dargent
Spool of gold wire=Bobine de fil dor
Steel Strip=Bande de acier
Copper Strip=Bande de cuivre
Steel Bar=Barre dacier
Chainlinks (brass)=Maillon en laiton
Chainlinks (steel)=Maillon en acier
Brass Ingot=Lingot de laiton
Steel gear=Rouage en acier
Padlock=Cadenas
Chain (steel, hanging)=Chaine en acier
Chain (brass, hanging)=Chaine en laiton
Brass Block=Bloc de laiton
Oil extract=Extrait dhuile
Unprocessed paraffin=Paraffine non transformée
Uncooked Terracotta Base=Argile crue
Wet Cement=Ciment humide
Cement=Ciment
Concrete Block=Bloc de béton
Plastic sheet=Morceau de plastique
Plastic strips=Bande de plastique
Empty wire spool=Bobine de fil vide

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@ -0,0 +1,33 @@
# textdomain: basic_materials
Silicon lump=Кусок Кремния
Simple Integrated Circuit=Микросхема
Simple Motor=Мотор
Heating element=Нить Накала
Simple energy crystal=Энергетический Кристалл
Spool of steel wire=Катушка Стальной Проволоки
Spool of copper wire=Катушка Медной Проволоки
Spool of silver wire=Катушка Серебрянной Проволоки
Spool of gold wire=Катушка Золотой Проволоки
Steel Strip=Стальная Полоса
Copper Strip=Медная Полоса
Steel Bar=Стальной Прут
Chainlinks (brass)=Латунные Звенья
Chainlinks (steel)=Стальные Звенья
Brass Ingot=Латунный Брусок
Steel gear=Стальная Шестерня
Padlock=Навесной Замок
Chain (steel, hanging)=Стальная Цепь
Chain (brass, hanging)=Латунная Цепь
Brass Block=Латунный Блок
Oil extract=Масляный Экстракт
Unprocessed paraffin=Необработанный Парафин
Uncooked Terracotta Base=Ком Мокрого Терракота
Wet Cement=Ком Мокрого Цемента
Cement=Цемент
Concrete Block=Железобетон
Plastic sheet=Пластиковый Лист
Plastic strips=Пластиковая Полоса
Empty wire spool=Пустая Катушка

300
basic_materials/metals.lua Normal file
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@ -0,0 +1,300 @@
-- Translation support
local S = minetest.get_translator("basic_materials")
-- items
minetest.register_craftitem("basic_materials:steel_wire", {
description = S("Spool of steel wire"),
inventory_image = "basic_materials_steel_wire.png"
})
minetest.register_craftitem("basic_materials:copper_wire", {
description = S("Spool of copper wire"),
inventory_image = "basic_materials_copper_wire.png"
})
minetest.register_craftitem("basic_materials:silver_wire", {
description = S("Spool of silver wire"),
inventory_image = "basic_materials_silver_wire.png"
})
minetest.register_craftitem("basic_materials:gold_wire", {
description = S("Spool of gold wire"),
inventory_image = "basic_materials_gold_wire.png"
})
minetest.register_craftitem("basic_materials:steel_strip", {
description = S("Steel Strip"),
inventory_image = "basic_materials_steel_strip.png"
})
minetest.register_craftitem("basic_materials:copper_strip", {
description = S("Copper Strip"),
inventory_image = "basic_materials_copper_strip.png"
})
minetest.register_craftitem("basic_materials:steel_bar", {
description = S("Steel Bar"),
inventory_image = "basic_materials_steel_bar.png",
})
minetest.register_craftitem("basic_materials:chainlink_brass", {
description = S("Chainlinks (brass)"),
inventory_image = "basic_materials_chainlink_brass.png"
})
minetest.register_craftitem("basic_materials:chainlink_steel", {
description = S("Chainlinks (steel)"),
inventory_image = "basic_materials_chainlink_steel.png"
})
minetest.register_craftitem("basic_materials:brass_ingot", {
description = S("Brass Ingot"),
inventory_image = "basic_materials_brass_ingot.png",
})
minetest.register_craftitem("basic_materials:gear_steel", {
description = S("Steel gear"),
inventory_image = "basic_materials_gear_steel.png"
})
minetest.register_craftitem("basic_materials:padlock", {
description = S("Padlock"),
inventory_image = "basic_materials_padlock.png"
})
-- nodes
local chains_sbox = {
type = "fixed",
fixed = { -0.1, -0.5, -0.1, 0.1, 0.5, 0.1 }
}
local topchains_sbox = {
type = "fixed",
fixed = {
{ -0.25, 0.35, -0.25, 0.25, 0.5, 0.25 },
{ -0.1, -0.5, -0.1, 0.1, 0.4, 0.1 }
}
}
minetest.register_node("basic_materials:chain_steel", {
description = S("Chain (steel, hanging)"),
drawtype = "mesh",
mesh = "basic_materials_chains.obj",
tiles = {"basic_materials_chain_steel.png"},
walkable = false,
climbable = true,
sunlight_propagates = true,
paramtype = "light",
inventory_image = "basic_materials_chain_steel_inv.png",
groups = {cracky=3},
selection_box = chains_sbox,
})
minetest.register_node("basic_materials:chain_brass", {
description = S("Chain (brass, hanging)"),
drawtype = "mesh",
mesh = "basic_materials_chains.obj",
tiles = {"basic_materials_chain_brass.png"},
walkable = false,
climbable = true,
sunlight_propagates = true,
paramtype = "light",
inventory_image = "basic_materials_chain_brass_inv.png",
groups = {cracky=3},
selection_box = chains_sbox,
})
minetest.register_node("basic_materials:brass_block", {
description = S("Brass Block"),
tiles = { "basic_materials_brass_block.png" },
is_ground_content = false,
groups = {cracky=1, level=2},
sounds = default.node_sound_metal_defaults()
})
-- crafts
minetest.register_craft( {
output = "basic_materials:copper_wire 2",
type = "shapeless",
recipe = {
"default:copper_ingot",
"basic_materials:empty_spool",
"basic_materials:empty_spool",
},
})
minetest.register_craft( {
output = "basic_materials:silver_wire 2",
type = "shapeless",
recipe = {
"moreores:silver_ingot",
"basic_materials:empty_spool",
"basic_materials:empty_spool",
},
})
minetest.register_craft( {
output = "basic_materials:gold_wire 2",
type = "shapeless",
recipe = {
"default:gold_ingot",
"basic_materials:empty_spool",
"basic_materials:empty_spool",
},
})
minetest.register_craft( {
output = "basic_materials:steel_wire 2",
type = "shapeless",
recipe = {
"default:steel_ingot",
"basic_materials:empty_spool",
"basic_materials:empty_spool",
},
})
minetest.register_craft( {
output = "basic_materials:steel_strip 12",
recipe = {
{ "", "default:steel_ingot", "" },
{ "default:steel_ingot", "", "" },
},
})
minetest.register_craft( {
output = "basic_materials:copper_strip 12",
recipe = {
{ "", "default:copper_ingot", "" },
{ "default:copper_ingot", "", "" },
},
})
minetest.register_craft( {
output = "basic_materials:steel_bar 6",
recipe = {
{ "", "", "default:steel_ingot" },
{ "", "default:steel_ingot", "" },
{ "default:steel_ingot", "", "" },
},
})
minetest.register_craft( {
output = "basic_materials:padlock 2",
recipe = {
{ "basic_materials:steel_bar" },
{ "default:steel_ingot" },
{ "default:steel_ingot" },
},
})
minetest.register_craft({
output = "basic_materials:chainlink_steel 12",
recipe = {
{"", "default:steel_ingot", "default:steel_ingot"},
{ "default:steel_ingot", "", "default:steel_ingot" },
{ "default:steel_ingot", "default:steel_ingot", "" },
},
})
minetest.register_craft({
output = "basic_materials:chainlink_brass 12",
recipe = {
{"", "basic_materials:brass_ingot", "basic_materials:brass_ingot"},
{ "basic_materials:brass_ingot", "", "basic_materials:brass_ingot" },
{ "basic_materials:brass_ingot", "basic_materials:brass_ingot", "" },
},
})
minetest.register_craft({
output = 'basic_materials:chain_steel 2',
recipe = {
{"basic_materials:chainlink_steel"},
{"basic_materials:chainlink_steel"},
{"basic_materials:chainlink_steel"}
}
})
minetest.register_craft({
output = 'basic_materials:chain_brass 2',
recipe = {
{"basic_materials:chainlink_brass"},
{"basic_materials:chainlink_brass"},
{"basic_materials:chainlink_brass"}
}
})
minetest.register_craft( {
output = "basic_materials:gear_steel 6",
recipe = {
{ "", "default:steel_ingot", "" },
{ "default:steel_ingot","basic_materials:chainlink_steel", "default:steel_ingot" },
{ "", "default:steel_ingot", "" }
},
})
minetest.register_craft( {
type = "shapeless",
output = "basic_materials:brass_ingot 3",
recipe = {
"default:copper_ingot",
"default:copper_ingot",
"moreores:silver_ingot",
},
})
if not minetest.get_modpath("moreores") then
-- Without moreores, there still should be a way to create brass.
minetest.register_craft( {
output = "basic_materials:brass_ingot 9",
recipe = {
{"default:copper_ingot", "default:tin_ingot", "default:copper_ingot"},
{"default:gold_ingot", "default:copper_ingot", "default:gold_ingot"},
{"default:copper_ingot", "default:tin_ingot", "default:copper_ingot"},
},
})
end
minetest.register_craft( {
type = "shapeless",
output = "basic_materials:brass_ingot 9",
recipe = { "basic_materials:brass_block" },
})
minetest.register_craft( {
output = "basic_materials:brass_block",
recipe = {
{ "basic_materials:brass_ingot", "basic_materials:brass_ingot", "basic_materials:brass_ingot" },
{ "basic_materials:brass_ingot", "basic_materials:brass_ingot", "basic_materials:brass_ingot" },
{ "basic_materials:brass_ingot", "basic_materials:brass_ingot", "basic_materials:brass_ingot" },
},
})
-- aliases
minetest.register_alias("homedecor:copper_wire", "basic_materials:copper_wire")
minetest.register_alias("technic:fine_copper_wire", "basic_materials:copper_wire")
minetest.register_alias("technic:fine_silver_wire", "basic_materials:silver_wire")
minetest.register_alias("technic:fine_gold_wire", "basic_materials:gold_wire")
minetest.register_alias("homedecor:steel_wire", "basic_materials:steel_wire")
minetest.register_alias("homedecor:brass_ingot", "basic_materials:brass_ingot")
minetest.register_alias("technic:brass_ingot", "basic_materials:brass_ingot")
minetest.register_alias("technic:brass_block", "basic_materials:brass_block")
minetest.register_alias("homedecor:copper_strip", "basic_materials:copper_strip")
minetest.register_alias("homedecor:steel_strip", "basic_materials:steel_strip")
minetest.register_alias_force("glooptest:chainlink", "basic_materials:chainlink_steel")
minetest.register_alias_force("homedecor:chainlink_steel", "basic_materials:chainlink_steel")
minetest.register_alias("homedecor:chainlink_brass", "basic_materials:chainlink_brass")
minetest.register_alias("chains:chain", "basic_materials:chain_steel")
minetest.register_alias("chains:chain_brass", "basic_materials:chain_brass")
minetest.register_alias("pipeworks:gear", "basic_materials:gear_steel")
minetest.register_alias("technic:rebar", "basic_materials:steel_bar")

126
basic_materials/misc.lua Normal file
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@ -0,0 +1,126 @@
-- Translation support
local S = minetest.get_translator("basic_materials")
-- items
minetest.register_craftitem("basic_materials:oil_extract", {
description = S("Oil extract"),
inventory_image = "basic_materials_oil_extract.png",
})
minetest.register_craftitem("basic_materials:paraffin", {
description = S("Unprocessed paraffin"),
inventory_image = "basic_materials_paraffin.png",
})
minetest.register_craftitem("basic_materials:terracotta_base", {
description = S("Uncooked Terracotta Base"),
inventory_image = "basic_materials_terracotta_base.png",
})
minetest.register_craftitem("basic_materials:wet_cement", {
description = S("Wet Cement"),
inventory_image = "basic_materials_wet_cement.png",
})
-- nodes
minetest.register_node("basic_materials:cement_block", {
description = S("Cement"),
tiles = {"basic_materials_cement_block.png"},
is_ground_content = true,
groups = {cracky=2},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("basic_materials:concrete_block", {
description = S("Concrete Block"),
tiles = {"basic_materials_concrete_block.png",},
groups = {cracky=1, level=2, concrete=1},
sounds = default.node_sound_stone_defaults(),
})
-- crafts
minetest.register_craft({
type = "shapeless",
output = "basic_materials:oil_extract 2",
recipe = {
"group:leaves",
"group:leaves",
"group:leaves",
"group:leaves",
"group:leaves",
"group:leaves"
}
})
minetest.register_craft({
type = "cooking",
output = "basic_materials:paraffin",
recipe = "basic_materials:oil_extract",
})
minetest.register_craft({
type = "fuel",
recipe = "basic_materials:oil_extract",
burntime = 30,
})
minetest.register_craft({
type = "fuel",
recipe = "basic_materials:paraffin",
burntime = 30,
})
minetest.register_craft( {
type = "shapeless",
output = "basic_materials:terracotta_base 8",
recipe = {
"bucket:bucket_water",
"default:clay_lump",
"default:gravel",
},
replacements = { {"bucket:bucket_water", "bucket:bucket_empty"}, },
})
minetest.register_craft({
type = "shapeless",
output = "basic_materials:wet_cement 3",
recipe = {
"default:dirt",
"dye:dark_grey",
"dye:dark_grey",
"dye:dark_grey",
"bucket:bucket_water"
},
replacements = {{'bucket:bucket_water', 'bucket:bucket_empty'},},
})
minetest.register_craft({
type = "cooking",
output = "basic_materials:cement_block",
recipe = "basic_materials:wet_cement",
cooktime = 8
})
minetest.register_craft({
output = 'basic_materials:concrete_block 6',
recipe = {
{'group:sand', 'basic_materials:wet_cement', 'default:gravel'},
{'basic_materials:steel_bar', 'basic_materials:wet_cement', 'basic_materials:steel_bar'},
{'default:gravel', 'basic_materials:wet_cement', 'group:sand'},
}
})
-- aliases
minetest.register_alias("homedecor:oil_extract", "basic_materials:oil_extract")
minetest.register_alias("homedecor:paraffin", "basic_materials:paraffin")
minetest.register_alias("homedecor:plastic_base", "basic_materials:paraffin")
minetest.register_alias("homedecor:terracotta_base", "basic_materials:terracotta_base")
minetest.register_alias("gloopblocks:wet_cement", "basic_materials:wet_cement")
minetest.register_alias("gloopblocks:cement", "basic_materials:cement_block")
minetest.register_alias("technic:concrete", "basic_materials:concrete_block")

3
basic_materials/mod.conf Normal file
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@ -0,0 +1,3 @@
name = basic_materials
depends = default
optional_depends = moreores

View File

@ -0,0 +1,881 @@
# Blender v2.73 (sub 0) OBJ File: 'chains.blend'
# www.blender.org
o Torus.016_Torus
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-- Translation support
local S = minetest.get_translator("basic_materials")
-- items
minetest.register_craftitem("basic_materials:plastic_sheet", {
description = S("Plastic sheet"),
inventory_image = "basic_materials_plastic_sheet.png",
})
minetest.register_craftitem("basic_materials:plastic_strip", {
description = S("Plastic strips"),
inventory_image = "basic_materials_plastic_strip.png",
})
minetest.register_craftitem("basic_materials:empty_spool", {
description = S("Empty wire spool"),
inventory_image = "basic_materials_empty_spool.png"
})
-- crafts
minetest.register_craft({
type = "cooking",
output = "basic_materials:plastic_sheet",
recipe = "basic_materials:paraffin",
})
minetest.register_craft({
type = "fuel",
recipe = "basic_materials:plastic_sheet",
burntime = 30,
})
minetest.register_craft( {
output = "basic_materials:plastic_strip 9",
recipe = {
{ "basic_materials:plastic_sheet", "basic_materials:plastic_sheet", "basic_materials:plastic_sheet" }
},
})
minetest.register_craft( {
output = "basic_materials:empty_spool 3",
recipe = {
{ "basic_materials:plastic_sheet", "basic_materials:plastic_sheet", "basic_materials:plastic_sheet" },
{ "", "basic_materials:plastic_sheet", "" },
{ "basic_materials:plastic_sheet", "basic_materials:plastic_sheet", "basic_materials:plastic_sheet" }
},
})
-- aliases
minetest.register_alias("homedecor:plastic_sheeting", "basic_materials:plastic_sheet")
minetest.register_alias("homedecor:plastic_strips", "basic_materials:plastic_strip")
minetest.register_alias("homedecor:empty_spool", "basic_materials:empty_spool")

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2
compost/.gitignore vendored Normal file
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# Backup files
*~

19
compost/LICENSE.txt Normal file
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License for Code
----------------
Copyright (C) 2016 cdqwertz <cdqwertz@gmail.com>
This program 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.
http://www.gnu.org/licenses/lgpl-2.1.html
License for Media
-----------------
CC-BY-SA 3.0 UNPORTED. Created by cdqwertz
Note: screenshot.png contains textures from minetest_game.

25
compost/README.md Normal file
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# Compost Mod
With this mod, you are able to compost grass, leaves, flowers...
Adapted to techage/minecart by joe7575
## License
see LICENSE.txt
## Crafting
Wood barrel:
| W | | W |
|---|---|---|
| W | | W |
| W | S | W |
W : wood
S : wood slab
## Bugs
Report bugs on the forum topic or open a issue on GitHub.
## created by
cdqwertz - cdqwertz.github.io

3
compost/depends.txt Normal file
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default
minecart?
techage?

12
compost/description.txt Normal file
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With this mod, you are able to compost grass, leaves, flowers...
Crafting:
Wood barrel:
W W
W W
W S W
W : wood
S : wood slab
created by cd2 (cdqwertz) - cdqwertz.github.io

308
compost/init.lua Normal file
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compost = {}
-- Version for compatibility checks
compost.version = 1.0
if minetest.global_exists("techage") and techage.version < 0.06 then
minetest.log("error", "[compost] Compost requires techage version 0.06 or newer!")
return
end
compost.items = {}
compost.groups = {}
function compost.register_item(name)
compost.items[name] = true
end
function compost.register_group(name)
compost.groups[name] = true
end
function compost.can_compost(name)
if compost.items[name] then
return true
else
for k, i in pairs(minetest.registered_items[name].groups) do
if i > 0 then
if compost.groups[tostring(k)] then
return true
end
end
end
return false
end
end
-- grass
compost.register_item("default:grass_1")
compost.register_item("default:junglegrass")
-- leaves
compost.register_group("leaves")
-- dirt
compost.register_item("default:dirt")
compost.register_item("default:dirt_with_grass")
-- stick
compost.register_item("default:stick")
-- food
compost.register_item("farming:bread")
compost.register_item("farming:wheat")
-- groups
compost.register_group("plant")
compost.register_group("flower")
-- flowers
minetest.after(1, function()
for name,_ in pairs(minetest.registered_decorations) do
if type(name) == "string" then
local mod = string.split(name, ":")[1]
if mod == "flowers" then
compost.register_item(name)
end
end
end
end)
local function next_state(pos, elapsed)
local node = minetest.get_node(pos)
if node.name == "compost:wood_barrel_1" then
minetest.set_node(pos, {name = "compost:wood_barrel_2"})
return true
end
if node.name == "compost:wood_barrel_2" then
minetest.set_node(pos, {name = "compost:wood_barrel_3"})
return false
end
return false
end
local function minecart_hopper_additem(pos, stack)
if compost.can_compost(stack:get_name()) then
local meta = minetest.get_meta(pos)
-- 4 leaves for one compost node
local num = (meta:get_int("num") or 0) + stack:get_count()
if num >= 4 then
num = num - 4
minetest.set_node(pos, {name = "compost:wood_barrel_1"})
-- speed up the process by means of a timer
minetest.get_node_timer(pos):start(10)
end
meta:set_int("num", num)
stack:set_count(0)
return stack
end
return stack
end
local function minecart_hopper_takeitem(pos, num)
local node = minetest.get_node(pos)
minetest.set_node(pos, {name = "compost:wood_barrel"})
return ItemStack("compost:compost")
end
local function minecart_hopper_untakeitem(pos, in_dir, stack)
minetest.set_node(pos, {name = "compost:wood_barrel_2"})
end
minetest.register_node("compost:wood_barrel", {
description = "Wood Barrel",
tiles = {"default_wood.png"},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {{-1/2, -1/2, -1/2, 1/2, -3/8, 1/2},
{-1/2, -1/2, -1/2, -3/8, 1/2, 1/2},
{3/8, -1/2, -1/2, 1/2, 1/2, 1/2},
{-1/2, -1/2, -1/2, 1/2, 1/2, -3/8},
{-1/2, -1/2, 3/8, 1/2, 1/2, 1/2}},
},
paramtype = "light",
is_ground_content = false,
groups = {choppy = 3},
sounds = default.node_sound_wood_defaults(),
on_punch = function(pos, node, puncher, pointed_thing)
local wielded_item = puncher:get_wielded_item():get_name()
if compost.can_compost(wielded_item) then
minetest.set_node(pos, {name = "compost:wood_barrel_1"})
local w = puncher:get_wielded_item()
if not(minetest.setting_getbool("creative_mode")) then
w:take_item(1)
puncher:set_wielded_item(w)
end
end
end,
minecart_hopper_additem = minecart_hopper_additem,
minecart_hopper_untakeitem = minecart_hopper_untakeitem,
})
minetest.register_node("compost:wood_barrel_1", {
description = "Wood Barrel with compost",
tiles = {"default_wood.png^compost_compost_1.png", "default_wood.png"},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {{-1/2, -1/2, -1/2, 1/2, -3/8, 1/2},
{-1/2, -1/2, -1/2, -3/8, 1/2, 1/2},
{3/8, -1/2, -1/2, 1/2, 1/2, 1/2},
{-1/2, -1/2, -1/2, 1/2, 1/2, -3/8},
{-1/2, -1/2, 3/8, 1/2, 1/2, 1/2},
{-3/8, -1/2, -3/8, 3/8, 3/8, 3/8}},
},
paramtype = "light",
is_ground_content = false,
groups = {choppy = 3, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
on_timer = next_state,
minecart_hopper_untakeitem = minecart_hopper_untakeitem,
})
minetest.register_node("compost:wood_barrel_2", {
description = "Wood Barrel with compost",
tiles = {"default_wood.png^compost_compost_2.png", "default_wood.png"},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {{-1/2, -1/2, -1/2, 1/2, -3/8, 1/2},
{-1/2, -1/2, -1/2, -3/8, 1/2, 1/2},
{3/8, -1/2, -1/2, 1/2, 1/2, 1/2},
{-1/2, -1/2, -1/2, 1/2, 1/2, -3/8},
{-1/2, -1/2, 3/8, 1/2, 1/2, 1/2},
{-3/8, -1/2, -3/8, 3/8, 3/8, 3/8}},
},
paramtype = "light",
is_ground_content = false,
groups = {choppy = 3, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
on_timer = next_state,
minecart_hopper_untakeitem = minecart_hopper_untakeitem,
})
minetest.register_node("compost:wood_barrel_3", {
description = "Wood Barrel",
tiles = {"default_wood.png^compost_compost_3.png", "default_wood.png"},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {{-1/2, -1/2, -1/2, 1/2, -3/8, 1/2},
{-1/2, -1/2, -1/2, -3/8, 1/2, 1/2},
{3/8, -1/2, -1/2, 1/2, 1/2, 1/2},
{-1/2, -1/2, -1/2, 1/2, 1/2, -3/8},
{-1/2, -1/2, 3/8, 1/2, 1/2, 1/2},
{-3/8, -1/2, -3/8, 3/8, 3/8, 3/8}},
},
paramtype = "light",
is_ground_content = false,
groups = {choppy = 3, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
on_punch = function(pos, node, player, pointed_thing)
local p = {x = pos.x + math.random(0, 5)/5 - 0.5, y = pos.y+1, z = pos.z + math.random(0, 5)/5 - 0.5}
minetest.add_item(p, {name = "compost:compost"})
minetest.set_node(pos, {name = "compost:wood_barrel"})
end,
minecart_hopper_takeitem = minecart_hopper_takeitem,
minecart_hopper_untakeitem = minecart_hopper_untakeitem,
})
minetest.register_abm({
nodenames = {"compost:wood_barrel_1"},
interval = 40,
chance = 5,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.set_node(pos, {name = "compost:wood_barrel_2"})
end,
})
minetest.register_abm({
nodenames = {"compost:wood_barrel_2"},
interval = 40,
chance = 5,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.set_node(pos, {name = "compost:wood_barrel_3"})
end,
})
minetest.register_craft({
output = "compost:wood_barrel",
recipe = {
{"default:wood", "", "default:wood"},
{"default:wood", "", "default:wood"},
{"default:wood", "stairs:slab_wood", "default:wood"}
}
})
minetest.register_node("compost:compost", {
description = "Compost",
tiles = {"compost_compost.png"},
groups = {crumbly = 3},
sounds = default.node_sound_dirt_defaults(),
})
minetest.register_node("compost:garden_soil", {
description = "Garden Soil",
tiles = {"compost_garden_soil.png"},
groups = {crumbly = 3, soil=3, grassland = 1, wet = 1},
sounds = default.node_sound_dirt_defaults(),
})
minetest.register_craft({
output = "compost:garden_soil",
recipe = {
{"compost:compost", "compost:compost"},
}
})
minetest.register_craft({
output = "default:dirt",
recipe = {
{"compost:garden_soil"},
}
})
if minetest.global_exists("techage") then
techage.register_node(
{
"compost:wood_barrel",
"compost:wood_barrel_1",
"compost:wood_barrel_2",
"compost:wood_barrel_3",
},
{
on_pull_item = function(pos, in_dir, num)
local node = minetest.get_node(pos)
if node.name == "compost:wood_barrel_3" then
minetest.set_node(pos, {name = "compost:wood_barrel"})
return ItemStack("compost:compost")
end
return nil
end,
on_push_item = function(pos, in_dir, stack)
local node = minetest.get_node(pos)
if node.name == "compost:wood_barrel" and compost.can_compost(stack:get_name()) then
local meta = minetest.get_meta(pos)
-- 4 leaves for one compost node
local num = (meta:get_int("num") or 0) + 1
if num >= 4 then
num = 0
minetest.set_node(pos, {name = "compost:wood_barrel_1"})
-- speed up the process by means of a timer
minetest.get_node_timer(pos):start(10)
end
meta:set_int("num", num)
return true
end
return false
end,
on_unpull_item = function(pos, in_dir, stack)
minetest.set_node(pos, {name = "compost:wood_barrel_2"})
return true
end,
})
end

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datastorage
===========
Helper mod to manage players data.
All the mods can acces a single file (container) and easily have the data saved/loaded for them.
Usage
-----
local data = datastorage.get(id, ...)
Returns a reference to a data container. The id is normally a player name.
Following arguments are keys to recurse into, normally only one, a string
describing the type of data, is used. If the container doesn't exist it will
be created, otherwise it will contain all previously stored data. The table
can store any data. Player's containers will be saved to disk when the player
leaves, and all references to the player's data should be dropped. All of the
containers will be saved on server shutdown. To forcibly save a container's
data use:
datastorage.save(id)

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datastorage = {data = {}}
local DIR_DELIM = DIR_DELIM or "/"
local data_path = minetest.get_worldpath()..DIR_DELIM.."datastorage"..DIR_DELIM
function datastorage.save(id)
local data = datastorage.data[id]
-- Check if the container is empty
if not data or not next(data) then return end
for _, sub_data in pairs(data) do
if not next(sub_data) then return end
end
local file = io.open(data_path..id, "w")
if not file then
-- Most likely the data directory doesn't exist, create it
-- and try again.
if minetest.mkdir then
minetest.mkdir(data_path)
else
-- Using os.execute like this is not very platform
-- independent or safe, but most platforms name their
-- directory creation utility mkdir, the data path is
-- unlikely to contain special characters, and the
-- data path is only mutable by the admin.
os.execute('mkdir "'..data_path..'"')
end
file = io.open(data_path..id, "w")
if not file then return end
end
local datastr = minetest.serialize(data)
if not datastr then return end
file:write(datastr)
file:close()
return true
end
function datastorage.load(id)
local file = io.open(data_path..id, "r")
if not file then return end
local data = minetest.deserialize(file:read("*all"))
datastorage.data[id] = data
file:close()
return data
end
-- Compatability
function datastorage.get_container(player, id)
return datastorage.get(player:get_player_name(), id)
end
-- Retrieves a value from the data storage
function datastorage.get(id, ...)
local last = datastorage.data[id]
if last == nil then last = datastorage.load(id) end
if last == nil then
last = {}
datastorage.data[id] = last
end
local cur = last
for _, sub_id in ipairs({...}) do
last = cur
cur = cur[sub_id]
if cur == nil then
cur = {}
last[sub_id] = cur
end
end
return cur
end
-- Saves a container and reomves it from memory
function datastorage.finish(id)
datastorage.save(id)
datastorage.data[id] = nil
end
-- Compatability
function datastorage.save_container(player)
return datastorage.save(player:get_player_name())
end
minetest.register_on_leaveplayer(function(player)
local player_name = player:get_player_name()
datastorage.save(player_name)
datastorage.data[player_name] = nil
end)
minetest.register_on_shutdown(function()
for id in pairs(datastorage.data) do
datastorage.save(id)
end
end)

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# API documentation for the Documentation System
## Core concepts
As a modder, you are free to write basically about everything and are also
relatively free in the presentation of information. There are no
restrictions on content whatsoever.
### Categories and entries
In the Documentation System, everything is built on categories and entries.
An entry is a single piece of documentation and is the basis of all actual
documentation. Categories group multiple entries of the same topic together.
Categories also define a template function which is used to determine how the
final result in the tab “Entry list” looks like. Entries themselves have
a data field attached to them, this is a table containing arbitrary metadata
which is used to construct the final formspec in the Entry tab. It may also
be used for sorting entries in the entry list.
## Advanced concepts
### Viewed and hidden entries
The mod keeps track of which entries have been viewed on a per-player basis.
Any entry which has been accessed by a player is immediately marked as
“viewed”.
Entries can also be hidden. Hidden entries are not visible or otherwise
accessible to players until they become revealed by function calls.
Marking an entry as viewed or revealed is not reversible with this API.
The viewed and hidden states are stored in the file `doc.mt` inside the
world directory. You can safely delete this file if you want to reset
the player states.
### Entry aliases
Entry aliases are alternative identifiers for entry identifiers. With the
exception of the alias functions themselves, for functions demanding an
`entry_id` you can either supply the original `entry_id` or any alias of the
`entry_id`.
## Possible use cases
This section shows some possible use cases to give you a rough idea what
this mod is capable of and how these use cases could be implemented.
### Simple use case: Minetest basics
Let's say you want to write in free form short help texts about the basic
concepts of Minetest or your game. First you could define a category
called “Basics”, the data for each of its entry is just a free form text.
The template function simply creates a formspec where this free form
text is displayed.
This is one of the most simple use cases and the mod `doc_basics` does
exactly that.
### Complex use case: Blocks
You could create a category called “Blocks”, and this category is supposed to
contain entries for every single block (i.e. node) in the game. For this use
case, a free form approach would be very inefficient and error-prone, as a
lot of data can be reused.
Here the template function comes in handy: The internal entry data
contain a lot of different things about a block, like block name, identifier,
custom description and most importantly, the definition table of the block.
Finally, the template function takes all that data and turns it into
sentences which are just concatenated, telling as many useful facts about
this block as possible.
## Functions
This is a list of all publicly available functions.
### Overview
The most important functions are `doc.add_category` and `doc.ad_entry`. All other functions
are mostly used for utility and examination purposes.
If not mentioned otherwise, the return value of all functions is `nil`.
These functions are available:
#### Core
* `doc.add_category`: Adds a new category
* `doc.add_entry`: Adds a new entry
#### Display
* `doc.show_entry`: Shows a particular entry to a player
* `doc.show_category`: Shows the entry list of a category to a player
* `doc.show_doc`: Opens the main help form for a player
#### Query
* `doc.get_category_definition`: Returns the definition table of a category
* `doc.get_entry_definition`: Returns the definition table of an entry
* `doc.entry_exists`: Checks whether an entry exists
* `doc.entry_viewed`: Checks whether an entry has been viewed/read by a player
* `doc.entry_revealed`: Checks whether an entry is visible and normally accessible to a player
* `doc.get_category_count`: Returns the total number of categories
* `doc.get_entry_count`: Returns the total number of entries in a category
* `doc.get_viewed_count`: Returns the number of entries a player has viewed in a category
* `doc.get_revealed_count`: Returns the number of entries a player has access to in a category
* `doc.get_hidden_count`: Returns the number of entries which are hidden from a player in a category
* `doc.get_selection`: Returns the currently viewed entry/category of a player
#### Modify
* `doc.set_category_order`: Sets the order of categories in the category list
* `doc.mark_entry_as_viewed`: Manually marks an entry as viewed/read by a player
* `doc.mark_entry_as_revealed`: Make a hidden entry visible and accessible to a player
* `doc.mark_all_entries_as_revealed`: Make all hidden entries visible and accessible to a player
#### Aliases
* `doc.add_entry_alias`: Add an alternative name which can be used to access an entry
#### Special widgets
This API provides functions to add unique “widgets” for functionality
you may find useful when creating entry templates. You find these
functions in `doc.widgets`.
Currently there is a widget for scrollable multi-line text and a
widget providing an image gallery.
### `doc.add_category(id, def)`
Adds a new category. You have to define an unique identifier, a name
and a template function to build the entry formspec from the entry
data.
**Important**: You must call this function *before* any player joins.
#### Parameters
* `id`: Unique category identifier as a string
* `def`: Definition table with the following fields:
* `name`: Category name to be shown in the interface
* `description`: (optional) Short description of the category,
will be shown as tooltip. Recommended style (in English):
First letter capitalized, no punctuation at the end,
max. 100 characters
* `build_formspec`: The template function (see below). Takes entry data
as its first parameter (has the data type of the entry data) and the
name of the player who views the entry as its second parameter. It must
return a formspec which is inserted in the Entry tab.
* `sorting`: (optional) Sorting algorithm for display order of entries
* `"abc"`: Alphabetical (default)
* `"nosort"`: Entries appear in no particular order
* `"custom"`: Manually define the order of entries in `sorting_data`
* `"function"`: Sort by function defined in `sorting_data`
* `sorting_data`: (optional) Additional data for special sorting methods.
* If `sorting=="custom"`, this field must contain a table (list form) in which
the entry IDs are specified in the order they are supposed to appear in the
entry list. All entries which are missing in this table will appear in no
particular order below the final specified one.
* If `sorting=="function"`, this field is a compare function to be used as
the `comp` parameter of `table.sort`. The parameters given are two entries.
* This field is not required if `sorting` has any other value
* `hide_entries_by_default` (optional): If `true`, all entries
added to this category will start as hidden, unless explicitly specified otherwise
(default: `false`)
Note: For function-based sorting, the entries provided to the compare function
will have the following format:
{
eid = e, -- unique entry identifier
name = n, -- entry name
data = d, -- arbitrary entry data
}
#### Using `build_formspec`
For `build_formspec` you can either define your own function which
procedurally generates the entry formspec or you use one of the
following predefined convenience functions:
* `doc.entry_builders.text`: Expects entry data to be a string.
It will be inserted directly into the entry. Useful for entries with
a free form text.
* `doc.entry_builders.text_and_gallery`: For entries with text and
an optional standard gallery (3 rows, 3:2 aspect ratio). Expects
entry data to be a table with these fields:
* `text`: The entry text
* `images`: The images of the gallery, the format is the same as the
`imagedata` parameter of `doc.widgets.gallery`. Can be `nil`, in
which case no gallery is shown for the entry
* `doc.entry_builders.formspec`: Entry data is expected to contain the
complete entry formspec as a string. Useful if your entries. Useful
if you expect your entries to differ wildly in layouts.
##### Formspec restrictions
When building your formspec, you have to respect the size limitations.
The help form currently uses a size of 15×10.5 and you must make sure
all entry widgets are inside a boundary box. The remaining space is
reserved for widgets of the help form and should not be used to avoid
overlapping.
Read from the following variables to calculate the final formspec coordinates:
* `doc.FORMSPEC.WIDTH`: Width of help formspec
* `doc.FORMSPEC.HEIGHT`: Height of help formspec
* `doc.FORMSPEC.ENTRY_START_X`: Leftmost X point of bounding box
* `doc.FORMSPEC.ENTRY_START_Y`: Topmost Y point of bounding box
* `doc.FORMSPEC.ENTRY_END_X`: Rightmost X point of bounding box
* `doc.FORMSPEC.ENTRY_END_Y`: Bottom Y point of bounding box
* `doc.FORMSPEC.ENTRY_WIDTH`: Width of the entry widgets bounding box
* `doc.FORMSPEC.ENTRY_HEIGHT`: Height of the entry widgets bounding box
Finally, to avoid naming collisions, you must make sure that all identifiers
of your own formspec elements do *not* begin with “`doc_`”.
##### Receiving formspec events
You can even use the formspec elements you have added with `build_formspec` to
receive formspec events, just like with any other formspec. For receiving, use
the standard function `minetest.register_on_player_receive_fields` to register
your event handling. The `formname` parameter will be `doc:entry`. Use
`doc.get_selection` to get the category ID and entry ID of the entry in question.
### `doc.add_entry(category_id, entry_id, def)`
Adds a new entry into an existing category. You have to define the category
to which to insert the entry, the entry's identifier, a name and some
data which defines the entry. Note you do not directly define here how the
end result of an entry looks like, this is done by `build_formspec` from
the category definition.
**Important**: You must call this function *before* any player joins.
#### Parameters
* `category_id`: Identifier of the category to add the entry into
* `entry_id`: Unique identifier of the new entry, as a string
* `def`: Definition table, it has the following fields:
* `name`: Entry name to be shown in the interface
* `hidden`: (optional) If `true`, entry will not be displayed in entry list
initially (default: `false`); it can be revealed later
* `data`: Arbitrary data attached to the entry. Any data type is allowed;
The data in this field will be used to create the actual formspec
with `build_formspec` from the category definition
### `doc.set_category_order(category_list)`
Sets the order of categories in the category list.
The help starts with this default order:
{"basics", "nodes", "tools", "craftitems", "advanced"}
This function can be called at any time, but it recommended to only call
this function once for the entire server session and to only call it
from game mods, to avoid contradictions. If this function is called a
second time by any mod, a warning is written into the log.
#### Parameters
* `category_list`: List of category IDs in the order they should appear
in the category list. All unspecified categories will be appended to
the end
### `doc.show_doc(playername)`
Opens the main help formspec for the player (“Category list” tab).
#### Parameters
* `playername`: Name of the player to show the formspec to
### `doc.show_category(playername, category_id)`
Opens the help formspec for the player at the specified category
(“Entry list” tab).
#### Parameters
* `playername`: Name of the player to show the formspec to
* `category_id`: Category identifier of the selected category
### `doc.show_entry(playername, category_id, entry_id, ignore_hidden)`
Opens the help formspec for the player showing the specified entry
of a category (“Entry” tab). If the entry is hidden, an error message
is displayed unless `ignore_hidden==true`.
#### Parameters
* `playername`: Name of the player to show the formspec to
* `category_id`: Category identifier of the selected category
* `entry_id`: Entry identifier of the entry to show
* `ignore_hidden`: (optional) If `true`, shows entry even if it is still hidden
to the player; this will automatically reveal the entry to this player for the
rest of the game
### `doc.get_category_definition(category_id)`
Returns the definition of the specified category.
#### Parameters
* `category_id`: Category identifier of the category to the the definition
for
#### Return value
The category's definition table as specified in the `def` argument of
`doc.add_category`. The table fields are the same.
### `doc.get_entry_definition(category_id, entry_id)`
Returns the definition of the specified entry.
#### Parameters
* `category_id`: Category identifier of entry's category
* `entry_id`: Entry identifier of the entry to get the definition for
#### Return value
The entry's definition table as specified in the `def` argument of
`doc.add_entry`. The table fields are the same.
### `doc.entry_exists(category_id, entry_id)`
Checks whether the specified entry exists and returns `true` or `false`.
Entry aliases are taken into account.
#### Parameters
* `category_id`: Category identifier of the category to check
* `entry_id`: Entry identifier of the entry to check for its existence
#### Return value
Returns `true` if and only if:
* The specified category exists
* It contains the specified entry
Otherwise, returns `false`.
### `doc.entry_viewed(playername, category_id, entry_id)`
Tells whether the specified entry is marked as “viewed” (or read) by
the player.
#### Parameters
* `playername`: Name of the player to check
* `category_id`: Category identifier of the category to check
* `entry_id`: Entry identifier of the entry to check
#### Return value
`true`, if entry is viewed, `false` otherwise.
### `doc.entry_revealed(playername, category_id, entry_id)`
Tells whether the specified entry is marked as “revealed” to the player
and thus visible and accessible to the player.
#### Parameters
* `playername`: Name of the player to check
* `category_id`: Category identifier of the category to check
* `entry_id`: Entry identifier of the entry to check
#### Return value
`true`, if entry is revealed, `false` otherwise.
### `doc.mark_entry_as_viewed(playername, category_id, entry_id)`
Marks a particular entry as “viewed” (or read) by a player. This will
also automatically reveal the entry to the player for the rest of
the game.
#### Parameters
* `playername`: Name of the player for whom to mark an entry as “viewed”
* `category_id`: Category identifier of the category of the entry to mark
* `entry_id`: Entry identifier of the entry to mark
### `doc.mark_entry_as_revealed(playername, category_id, entry_id)`
Marks a particular entry as “revealed” to a player. If the entry is
declared as hidden, it will become visible in the list of entries for
this player and will always be accessible with `doc.show_entry`. This
change remains for the rest of the game.
For entries which are not normally hidden, this function has no direct
effect.
#### Parameters
* `playername`: Name of the player for whom to reveal the entry
* `category_id`: Category identifier of the category of the entry to reveal
* `entry_id`: Entry identifier of the entry to reveal
### `doc.mark_all_entries_as_revealed(playername)`
Marks all entries as “revealed” to a player. This change remains for the
rest of the game.
#### Parameters
* `playername`: Name of the player for whom to reveal the entries
### `doc.add_entry_alias(category_id_orig, entry_id_orig, category_id_alias, entry_id_alias)`
Adds a single alias for an entry. If an entry has an alias, supplying the
alias to a function which demand `category_id` and `entry_id` will work as expected.
When using this function, you must make sure the category already exists.
This function could be useful for legacy support after changing an entry ID or
moving an entry to a different category.
#### Parameters
* `category_id_orig`: Category identifier of the category of the entry in question
* `entry_id_orig`: The original (!) entry identifier of the entry to create an alias
for
* `category_id_alias`: The category ID of the alias
* `entry_id_alias`: The entry ID of the alias
#### Example
doc.add_entry_alias("nodes", "test", "craftitems", "test2")
When calling a function with category ID “craftitems” and entry ID “test2”, it will
act as if you supplied “nodes” as category ID and “test” as entry ID.
### `doc.get_category_count()`
Returns the number of registered categories.
#### Return value
Number of registered categories.
### `doc.get_entry_count(category_id)`
Returns the number of entries in a category.
#### Parameters
* `category_id`: Category identifier of the category in which to count entries
#### Return value
Number of entries in the specified category.
### `doc.get_viewed_count(playername, category_id)`
Returns how many entries have been viewed by a player.
#### Parameters
* `playername`: Name of the player to count the viewed entries for
* `category_id`: Category identifier of the category in which to count the
viewed entries
#### Return value
Amount of entries the player has viewed in the specified category. If the
player does not exist, this function returns `nil`.
### `doc.get_revealed_count(playername, category_id)`
Returns how many entries the player has access to (non-hidden entries)
in this category.
#### Parameters
* `playername`: Name of the player to count the revealed entries for
* `category_id`: Category identifier of the category in which to count the
revealed entries
#### Return value
Amount of entries the player has access to in the specified category. If the
player does not exist, this function returns `nil`.
### `doc.get_hidden_count(playername, category_id)`
Returns how many entries are hidden from the player in this category.
#### Parameters
* `playername`: Name of the player to count the hidden entries for
* `category_id`: Category identifier of the category in which to count the
hidden entries
#### Return value
Amount of entries hidden from the player. If the player does not exist,
this function returns `nil`.
### `doc.get_selection(playername)`
Returns the currently or last viewed entry and/or category of a player.
#### Parameter
* `playername`: Name of the player to query
#### Return value
It returns up to 2 values. The first one is the category ID, the second one
is the entry ID of the entry/category which the player is currently viewing
or is the last entry the player viewed in this session. If the player only
viewed a category so far, the second value is `nil`. If the player has not
viewed a category as well, both returned values are `nil`.
### `doc.widgets.text(data, x, y, width, height)`
This is a convenience function for creating a special formspec widget. It creates
a widget in which you can insert scrollable multi-line text.
#### Parameters
* `data`: Text to be written inside the widget
* `x`: Formspec X coordinate (optional)
* `y`: Formspec Y coordinate (optional)
* `width`: Width of the widget in formspec units (optional)
* `height`: Height of the widget in formspec units (optional)
The default values for the optional parameters result in a widget which fills
nearly the entire entry page.
#### Return value
Two values are returned, in this order:
* string: Contains a complete formspec definition building the widget
* string: Formspec element ID of the created widget
#### Note
If you use this function to build a formspec string, do not use identifiers
beginning with `doc_widget_text` to avoid naming collisions, as this function
makes use of such identifiers internally.
### `doc.widgets.gallery(imagedata, playername, x, y, aspect_ratio, width, rows, align_left, align_top)`
This function creates an image gallery which allows you to display an
arbitrary amount of images aligned horizontally. It is possible to add more
images than the space of an entry would normally held, this is done by adding
“scroll” buttons to the left and right which allows the user to see more images
of the gallery.
This function is useful for adding multiple illustration to your entry without
worrying about space too much. Adding illustrations can help you to create
entry templates which aren't just lengthy walls of text. ;-)
You can define the position, image aspect ratio, total gallery width and the
number of images displayed at once. You can *not* directly define the image
size, nor the resulting height of the overall gallery, those values will
be derived from the parameters.
You can only really use this function efficiently inside a *custom*
`build_formspec` function definition. This is because you need to pass a
`playername`. You can currently also only add up to one gallery per entry;
adding more galleries is not supported and will lead to bugs.
### Parameters
* `imagedata`: List of images to be displayed in the specified order. All images must
have the same aspect ratio. It's a table of tables with this format:
* `imagetype`: Type of image to be used (optional):
* `"image"`: Texture file (default)
* `"item"`: Item image, specified as itemstring
* `image`: What to display. Depending on `imagetype`, a texture file or itemstring
* `playername`: Name of the player who is viewing the entry in question
* `x`: Formspec X coordinate of the top left corner (optional)
* `y`: Formspec Y coordinate of the top left corner (optional)
* `aspect_ratio`: Aspect ratio of all the images (width/height)
* `width`: Total gallery width in formspec units (optional)
* `rows`: Number of images which can be seen at once (optional)
* `align_left`: If `false`, gallery is aligned to the left instead of the right (optional)
* `align_right`: If `false`, gallery is aligned to the bottom instead of the top (optional)
The default values for the optional parameters result in a gallery with
3 rows which is placed at the top left corner and spans the width of the
entry and assumes an aspect ratio of two thirds.
If the number of images is greater than `rows`, “scroll” buttons will appear
at the left and right side of the images.
#### Return values
Two values are returned, in this order:
* string: Contains a complete formspec definition building the gallery
* number: The height the gallery occupies in the formspec
## Extending this mod (naming conventions)
If you want to extend this mod with your own functionality, it is recommended
that you put all API functions into `doc.sub.<name>`.
As a naming convention, if you mod *primarily* depends on `doc`, it is recommended
to use a short mod name which starts with “`doc_`”, like `doc_items`,
`doc_minetest_game`, or `doc_identifier`.
One mod which uses this convention is `doc_items` which uses the `doc.sub.items`
table.

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# Documentation System [`doc`]
This mod provides a simple and highly extensible form in which the user
can access help pages about various things and the modder can add those pages.
The mod itself does not provide any help texts, just the framework.
It is the heart of the Help modpack, on which the other Help mods depend.
Current version: 1.2.1
## For players
### Accessing the help
To open the help, there are multiple ways:
- Use the `/helpform` chat command. This works always.
- If you use one of these mods, there's a help button in the inventory menu:
- Unified Inventory [`unified_inventory`]
- Simple Fast Inventory Buttons [`sfinv_buttons`]
- Inventory++ [`inventory_plus`]
The help itself should be more or less self-explanatory.
This mod is useless on its own, you will only need this mod as a dependency
for mods which actually add some help entries.
### Hidden entries
Some entries are initially hidden from you. You can't see them until you
unlocked them. Mods can decide for themselves how particular entries are
revealed. Normally you just have to proceed in the game to unlock more
entries. Hidden entries exist to avoid spoilers and give players a small
sense of progress.
Players with the `help_reveal` privilege can use the `/help_reveal` chat
command to reveal all hidden entries instantly.
### Maintenance
The information of which player has viewed and revealed which entries is
stored in the world directory in the file `doc.mt`. You can safely reset
the viewed/revealed state of all players by deleting this file. Players
then need to start over revealing all entries.
## For modders and game authors
This mod helps you in creating extensive and flexible help entries for your
mods or game. You can write about basically anything in the presentation
you prefer.
To get started, read `API.md` in the directory of this mod.
Note: If you want to add help texts for items and nodes, refer to the API
documentation of `doc_items`, instead of manually adding entries.
For custom entities, you may also want to add support for `doc_identifier`.
## License of everything
MIT License

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# textdomain:doc
<=<
>=>
Access to the requested entry has been denied; this entry is secret. You may unlock access by progressing in the game. Figure out on your own how to unlock this entry.=Der Zugriff auf den angeforderten Eintrag wurde verweigert; dieser Eintrag ist geheim. Sie können durch weiteren Spielfortschritt den Zugriff freischalten. Finden Sie selbst heraus, wie Sie diesen Eintrag freischalten können.
All entries read.=Alle Einträge gelesen.
All help entries revealed!=Alle Hilfseinträge aufgedeckt!
All help entries are already revealed.=Alle Hilfseinträge sind schon aufgedeckt.
Allows you to reveal all hidden help entries with /help_reveal=Ermöglicht es Ihnen, alle verborgenen Hilfseinträge mit /help_reveal freizuschalten
Category list=Kategorienliste
Currently all entries in this category are hidden from you.=Momentan sind alle Einträge in dieser Kategorie vor Ihnen verborgen.
Unlock new entries by progressing in the game.=Schalten Sie neue Einträge frei, indem Sie im Spiel fortschreiten.
Help=Hilfe
Entry=Eintrag
Entry list=Eintragsliste
Error: Access denied.=Fehler: Zugriff verweigert.
Error: No help available.=Fehler: Keine Hilfe verfügbar.
Go to category list=Zur Kategorienliste
Go to entry list=Zur Eintragsliste
Help > (No Category)=Hilfe > (Keine Kategorie)
Help > @1=Hilfe > @1
Help > @1 > @2=Hilfe > @1 > @2
Help > @1 > (No Entry)=Hilfe > @1 > (Kein Eintrag)
Hidden entries: @1=Verborgene Einträge: @1
New entries: @1=Neue Einträge: @1
New help entry unlocked: @1 > @2=Neuen Hilfseintrag freigeschaltet: @1 > @2
No categories have been registered, but they are required to provide help.=Es wurden keine Kategorien registriert, aber sie werden benötigt, um die Hilfe anbieten zu können.
The Documentation System [doc] does not come with help contents on its own, it needs additional mods to add help content. Please make sure such mods are enabled on for this world, and try again.=Das Dokumentationssystem [doc] bringt von sich aus keine eigenen Hilfsinhalte mit, es benötigt zusätzliche Mods, um sie hinzuzufügen. Bitte stellen Sie sicher, dass solche Mods für diese Welt aktiviert sind und versuchen Sie es erneut.
Number of entries: @1=Anzahl der Einträge: @1
OK=OK
Open a window providing help entries about Minetest and more=Ein Fenster mit Hilfseinträgen über Minetest und mehr öffnen
Please select a category you wish to learn more about:=Bitte wählen Sie eine Kategorie, über die Sie mehr erfahren möchten, aus:
Recommended mods: doc_basics, doc_items, doc_identifier, doc_encyclopedia.=Empfohlene Mods: doc_basics, doc_items, doc_identifier, doc_encyclopedia.
Reveal all hidden help entries to you=Alle für Sie verborgenen Hilfseinträge freischalten
Show entry=Eintrag zeigen
Show category=Kategorie zeigen
Show next entry=Nächsten Eintrag zeigen
Show previous entry=Vorherigen Eintrag zeigen
This category does not have any entries.=Diese Kategorie hat keine Einträge.
This category has the following entries:=Diese Kategorie hat die folgenden Einträge:
This category is empty.=Diese Kategorie ist leer.
This is the help.=Dies ist die Hilfe.
You haven't chosen a category yet. Please choose one in the category list first.=Sie haben noch keine Kategorie gewählt, Bitte wählen Sie zuerst eine aus.
You haven't chosen an entry yet. Please choose one in the entry list first.=Sie haben noch keinen Eintrag gewählt. Bitte wählen Sie zuerst einen aus.
Nameless entry (@1)=Namenloser Eintrag (@1)
Collection of help texts=Sammlung von Hilfstexten
Notify me when new help is available=Benachrichtigen, wenn neue Hilfe verfügbar ist
Play notification sound when new help is available=Toneffekt abspielen, wenn neue Hilfe verfügbar ist
Show previous image=Vorheriges Bild zeigen
Show previous gallery page=Vorherige Galerieseite zeigen
Show next image=Nächstes Bild zeigen
Show next gallery page=Nächste Galerieseite zeigen

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# textdomain:doc
<=
>=
Access to the requested entry has been denied; this entry is secret. You may unlock access by progressing in the game. Figure out on your own how to unlock this entry.=O acesso à entrada solicitada foi negado; essa entrada é secreta. Você pode desbloquear o acesso progredindo no jogo. Descobrir por conta própria como desbloquear essa entrada.
All entries read.=Todas as entradas lidas.
All help entries revealed!=Todas as entradas de ajuda reveladas!
All help entries are already revealed.=Todas as entradas de ajuda já foram reveladas.
Allows you to reveal all hidden help entries with /help_reveal=Permite revelar todas as entradas de ajuda ocultas com /help_reveal
Category list=Lista de Categorias
Currently all entries in this category are hidden from you.\\nUnlock new entries by progressing in the game.=Atualmente, todas as entradas nessa categoria estão ocultas a você.\\nDesbloqueie novas entradas progredindo no jogo.
Help=Ajuda
Entry=Entrada
Entry list=Lista de Entradas
Error: Access denied.=Erro: Acesso negado.
Error: No help available.=Erro: Nenhuma ajuda disponível.
Go to category list=Ver categorias
Go to entry list=Ir para a lista de entradas
Help > @1=Ajuda > @1
Help > @1 > @2=Ajuda > @1 > @2
Help > @1 > (No Entry)=Ajuda > @1 > (Nenhuma Entrada)
Help > (No Category)=Ajuda > (Nenhuma Categoria)
Hidden entries: @1=Entradas ocultas: @1
Nameless entry (@1)=Entrada sem nome (@1)
New entries: @1=Novas entradas: (@1)
New help entry unlocked: @1 > @2=Nova entrada de ajuda desbloqueada: @1 > @2
No categories have been registered, but they are required to provide help.\nThe Documentation System [doc] does not come with help contents on its own, it needs additional mods to add help content. Please make sure such mods are enabled on for this world, and try again.=Nenhuma categoria foi registrada, mas é necessário fornecer ajuda.\nO Sistema de Documentação [doc] não vem com o conteúdo de ajuda, ele precisa de mods adicionais para adicionar conteúdo de ajuda. Por favor, certifique-se de que os mods estão habilitados para este mundo e tente novamente.
Number of entries: @1=Número de entradas: @1
OK=OK
Open a window providing help entries about Minetest and more=Abra uma janela fornecendo entradas de ajuda sobre o Minetest e mais
Please select a category you wish to learn more about:=Por favor, selecione uma categoria sobre a qual você deseja saber mais:
Recommended mods: doc_basics, doc_items, doc_identifier, doc_encyclopedia.=Mods recomendados: doc_basics, doc_items, doc_identifier, doc_encyclopedia.
Reveal all hidden help entries to you=Revela todas as entradas de ajuda ocultas para você
Show entry=Ver entrada
Show category=Ver categoria
Show next entry=Ver próxima entrada
Show previous entry=Ver entrada anterior
This category does not have any entries.=Essa categoria não possui entradas.
This category has the following entries:=Essa categoria tem as seguintes entradas:
This category is empty.=Essa categoria está vazia.
This is the help.=Essa é a ajuda.
You haven't chosen a category yet. Please choose one in the category list first.=Você ainda não escolheu uma categoria. Por favor, escolha uma na lista de categorias primeiro.
You haven't chosen an entry yet. Please choose one in the entry list first.=Você ainda não escolheu uma entrada. Por favor, escolha uma na lista de entrada primeiro.
Collection of help texts=Coleção de textos de ajuda

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# textdomain:doc
<=
>=
Access to the requested entry has been denied; this entry is secret. You may unlock access by progressing in the game. Figure out on your own how to unlock this entry.=O acesso à entrada solicitada foi negado; essa entrada é secreta. Você pode desbloquear o acesso progredindo no jogo. Descobrir por conta própria como desbloquear essa entrada.
All entries read.=Todas as entradas lidas.
All help entries revealed!=Todas as entradas de ajuda reveladas!
All help entries are already revealed.=Todas as entradas de ajuda já foram reveladas.
Allows you to reveal all hidden help entries with /help_reveal=Permite revelar todas as entradas de ajuda ocultas com /help_reveal
Category list=Lista de Categorias
Currently all entries in this category are hidden from you.\\nUnlock new entries by progressing in the game.=Atualmente, todas as entradas nessa categoria estão ocultas a você.\\nDesbloqueie novas entradas progredindo no jogo.
Help=Ajuda
Entry=Entrada
Entry list=Lista de Entradas
Error: Access denied.=Erro: Acesso negado.
Error: No help available.=Erro: Nenhuma ajuda disponível.
Go to category list=Ver categorias
Go to entry list=Ir para a lista de entradas
Help > @1=Ajuda > @1
Help > @1 > @2=Ajuda > @1 > @2
Help > @1 > (No Entry)=Ajuda > @1 > (Nenhuma Entrada)
Help > (No Category)=Ajuda > (Nenhuma Categoria)
Hidden entries: @1=Entradas ocultas: @1
Nameless entry (@1)=Entrada sem nome (@1)
New entries: @1=Novas entradas: (@1)
New help entry unlocked: @1 > @2=Nova entrada de ajuda desbloqueada: @1 > @2
No categories have been registered, but they are required to provide help.\nThe Documentation System [doc] does not come with help contents on its own, it needs additional mods to add help content. Please make sure such mods are enabled on for this world, and try again.=Nenhuma categoria foi registrada, mas é necessário fornecer ajuda.\nO Sistema de Documentação [doc] não vem com o conteúdo de ajuda, ele precisa de mods adicionais para adicionar conteúdo de ajuda. Por favor, certifique-se de que os mods estão habilitados para este mundo e tente novamente.
Number of entries: @1=Número de entradas: @1
OK=OK
Open a window providing help entries about Minetest and more=Abra uma janela fornecendo entradas de ajuda sobre o Minetest e mais
Please select a category you wish to learn more about:=Por favor, selecione uma categoria sobre a qual você deseja saber mais:
Recommended mods: doc_basics, doc_items, doc_identifier, doc_encyclopedia.=Mods recomendados: doc_basics, doc_items, doc_identifier, doc_encyclopedia.
Reveal all hidden help entries to you=Revela todas as entradas de ajuda ocultas para você
Show entry=Ver entrada
Show category=Ver categoria
Show next entry=Ver próxima entrada
Show previous entry=Ver entrada anterior
This category does not have any entries.=Essa categoria não possui entradas.
This category has the following entries:=Essa categoria tem as seguintes entradas:
This category is empty.=Essa categoria está vazia.
This is the help.=Essa é a ajuda.
You haven't chosen a category yet. Please choose one in the category list first.=Você ainda não escolheu uma categoria. Por favor, escolha uma na lista de categorias primeiro.
You haven't chosen an entry yet. Please choose one in the entry list first.=Você ainda não escolheu uma entrada. Por favor, escolha uma na lista de entrada primeiro.
Collection of help texts=Coleção de textos de ajuda

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# textdomain:doc
<=
>=
Access to the requested entry has been denied; this entry is secret. You may unlock access by progressing in the game. Figure out on your own how to unlock this entry.=
All entries read.=
All help entries revealed!=
All help entries are already revealed.=
Allows you to reveal all hidden help entries with /help_reveal=
Category list=
Currently all entries in this category are hidden from you.
Unlock new entries by progressing in the game.=
Help=
Entry=
Entry list=
Error: Access denied.=
Error: No help available.=
Go to category list=
Go to entry list=
Help > @1=
Help > @1 > @2=
Help > @1 > (No Entry)=
Help > (No Category)=
Hidden entries: @1=
Nameless entry (@1)=
New entries: @1=
New help entry unlocked: @1 > @2=
No categories have been registered, but they are required to provide help.=
The Documentation System [doc] does not come with help contents on its own, it needs additional mods to add help content. Please make sure such mods are enabled on for this world, and try again.=
Number of entries: @1=
OK=
Open a window providing help entries about Minetest and more=
Please select a category you wish to learn more about:=
Recommended mods: doc_basics, doc_items, doc_identifier, doc_encyclopedia.=
Reveal all hidden help entries to you=
Show entry=
Show category=
Show next entry=
Show previous entry=
This category does not have any entries.=
This category has the following entries:=
This category is empty.=
This is the help.=
You haven't chosen a category yet. Please choose one in the category list first.=
You haven't chosen an entry yet. Please choose one in the entry list first.=
Collection of help texts=
Notify me when new help is available=
Play notification sound when new help is available=
Show previous image=
Show previous gallery page=
Show next image=
Show next gallery page=

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name = doc
optional_depends = unified_inventory, sfinv_buttons, central_message, inventory_plus
description = A simple in-game documentation system which enables mods to add help entries based on templates.

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This program 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 program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.

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# Hyperloop v2
**A new evolution in the voxel word:**
## Minetest goes Hyperloop!
Hyperloop is passenger transportation system for travelling through evacuated tubes my means of passenger pods.
It is the fast and modern way of travelling.
* Hyperloop allows travelling from point to point in seconds (900 km/h) :-)
* The tubes system with all stations and pods have to be build by players
* It can be used even on small servers without lagging
* No configuration or programming of the tube network is necessary (only the station names have to be entered)
**![See Wiki Page for more info](https://github.com/joe7575/Minetest-Hyperloop/wiki)**
![screenshot](https://github.com/joe7575/Minetest-Hyperloop/blob/master/screenshot.png)
The mod includes many different kind of blocks:
- Hyperloop Stations Block to automatically build the pod/car
- Hyperloop Booking Machine for the station to select the destination
- Hyperloop Tube to connect two stations
- Hyperloop Junction Block to connect up to 6 tubes for complex network structures
- Hyperloop Stations Signs
- Hyperloop Promo Poster for station advertisement
- Hyperloop Elevator to reach other levels
- Hyperloop Elevator Shaft to connect two elevator cars
- Hyperloop Station Book with all available stations (for builders/engineers)
- Hyperloop Tube Crowbar to crack/repair tube lines (for admins)
- Hyperloop WiFi Tubes for very large distances (optional)
- chat command to repair WorldEdit placed tubes
..and more.
Browse on: ![GitHub](https://github.com/joe7575/Minetest-Hyperloop)
Download: ![GitHub](https://github.com/joe7575/Minetest-Hyperloop/archive/master.zip)
## Migration from v1 to v2
The logic behind the tubes/shafts has changed. Hyperloop now uses tubelib2 as tube library.
That means, available worlds have to be migrated for the new tubes. This is done automatically but
has some risks. Therefore:
**I recommend to backup your world or test the migration from v1 to v2 on a copy of your world!!!**
## What is new in v2
- some textures changed
- the Elevator Shafts can now be used as ladder/climbing shafts
- the Crowbar is public available, but cracking a tube line need 'hyperloop' privs
- the Station Book is improved and simplified to find stations, junctions, and open tube ends
- a Waypoint plate is added to mark and easier find the tube destination
- Elevator shafts can be build in all directions (optional)
- WiFi Tubes can be crafted and placed by players (optional)
- intllib support added (German translation available)
## Introduction
**![See Wiki Page for more info](https://github.com/joe7575/Minetest-Hyperloop/wiki)**
## Configuration
The following can be changed in the minetest menu (Settings -> Advanced Settings -> Mods -> hyperloop) or directly in 'minetest.conf'
* "WiFi block enabled" - To enable the usage of WiFi blocks
* "WiFi block crafting enabled" - To enable the crafting of WiFi blocks
* "free tube placement enabled" - If enabled Hyperloop Tubes and Elevator Shafts can be build in all directions.
When this option is disabled, Hyperloop tubes can only be built in the horizontal direction and elevator shafts in the vertical direction.
Example for 'minetest.conf':
```LUA
hyperloop_wifi_enabled = true
hyperloop_wifi_crafting_enabled = false
hyperloop_free_tube_placement_enabled = true
```
## Dependencies
tubelib2 (![GitHub](https://github.com/joe7575/tubelib2))
default
intllib
optional: worldedit, techage
# License
Copyright (C) 2017,2020 Joachim Stolberg
Code: Licensed under the GNU LGPL version 2.1 or later. See LICENSE.txt and http://www.gnu.org/licenses/lgpl-2.1.txt
Textures: CC0
Display: Derived from the work of kaeza, sofar and others (digilines) LGPLv2.1+

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--[[
Hyperloop Mod
=============
Copyright (C) 2017-2019 Joachim Stolberg
LGPLv2.1+
See LICENSE.txt for more information
Station reservation/blocking and trip booking
]]--
-- for lazy programmers
local SP = function(pos) if pos then return minetest.pos_to_string(pos) end end
local P = minetest.string_to_pos
local M = minetest.get_meta
local S = hyperloop.S
local NS = hyperloop.NS
local tBlockingTime = {}
local tBookings = {} -- open bookings: tBookings[SP(departure_pos)] = arrival_pos
local Stations = hyperloop.Stations
-- Reserve departure and arrival stations for some time
function hyperloop.reserve(departure_pos, arrival_pos, player)
if Stations:get(departure_pos) == nil then
hyperloop.chat(player, S("Station data is corrupted. Please rebuild the station!"))
return false
elseif Stations:get(arrival_pos) == nil then
hyperloop.chat(player, S("Station data is corrupted. Please rebuild the station!"))
return false
end
if (tBlockingTime[SP(departure_pos)] or 0) > minetest.get_gametime() then
hyperloop.chat(player, S("Station is still blocked. Please try again in a few seconds!"))
return false
elseif (tBlockingTime[SP(arrival_pos)] or 0) > minetest.get_gametime() then
hyperloop.chat(player, S("Station is still blocked. Please try again in a few seconds!"))
return false
end
-- place a reservation for 20 seconds to start the trip
tBlockingTime[SP(departure_pos)] = minetest.get_gametime() + 20
tBlockingTime[SP(arrival_pos)] = minetest.get_gametime() + 20
return true
end
-- block the already reserved stations
function hyperloop.block(departure_pos, arrival_pos, seconds)
if Stations:get(departure_pos) == nil then
return false
elseif Stations:get(arrival_pos) == nil then
return false
end
tBlockingTime[SP(departure_pos)] = minetest.get_gametime() + seconds
tBlockingTime[SP(arrival_pos)] = minetest.get_gametime() + seconds
return true
end
-- check if station is blocked
function hyperloop.is_blocked(pos)
if not pos then return false end
if Stations:get(pos) == nil then
return false
end
return (tBlockingTime[SP(pos)] or 0) > minetest.get_gametime()
end
function hyperloop.set_arrival(departure_pos, arrival_pos)
tBookings[SP(departure_pos)] = arrival_pos
end
function hyperloop.get_arrival(departure_pos)
-- Return and delete the arrival pos
local arrival_pos = tBookings[SP(departure_pos)]
tBookings[SP(departure_pos)] = nil
return arrival_pos
end

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--[[
Hyperloop Mod
=============
Copyright (C) 2017-2019 Joachim Stolberg
LGPLv2.1+
See LICENSE.txt for more information
Booking/ticket machine
]]--
-- for lazy programmers
local SP = function(pos) if pos then return minetest.pos_to_string(pos) end end
local P = minetest.string_to_pos
local M = minetest.get_meta
-- Load support for intllib.
local S = hyperloop.S
local NS = hyperloop.NS
-- Used to store the Station list for each booking machine:
-- tStationList[SP(pos)] = {pos1, pos2, ...}
local tStationList = {}
local Stations = hyperloop.Stations
-- Form spec for the station list
local function generate_string(sortedList)
local tRes = {"size[12,8]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
"item_image[0,0;1,1;hyperloop:booking]"..
"label[4,0; "..S("Select your destination").."]"}
tRes[2] = "tablecolumns[text,width=20;text,width=6,align=right;text]"
local stations = {}
for idx,tDest in ipairs(sortedList) do
local name = tDest.name or S("<unknown>")
local distance = tDest.distance or 0
local info = tDest.booking_info or ""
stations[#stations+1] = minetest.formspec_escape(string.sub(name, 1, 28))
stations[#stations+1] = distance.."m"
stations[#stations+1] = minetest.formspec_escape(info)
end
if #stations>0 then
tRes[#tRes+1] = "table[0,1;11.8,7.2;button;"..table.concat(stations, ",").."]"
else
tRes[#tRes+1] = "button_exit[4,4;3,1;button;Update]"
end
return table.concat(tRes)
end
local function store_station_list(pos, sortedList)
local tbl = {}
for idx,item in ipairs(sortedList) do
tbl[#tbl+1] = item.pos
end
tStationList[SP(pos)] = tbl
end
local function remove_junctions(sortedList)
local tbl = {}
for idx,item in ipairs(sortedList) do
if not item.junction and item.booking_pos then
tbl[#tbl+1] = item
end
end
return tbl
end
local function station_list_as_string(pos)
-- Generate a distance sorted list of all connected stations
local sortedList = Stations:station_list(pos, pos, "dist")
-- Delete the own station from list
table.remove(sortedList, 1)
-- remove all junctions from the list
sortedList = remove_junctions(sortedList)
-- store the list for later use
store_station_list(pos, sortedList)
-- Generate the formspec string
return generate_string(sortedList)
end
local function naming_formspec(pos)
local meta = minetest.get_meta(pos)
local formspec = "size[6,4]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
"label[0,0;"..S("Please enter the station name to\nwhich this booking machine belongs.").."]" ..
"field[0.5,1.5;5,1;name;"..S("Station name")..";MyTown]" ..
"field[0.5,2.7;5,1;info;"..S("Additional station information")..";]" ..
"button_exit[2,3.6;2,1;exit;Save]"
meta:set_string("formspec", formspec)
meta:set_int("change_counter", 0)
end
local function booking_machine_update(pos)
local meta = M(pos)
local sStationPos = meta:get_string("sStationPos")
if sStationPos ~= "" then
local station_pos = P(sStationPos)
local counter = meta:get_int("change_counter") or 0
local changed, newcounter = Stations:changed(counter)
if changed then
meta:set_string("formspec", station_list_as_string(station_pos))
meta:set_int("change_counter", newcounter)
end
if not tStationList[sStationPos] then
local sortedList = Stations:station_list(station_pos, station_pos, "dist")
-- Delete the own station from list
table.remove(sortedList, 1)
-- remove all junctions from the list
sortedList = remove_junctions(sortedList)
-- store the list for later use
store_station_list(station_pos, sortedList)
end
end
end
local function on_receive_fields(pos, formname, fields, player)
booking_machine_update(pos)
-- station name entered?
if fields.name ~= nil then
local station_name = string.trim(fields.name)
if station_name == "" then
return
end
local stationPos = Stations:get_next_station(pos)
if stationPos then
if Stations:get(stationPos).booking_pos then
hyperloop.chat(player, S("Station has already a booking machine!"))
return
end
-- store meta and generate station formspec
Stations:update(stationPos, {
name = station_name,
booking_pos = pos,
booking_info = string.trim(fields.info),
})
local meta = M(pos)
meta:set_string("sStationPos", SP(stationPos))
meta:set_string("infotext", "Station: "..station_name)
meta:set_string("formspec", station_list_as_string(stationPos))
else
hyperloop.chat(player, S("Invalid station name!"))
end
elseif fields.button ~= nil then -- destination selected?
local te = minetest.explode_table_event(fields.button)
local idx = tonumber(te.row)
if idx and te.type=="CHG" then
local tStation, src_pos = hyperloop.get_base_station(pos)
local dest_pos = tStationList[SP(src_pos)] and tStationList[SP(src_pos)][idx]
if dest_pos and tStation then
-- place booking if not already blocked
if hyperloop.reserve(src_pos, dest_pos, player) then
hyperloop.set_arrival(src_pos, dest_pos)
-- open the pod door
hyperloop.open_pod_door(tStation)
end
else
-- data is corrupt, try an update
M(pos):set_int("change_counter", 0)
end
minetest.close_formspec(player:get_player_name(), formname)
end
end
end
local function on_destruct(pos)
local sStationPos = M(pos):get_string("sStationPos")
if sStationPos ~= "" then
Stations:update(P(sStationPos), {
booking_pos = "nil",
booking_info = "nil",
name = "Station",
})
end
end
-- wap from wall to ground
local function swap_node(pos, placer)
pos.y = pos.y - 1
if minetest.get_node_or_nil(pos).name ~= "air" then
local node = minetest.get_node(pos)
node.name = "hyperloop:booking_ground"
node.param2 = hyperloop.get_facedir(placer)
pos.y = pos.y + 1
minetest.swap_node(pos, node)
else
pos.y = pos.y + 1
end
end
-- wall mounted booking machine
minetest.register_node("hyperloop:booking", {
description = S("Hyperloop Booking Machine"),
tiles = {
-- up, down, right, left, back, front
"hyperloop_booking.png",
"hyperloop_booking.png",
"hyperloop_booking.png",
"hyperloop_booking.png",
"hyperloop_booking.png",
"hyperloop_booking_front.png",
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{ -8/16, -8/16, 2/16, 8/16, 8/16, 8/16},
},
},
after_place_node = function(pos, placer, itemstack, pointed_thing)
naming_formspec(pos)
swap_node(pos, placer)
end,
on_rotate = screwdriver.disallow,
on_receive_fields = on_receive_fields,
on_destruct = on_destruct,
paramtype = 'light',
light_source = 2,
paramtype2 = "facedir",
groups = {cracky=2},
is_ground_content = false,
})
-- ground mounted booking machine
minetest.register_node("hyperloop:booking_ground", {
description = S("Hyperloop Booking Machine"),
tiles = {
-- up, down, right, left, back, front
"hyperloop_booking.png",
"hyperloop_booking.png",
"hyperloop_booking.png",
"hyperloop_booking.png",
"hyperloop_booking.png",
"hyperloop_booking_front.png",
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{ -8/16, -8/16, -3/16, 8/16, 8/16, 3/16},
},
},
after_place_node = function(pos, placer, itemstack, pointed_thing)
naming_formspec(pos)
end,
on_receive_fields = on_receive_fields,
on_destruct = on_destruct,
on_rotate = screwdriver.disallow,
drop = "hyperloop:booking",
light_source = 2,
paramtype = 'light',
paramtype2 = "facedir",
groups = {cracky=2, not_in_creative_inventory=1},
is_ground_content = false,
})
minetest.register_lbm({
label = "[Hyperloop] Booking machine update",
name = "hyperloop:update",
nodenames = {"hyperloop:booking", "hyperloop:booking_ground"},
run_at_every_load = true,
action = booking_machine_update
})

270
hyperloop/characters.data Normal file
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A
_a_
7
B
_b_
5
C
_c_
6
D
_d_
6
E
_e_
5
F
_f_
5
G
_g_
6
H
_h_
6
I
_i_
1
J
_j_
4
K
_k_
5
L
_l_
4
M
_m_
7
N
_n_
6
O
_o_
6
P
_p_
5
Q
_q_
7
R
_r_
5
S
_s_
5
T
_t_
5
U
_u_
6
V
_v_
7
W
_w_
9
X
_x_
5
Y
_y_
7
Z
_z_
5
a
_a
5
b
_b
5
c
_c
4
d
_d
5
e
_e
4
f
_f
4
g
_g
5
h
_h
5
i
_i
1
j
_j
1
k
_k
4
l
_l
1
m
_m
7
n
_n
5
o
_o
5
p
_p
5
q
_q
5
r
_r
3
s
_s
4
t
_t
3
u
_u
4
v
_v
5
w
_w
7
x
_x
5
y
_y
4
z
_z
4
_sp
2
0
_0
4
1
_1
2
2
_2
4
3
_3
4
4
_4
4
5
_5
4
6
_6
4
7
_7
4
8
_8
4
9
_9
4
(
_bl
2
)
_br
2
{
_cl
3
}
_cr
3
[
_sl
2
]
_sr
2
!
_ex
1
?
_qu
4
#
_hs
5
$
_dl
4
%
_pr
5
^
_ca
3
_
_un
3
+
_ps
3
-
_mn
3
=
_eq
3
;
_sm
1
:
_co
1
,
_cm
2
"
_qo
3
/
_dv
5
~
_tl
4
<
_lt
3
>
_gt
3
\
_re
5
|
_vb
1
.
_dt
1

60
hyperloop/data_base.lua Normal file
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--[[
Hyperloop Mod
=============
Copyright (C) 2017-2019 Joachim Stolberg
LGPLv2.1+
See LICENSE.txt for more information
mod storage and data integrity
]]--
-- for lazy programmers
local S = function(pos) if pos then return minetest.pos_to_string(pos) end end
local P = minetest.string_to_pos
local M = minetest.get_meta
hyperloop.Stations = hyperloop.Network:new()
hyperloop.Elevators = hyperloop.Network:new()
-- Check all nodes on the map and delete useless data base entries
local function check_data_base()
-- used for VM get_node
local tube = tubelib2.Tube:new({})
hyperloop.Stations:filter(function(pos)
local _,node = tube:get_node(pos)
return node.name == "hyperloop:station" or node.name == "hyperloop:junction"
end)
hyperloop.Elevators:filter(function(pos)
local _,node = tube:get_node(pos)
return node.name == "hyperloop:elevator_bottom"
end)
end
local storage = minetest.get_mod_storage()
hyperloop.Stations:deserialize(storage:get_string("Stations"))
hyperloop.Elevators:deserialize(storage:get_string("Elevators"))
local function update_mod_storage()
minetest.log("action", "[Hyperloop] Store data...")
storage:set_string("Stations", hyperloop.Stations:serialize())
storage:set_string("Elevators", hyperloop.Elevators:serialize())
-- store data each hour
minetest.after(60*60, update_mod_storage)
minetest.log("action", "[Hyperloop] Data stored")
end
minetest.register_on_shutdown(function()
update_mod_storage()
end)
-- delete data base entries without corresponding nodes
minetest.after(5, check_data_base)
-- store data after one hour
minetest.after(60*60, update_mod_storage)

242
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--[[
Hyperloop Mod
=============
Copyright (C) 2017 Joachim Stolberg
LGPLv2.1+
See LICENSE.txt for more information
History:
see init.lua
]]--
-- Load support for intllib.
local S = hyperloop.S
local NS = hyperloop.NS
local tilesL = {"hyperloop_alpsL.png", "hyperloop_seaL.png", "hyperloop_agyptL.png"}
local tilesR = {"hyperloop_alpsR.png", "hyperloop_seaR.png", "hyperloop_agyptR.png"}
-- determine facedir and pos on the right hand side from the given pos
function right_hand_side(pos, placer)
local facedir = hyperloop.get_facedir(placer)
pos = hyperloop.new_pos(pos, facedir, "1R", 0)
return facedir,pos
end
for idx = 1,3 do
minetest.register_node("hyperloop:poster"..idx.."L", {
description = S("Hyperloop Promo Poster ")..idx,
tiles = {
-- up, down, right, left, back, front
"hyperloop_skin2.png",
"hyperloop_skin2.png",
"hyperloop_skin2.png",
"hyperloop_skin2.png",
"hyperloop_skin2.png",
tilesL[idx],
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{ -8/16, -8/16, -6/16, 8/16, 8/16, 8/16},
},
},
selection_box = {
type = "fixed",
fixed = { -8/16, -8/16, -6/16, 24/16, 8/16, 8/16},
},
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos)
local facedir
facedir, pos = right_hand_side(pos, placer)
meta:set_string("pos", minetest.pos_to_string(pos))
if minetest.get_node_or_nil(pos).name == "air" then
minetest.add_node(pos, {name="hyperloop:poster"..idx.."R", param2=facedir})
end
end,
on_destruct = function(pos)
local meta = minetest.get_meta(pos)
pos = minetest.string_to_pos(meta:get_string("pos"))
if pos ~= nil and minetest.get_node_or_nil(pos).name == "hyperloop:poster"..idx.."R" then
minetest.remove_node(pos)
end
end,
paramtype2 = "facedir",
light_source = 4,
is_ground_content = false,
groups = {cracky = 2, stone = 2},
})
minetest.register_node("hyperloop:poster"..idx.."R", {
description = S("Hyperloop Promo Poster ")..idx,
tiles = {
-- up, down, right, left, back, front
"hyperloop_skin2.png",
"hyperloop_skin2.png",
"hyperloop_skin2.png",
"hyperloop_skin2.png",
"hyperloop_skin2.png",
tilesR[idx],
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{ -8/16, -8/16, -6/16, 8/16, 8/16, 8/16},
},
},
paramtype2 = "facedir",
light_source = 4,
is_ground_content = false,
groups = {cracky = 2, stone = 2, not_in_creative_inventory=1},
})
end
minetest.register_node("hyperloop:sign", {
description = S("Hyperloop Station Sign"),
tiles = {
-- up, down, right, left, back, front
"hyperloop_sign_top.png",
"hyperloop_sign.png",
},
light_source = 4,
is_ground_content = false,
groups = {cracky = 2, stone = 2},
})
minetest.register_node("hyperloop:signR", {
description = S("Hyperloop Station Sign Right"),
tiles = {
-- up, down, right, left, back, front
"hyperloop_sign3.png^[transformR90]",
"hyperloop_sign3.png^[transformR90]",
"hyperloop_sign3.png",
"hyperloop_sign3.png",
"hyperloop_sign2.png^[transformFX",
"hyperloop_sign2.png",
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{ -8/16, -5/16, 6/16, 8/16, 5/16, 8/16},
},
},
after_place_node = function(pos, placer, itemstack, pointed_thing)
pos.y = pos.y - 1
if minetest.get_node_or_nil(pos).name ~= "air" then
local node = minetest.get_node(pos)
node.name = "hyperloop:signR_ground"
node.param2 = hyperloop.get_facedir(placer)
pos.y = pos.y + 1
minetest.swap_node(pos, node)
end
end,
paramtype2 = "facedir",
paramtype = 'light',
light_source = 4,
is_ground_content = false,
groups = {cracky = 2, stone = 2},
})
minetest.register_node("hyperloop:signL", {
description = S("Hyperloop Station Sign Left"),
tiles = {
-- up, down, right, left, back, front
"hyperloop_sign3.png^[transformR90]",
"hyperloop_sign3.png^[transformR90]",
"hyperloop_sign3.png",
"hyperloop_sign3.png",
"hyperloop_sign2.png",
"hyperloop_sign2.png^[transformFX",
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{ -8/16, -5/16, 6/16, 8/16, 5/16, 8/16},
},
},
after_place_node = function(pos, placer, itemstack, pointed_thing)
pos.y = pos.y - 1
if minetest.get_node_or_nil(pos).name ~= "air" then
local node = minetest.get_node(pos)
node.name = "hyperloop:signL_ground"
node.param2 = hyperloop.get_facedir(placer)
pos.y = pos.y + 1
minetest.swap_node(pos, node)
end
end,
paramtype2 = "facedir",
paramtype = 'light',
light_source = 4,
is_ground_content = false,
groups = {cracky = 2, stone = 2},
})
minetest.register_node("hyperloop:signR_ground", {
description = S("Hyperloop Station Sign Right"),
tiles = {
-- up, down, right, left, back, front
"hyperloop_sign3.png^[transformR90]",
"hyperloop_sign3.png^[transformR90]",
"hyperloop_sign3.png",
"hyperloop_sign3.png",
"hyperloop_sign2_ground.png^[transformFX",
"hyperloop_sign2_ground.png",
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{ -8/16, -8/16, -1/16, 8/16, 2/16, 1/16},
},
},
paramtype2 = "facedir",
drop = "hyperloop:signR",
paramtype = 'light',
light_source = 4,
is_ground_content = false,
groups = {cracky = 2, stone = 2, not_in_creative_inventory=1},
})
minetest.register_node("hyperloop:signL_ground", {
description = S("Hyperloop Station Sign Left"),
tiles = {
-- up, down, right, left, back, front
"hyperloop_sign3.png^[transformR90]",
"hyperloop_sign3.png^[transformR90]",
"hyperloop_sign3.png",
"hyperloop_sign3.png",
"hyperloop_sign2_ground.png",
"hyperloop_sign2_ground.png^[transformFX",
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{ -8/16, -8/16, -1/16, 8/16, 2/16, 1/16},
},
},
paramtype2 = "facedir",
drop = "hyperloop:signL",
paramtype = 'light',
light_source = 4,
is_ground_content = false,
groups = {cracky = 2, stone = 2, not_in_creative_inventory=1},
})

4
hyperloop/depends.txt Normal file
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tubelib2
default
worldedit?
techage?

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Hyperloop Mod, the fast and modern way of traveling.

201
hyperloop/door.lua Normal file
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--[[
Hyperloop Mod
=============
Copyright (C) 2017-2019 Joachim Stolberg
LGPLv2.1+
See LICENSE.txt for more information
]]--
-- for lazy programmers
local SP = function(pos) if pos then return minetest.pos_to_string(pos) end end
local P = minetest.string_to_pos
local M = minetest.get_meta
--- Load support for intllib.
local S = hyperloop.S
local NS = hyperloop.NS
-- Open the door for an emergency
local function door_on_punch(pos, node, puncher, pointed_thing)
local station = hyperloop.get_base_station(pos)
if station then
if station.name == "Station" then
hyperloop.chat(puncher, S("The Booking Machine for this station is missing!"))
elseif not hyperloop.is_blocked(station.pos) then
hyperloop.open_pod_door(station)
end
end
end
-- Open/close/animate the pod door
-- door_pos1: position of the bottom door
-- cmnd: "close", "open", or "animate"
local function door_command(door_pos1, facedir, cmnd)
-- one step up
local door_pos2 = vector.add(door_pos1, {x=0, y=1, z=0})
local node1 = minetest.get_node(door_pos1)
local node2 = minetest.get_node(door_pos2)
local meta = minetest.get_meta(door_pos1)
if cmnd == "open" then
minetest.sound_play("door", {
pos = door_pos1,
gain = 0.5,
max_hear_distance = 10,
})
node1.name = "air"
minetest.swap_node(door_pos1, node1)
node2.name = "air"
minetest.swap_node(door_pos2, node2)
elseif cmnd == "close" then
minetest.sound_play("door", {
pos = door_pos1,
gain = 0.5,
max_hear_distance = 10,
})
node1.name = "hyperloop:doorBottom"
node1.param2 = facedir
minetest.swap_node(door_pos1, node1)
node2.name = "hyperloop:doorTopPassive"
node2.param2 = facedir
minetest.swap_node(door_pos2, node2)
elseif cmnd == "animate" then
node2.name = "hyperloop:doorTopActive"
node2.param2 = facedir
minetest.swap_node(door_pos2, node2)
end
end
-- door command based on the station data table
function hyperloop.open_pod_door(tStation)
if tStation ~= nil then
local door_pos = hyperloop.new_pos(tStation.pos, tStation.facedir, "1F1L", 1)
local door_facedir = (tStation.facedir + 1) % 4
door_command(door_pos, door_facedir, "open")
end
end
-- door command based on the station data table
function hyperloop.close_pod_door(tStation)
if tStation ~= nil then
local door_pos = hyperloop.new_pos(tStation.pos, tStation.facedir, "1F1L", 1)
local door_facedir = (tStation.facedir + 1) % 4
door_command(door_pos, door_facedir, "close")
end
end
-- door command based on the station data table
function hyperloop.animate_pod_door(tStation)
if tStation ~= nil then
local door_pos = hyperloop.new_pos(tStation.pos, tStation.facedir, "1F1L", 1)
local door_facedir = (tStation.facedir + 1) % 4
door_command(door_pos, door_facedir, "animate")
end
end
minetest.register_node("hyperloop:doorTopPassive", {
description = S("Hyperloop Door Top"),
tiles = {
-- up, down, right, left, back, front
"hyperloop_skin_door.png",
"hyperloop_skin_door.png",
"hyperloop_skin_door.png",
"hyperloop_skin_door.png",
"hyperloop_door1OUT.png",
"hyperloop_door1OUT.png",
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {-8/16, -8/16, -5/16, 8/16, 8/16, 5/16},
},
on_punch = door_on_punch,
auto_place_node = function(pos, facedir, sStationPos)
M(pos):set_int("facedir", facedir)
M(pos):set_string("sStationPos", sStationPos)
end,
on_rotate = screwdriver.disallow,
paramtype = 'light',
light_source = 1,
paramtype2 = "facedir",
drop = "",
sounds = default.node_sound_metal_defaults(),
groups = {cracky=1, not_in_creative_inventory=1},
is_ground_content = false,
})
minetest.register_node("hyperloop:doorTopActive", {
description = S("Hyperloop Door Top"),
tiles = {
-- up, down, right, left, back, front
"hyperloop_skin_door.png",
"hyperloop_skin_door.png",
"hyperloop_skin_door.png",
"hyperloop_skin_door.png",
{
name = "hyperloop_door1IN.png",
animation = {
type = "vertical_frames",
aspect_w = 32,
aspect_h = 32,
length = 1.0,
},
},
"hyperloop_door1OUT.png",
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {-8/16, -8/16, -5/16, 8/16, 8/16, 5/16},
},
on_rotate = screwdriver.disallow,
paramtype2 = "facedir",
drop = "",
light_source = 2,
sounds = default.node_sound_metal_defaults(),
groups = {cracky=1, not_in_creative_inventory=1},
is_ground_content = false,
})
minetest.register_node("hyperloop:doorBottom", {
description = S("Hyperloop Door Bottom"),
tiles = {
-- up, down, right, left, back, front
"hyperloop_skin_door.png",
"hyperloop_skin_door.png",
"hyperloop_skin_door.png",
"hyperloop_skin_door.png",
"hyperloop_door2IN.png",
"hyperloop_door2OUT.png",
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {-8/16, -8/16, -5/16, 8/16, 8/16, 5/16},
},
on_punch = door_on_punch,
auto_place_node = function(pos, facedir, sStationPos)
M(pos):set_int("facedir", facedir)
M(pos):set_string("sStationPos", sStationPos)
end,
on_rotate = screwdriver.disallow,
paramtype = 'light',
light_source = 1,
paramtype2 = "facedir",
drop = "",
sounds = default.node_sound_metal_defaults(),
groups = {cracky=1, not_in_creative_inventory=1},
is_ground_content = false,
})

645
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--[[
Hyperloop Mod
=============
Copyright (C) 2017-2019 Joachim Stolberg
LGPLv2.1+
See LICENSE.txt for more information
]]--
-- for lazy programmers
local SP = function(pos) if pos then return minetest.pos_to_string(pos) end end
local P = minetest.string_to_pos
local M = minetest.get_meta
-- Load support for intllib.
local S = hyperloop.S
local NS = hyperloop.NS
-- To store elevator floors and formspecs
local Cache = {}
local kPLAYER_OVER_GROUND = 0.5
-------------------------------------------------------------------------------
-- Elevator Shaft
-------------------------------------------------------------------------------
-- Down, Up
local dirs_to_check = {5,6} -- vertical only
if hyperloop.free_tube_placement_enabled then
dirs_to_check = {1,2,3,4,5,6} -- all directions
end
local Shaft = tubelib2.Tube:new({
dirs_to_check = dirs_to_check,
max_tube_length = 1000,
show_infotext = true,
primary_node_names = {"hyperloop:shaft", "hyperloop:shaft2", "hyperloop:shaftA", "hyperloop:shaftA2"},
secondary_node_names = {"hyperloop:elevator_bottom", "hyperloop:elevator_top"},
after_place_tube = function(pos, param2, tube_type, num_tubes)
if tube_type == "S" then
if num_tubes == 2 then
minetest.swap_node(pos, {name = "hyperloop:shaft2", param2 = param2})
else
minetest.swap_node(pos, {name = "hyperloop:shaft", param2 = param2})
end
else
if num_tubes == 2 then
minetest.swap_node(pos, {name = "hyperloop:shaftA2", param2 = param2})
else
minetest.swap_node(pos, {name = "hyperloop:shaftA", param2 = param2})
end
end
end,
})
hyperloop.Shaft = Shaft
local Elevators = hyperloop.Elevators
Shaft:register_on_tube_update(function(node, pos, out_dir, peer_pos, peer_in_dir)
if out_dir == 6 then -- to the top?
-- switch to elevator_bottom node
pos = Shaft:get_pos(pos, 5)
elseif peer_pos then
local _,node = Shaft:get_node(peer_pos)
if node.name == "hyperloop:elevator_top" then
peer_pos = Shaft:get_pos(peer_pos, 5)
end
end
Elevators:update_connections(pos, out_dir, peer_pos)
end)
minetest.register_node("hyperloop:shaft", {
description = S("Hyperloop Elevator Shaft"),
inventory_image = 'hyperloop_shaft_inv.png',
tiles = {
-- up, down, right, left, back, front
"hyperloop_tube_closed.png^[transformR90]",
"hyperloop_tube_closed.png^[transformR90]",
"hyperloop_tube_closed.png",
"hyperloop_tube_closed.png",
'hyperloop_tube.png',
'hyperloop_tube.png',
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-8/16, -8/16, -8/16, -7/16, 8/16, 8/16},
{ 7/16, -8/16, -8/16, 8/16, 8/16, 8/16},
{-8/16, 7/16, -8/16, 8/16, 8/16, 8/16},
{-8/16, -8/16, -8/16, 8/16, -7/16, 8/16},
},
},
selection_box = {
type = "fixed",
fixed = {-8/16, -8/16, -8/16, 8/16, 8/16, 8/16},
},
after_place_node = function(pos, placer, itemstack, pointed_thing)
if not Shaft:after_place_tube(pos, placer, pointed_thing) then
minetest.remove_node(pos)
return true
end
return false
end,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
Shaft:after_dig_tube(pos, oldnode, oldmetadata)
end,
climbable = true,
paramtype2 = "facedir",
on_rotate = screwdriver.disallow,
paramtype = "light",
light_source = 2,
sunlight_propagates = true,
is_ground_content = false,
groups = {cracky = 1},
sounds = default.node_sound_metal_defaults(),
})
minetest.register_node("hyperloop:shaftA", {
description = S("Hyperloop Elevator Shaft"),
tiles = {
-- up, down, right, left, back, front
"hyperloop_tube_closed.png^[transformR90]",
'hyperloop_tube.png',
"hyperloop_tube_closed.png",
"hyperloop_tube_closed.png",
"hyperloop_tube_closed.png",
'hyperloop_tube.png',
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-8/16, -8/16, -8/16, -7/16, 8/16, 8/16},
{ 7/16, -8/16, -8/16, 8/16, 8/16, 8/16},
{-8/16, 7/16, -8/16, 8/16, 8/16, 8/16},
{-8/16, -8/16, 7/16, 8/16, 8/16, 8/16},
{-8/16, -8/16, -8/16, 8/16, -7/16, -7/16},
},
},
selection_box = {
type = "fixed",
fixed = {-8/16, -8/16, -8/16, 8/16, 8/16, 8/16},
},
after_place_node = function(pos, placer, itemstack, pointed_thing)
if not Shaft:after_place_tube(pos, placer, pointed_thing) then
minetest.remove_node(pos)
return true
end
return false
end,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
Shaft:after_dig_tube(pos, oldnode, oldmetadata)
end,
climbable = true,
paramtype2 = "facedir",
on_rotate = screwdriver.disallow,
paramtype = "light",
light_source = 2,
sunlight_propagates = true,
is_ground_content = false,
groups = {cracky = 1, not_in_creative_inventory=1},
drop = "hyperloop:shaft",
sounds = default.node_sound_metal_defaults(),
})
minetest.register_node("hyperloop:shaft2", {
description = S("Hyperloop Elevator Shaft"),
tiles = {
-- up, down, right, left, back, front
"hyperloop_tube_locked.png^hyperloop_elogo.png^[transformR270]",
"hyperloop_tube_locked.png^hyperloop_elogo.png^[transformR90]",
"hyperloop_tube_locked.png^hyperloop_elogo.png^[transformR180]",
"hyperloop_tube_locked.png^hyperloop_elogo.png",
'hyperloop_tube.png',
'hyperloop_tube.png',
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-8/16, -8/16, -8/16, -7/16, 8/16, 8/16},
{ 7/16, -8/16, -8/16, 8/16, 8/16, 8/16},
{-8/16, 7/16, -8/16, 8/16, 8/16, 8/16},
{-8/16, -8/16, -8/16, 8/16, -7/16, 8/16},
},
},
selection_box = {
type = "fixed",
fixed = {-8/16, -8/16, -8/16, 8/16, 8/16, 8/16},
},
after_dig_node = function(pos, oldnode, oldmetadata, digger)
Shaft:after_dig_tube(pos, oldnode, oldmetadata)
end,
climbable = true,
paramtype2 = "facedir",
on_rotate = screwdriver.disallow,
paramtype = "light",
light_source = 2,
sunlight_propagates = true,
is_ground_content = false,
diggable = false,
groups = {cracky = 1, not_in_creative_inventory=1},
sounds = default.node_sound_metal_defaults(),
})
minetest.register_node("hyperloop:shaftA2", {
description = S("Hyperloop Elevator Shaft"),
tiles = {
-- up, down, right, left, back, front
"hyperloop_tube_locked.png^hyperloop_elogo.png^[transformR270]",
'hyperloop_tube.png',
"hyperloop_tube_locked.png^hyperloop_elogo.png^[transformR180]",
"hyperloop_tube_locked.png^hyperloop_elogo.png^[transformR180]",
"hyperloop_tube_locked.png^hyperloop_elogo.png^[transformR90]",
'hyperloop_tube.png',
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-8/16, -8/16, -8/16, -7/16, 8/16, 8/16},
{ 7/16, -8/16, -8/16, 8/16, 8/16, 8/16},
{-8/16, 7/16, -8/16, 8/16, 8/16, 8/16},
{-8/16, -8/16, 7/16, 8/16, 8/16, 8/16},
{-8/16, -8/16, -8/16, 8/16, -7/16, -7/16},
},
},
selection_box = {
type = "fixed",
fixed = {-8/16, -8/16, -8/16, 8/16, 8/16, 8/16},
},
after_dig_node = function(pos, oldnode, oldmetadata, digger)
Shaft:after_dig_tube(pos, oldnode, oldmetadata)
end,
climbable = true,
paramtype2 = "facedir",
on_rotate = screwdriver.disallow,
paramtype = "light",
light_source = 2,
sunlight_propagates = true,
is_ground_content = false,
diggable = false,
groups = {cracky = 1, not_in_creative_inventory=1},
sounds = default.node_sound_metal_defaults(),
})
-------------------------------------------------------------------------------
-- Elevator Car
-------------------------------------------------------------------------------
-- Form spec for the floor list
local function formspec(pos, lFloors)
local tRes = {"size[5,10]label[0.5,0; "..S("Select your destination").."]"}
tRes[2] = "label[1,0.6;"..S("Destination").."]label[2.5,0.6;"..S("Floor").."]"
for idx,floor in ipairs(lFloors) do
if idx >= 12 then
break
end
local ypos = 0.5 + idx*0.8
local ypos2 = ypos - 0.2
tRes[#tRes+1] = "button_exit[1,"..ypos2..";1,1;button;"..(#lFloors-idx).."]"
if vector.equals(floor.pos, pos) then
tRes[#tRes+1] = "label[2.5,"..ypos..";"..S("(current position)").."]"
else
tRes[#tRes+1] = "label[2.5,"..ypos..";"..(floor.name or "<unknown>").."]"
end
end
if #tRes == 2 then
tRes[#tRes+1] = "button_exit[1,3;3,1;button;Update]"
end
return table.concat(tRes)
end
local function update_formspec(pos)
local meta = M(pos)
local counter = meta:get_int("change_counter") or 0
local changed, newcounter = Elevators:changed(counter)
local sKey = SP(pos)
if changed or not Cache[sKey] then
local lFloors = Elevators:station_list(pos, pos, "level")
Cache[sKey] = {}
Cache[sKey].lFloors = lFloors
Cache[sKey].formspec = formspec(pos, lFloors)
meta:set_int("change_counter", newcounter)
end
M(pos):set_string("formspec", Cache[sKey].formspec)
end
-- Open/close/darken the elevator door
-- floor_pos: position of elevator floor
-- cmnd: "close", "open", or "darken"
local function door_command(floor_pos, facedir, cmnd, sound)
-- one step up
local door_pos1 = hyperloop.new_pos(floor_pos, facedir, "1B", 0)
local door_pos2 = hyperloop.new_pos(floor_pos, facedir, "1B", 1)
local node1 = minetest.get_node(door_pos1)
local node2 = minetest.get_node(door_pos2)
if sound then
minetest.sound_play("ele_door", {
pos = floor_pos,
gain = 0.8,
max_hear_distance = 10,
})
end
if cmnd == "open" then
node1.name = "air"
minetest.swap_node(door_pos1, node1)
node2.name = "air"
minetest.swap_node(door_pos2, node2)
elseif cmnd == "close" then
M(door_pos1):set_string("floor_pos", SP(floor_pos))
M(door_pos2):set_string("floor_pos", SP(floor_pos))
node1.name = "hyperloop:elevator_door"
node1.param2 = facedir
minetest.swap_node(door_pos1, node1)
node2.name = "hyperloop:elevator_door_top"
node2.param2 = facedir
minetest.swap_node(door_pos2, node2)
elseif cmnd == "darken" then
node1.name = "hyperloop:elevator_door_dark"
node1.param2 = facedir
minetest.swap_node(door_pos1, node1)
node2.name = "hyperloop:elevator_door_dark_top"
node2.param2 = facedir
minetest.swap_node(door_pos2, node2)
end
end
local function on_final_close_door(tArrival)
-- close the door and play sound if no player is around
if hyperloop.is_player_around(tArrival.pos) then
-- try again later
minetest.after(3.0, on_final_close_door, tArrival)
else
door_command(tArrival.pos, tArrival.facedir, "close", true)
end
end
local function on_open_door(tArrival)
door_command(tArrival.pos, tArrival.facedir, "open", true)
minetest.after(5.0, on_final_close_door, tArrival)
tArrival.busy = false
end
local function on_arrival_floor(tDeparture, tArrival, player_name, snd)
local player = minetest.get_player_by_name(player_name)
door_command(tDeparture.pos, tDeparture.facedir, "close", false)
door_command(tArrival.pos, tArrival.facedir, "close", false)
tDeparture.busy = false
if player ~= nil then
tArrival.pos.y = tArrival.pos.y - kPLAYER_OVER_GROUND
player:set_pos(tArrival.pos)
tArrival.pos.y = tArrival.pos.y + kPLAYER_OVER_GROUND
end
minetest.sound_stop(snd)
minetest.after(1.0, on_open_door, tArrival)
end
local function on_travel(tDeparture, tArrival, player_name, seconds)
door_command(tDeparture.pos, tDeparture.facedir, "darken", false)
door_command(tArrival.pos, tArrival.facedir, "darken", false)
local snd = minetest.sound_play("ele_norm", {
pos = tDeparture.pos,
gain = 0.5,
max_hear_distance = 3,
loop = true,
})
minetest.after(seconds, on_arrival_floor, tDeparture, tArrival, player_name, snd)
end
minetest.register_node("hyperloop:elevator_bottom", {
description = S("Hyperloop Elevator"),
tiles = {
"hyperloop_elevator_bottom.png",
"hyperloop_elevator_bottom.png",
"hyperloop_elevator.png",
"hyperloop_elevator.png",
"hyperloop_elevator.png",
"hyperloop_elevator.png",
},
node_box = {
type = "fixed",
fixed = {
{ -8/16, -8/16, -8/16, -7/16, 8/16, 8/16},
{ 7/16, -8/16, -8/16, 8/16, 8/16, 8/16},
{ -7/16, -8/16, 7/16, 7/16, 8/16, 8/16},
{ -8/16, -8/16, -8/16, 8/16, -7/16, 8/16},
},
},
selection_box = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, 23/16, 8/16 },
},
inventory_image = "hyperloop_elevator_inventory.png",
on_rotate = screwdriver.disallow,
drawtype = "nodebox",
paramtype = 'light',
light_source = 6,
paramtype2 = "facedir",
is_ground_content = false,
groups = {snappy = 3},
after_place_node = function(pos, placer, itemstack, pointed_thing)
local _,node = Shaft:get_node(pos, 6)
if node.name == "air" then
local facedir = hyperloop.get_facedir(placer)
Elevators:set(pos, "<unknown>", {facedir=facedir, busy=false})
Shaft:after_place_node(pos, {5})
-- formspec
local meta = minetest.get_meta(pos)
local formspec = "size[6,4]"..
"label[0,0;"..S("Please insert floor name").."]" ..
"field[0.5,1.5;5,1;floor;"..S("Floor name")..";"..S("Base").."]" ..
"button_exit[2,3;2,1;exit;"..S("Save").."]"
meta:set_string("formspec", formspec)
-- add upper part of the car
pos = Shaft:get_pos(pos, 6)
minetest.add_node(pos, {name="hyperloop:elevator_top", param2=facedir})
Shaft:after_place_node(pos, {6})
else
minetest.remove_node(pos)
return true
end
end,
on_receive_fields = function(pos, formname, fields, player)
-- floor name entered?
if fields.floor ~= nil then
local floor = string.trim(fields.floor)
if floor == "" then
return
end
Elevators:update(pos, {name=floor})
update_formspec(pos)
elseif fields.button ~= nil then -- destination selected?
update_formspec(pos)
local floor = Elevators:get(pos)
if floor then
floor = table.copy(floor)
floor.pos = pos
local sKey = SP(pos)
local idx = tonumber(fields.button)
if idx then
local lFloors = Cache[sKey].lFloors
local dest = lFloors[#lFloors-idx]
if dest and dest.pos and floor.pos then
local dist = hyperloop.distance(dest.pos, floor.pos)
if dist ~= 0 and floor.busy ~= true then
if player ~= nil then
pos.y = pos.y - kPLAYER_OVER_GROUND
player:set_pos(pos)
pos.y = pos.y + kPLAYER_OVER_GROUND
end
-- due to the missing display, a trip needs 20 sec maximum
local seconds = math.min(1 + math.floor(dist/30), 20)
floor.busy = true
door_command(floor.pos, floor.facedir, "close", true)
door_command(dest.pos, dest.facedir, "close", true)
minetest.after(1.0, on_travel, floor, dest, player:get_player_name(), seconds)
end
end
end
end
end
end,
on_punch = function(pos, node, puncher, pointed_thing)
update_formspec(pos)
local floor = Elevators:get(pos)
if floor and floor.busy ~= true then
door_command(pos, floor.facedir, "open", true)
end
end,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
Shaft:after_dig_node(pos, {5})
Elevators:delete(pos)
-- remove the bottom also
pos = Shaft:get_pos(pos, 6)
minetest.remove_node(pos)
Shaft:after_dig_node(pos, {6})
end,
})
minetest.register_node("hyperloop:elevator_top", {
description = S("Hyperloop Elevator"),
tiles = {
-- up, down, right, left, back, front
"hyperloop_elevator_bottom.png",
"hyperloop_elevator_bottom.png",
"hyperloop_elevator_top.png",
"hyperloop_elevator.png",
"hyperloop_elevator.png",
"hyperloop_elevator.png",
},
node_box = {
type = "fixed",
fixed = {
{ -8/16, 7/16, -8/16, 8/16, 8/16, 8/16},
{ -8/16, -8/16, -8/16, -7/16, 8/16, 8/16},
{ 7/16, -8/16, -8/16, 8/16, 8/16, 8/16},
{ -7/16, -8/16, 7/16, 7/16, 8/16, 8/16},
},
},
on_rotate = screwdriver.disallow,
drawtype = "nodebox",
paramtype = 'light',
light_source = 6,
paramtype2 = "facedir",
is_ground_content = false,
diggable = false,
groups = {not_in_creative_inventory=1},
drop = "",
})
minetest.register_node("hyperloop:elevator_door_top", {
description = "Hyperloop Elevator Door",
tiles = {
-- up, down, right, left, back, front
"hyperloop_elevator_door_top.png",
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{ -8/16, -8/16, 7/16, 8/16, 8/16, 8/16},
},
},
on_rotate = screwdriver.disallow,
drop = "",
paramtype = 'light',
paramtype2 = "facedir",
is_ground_content = false,
groups = {snappy = 3, not_in_creative_inventory=1},
})
minetest.register_node("hyperloop:elevator_door", {
description = "Hyperloop Elevator Door",
tiles = {
-- up, down, right, left, back, front
"hyperloop_elevator_door.png",
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{ -8/16, -8/16, 7/16, 8/16, 8/16, 8/16},
},
},
selection_box = {
type = "fixed",
fixed = { -8/16, -8/16, 6.5/16, 8/16, 24/16, 8/16 },
},
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local floor_pos = P(M(pos):get_string("floor_pos"))
if floor_pos ~= nil then
update_formspec(floor_pos)
local floor = Elevators:get(floor_pos)
if floor and floor.busy ~= true then
door_command(floor_pos, floor.facedir, "open", true)
end
end
end,
on_rotate = screwdriver.disallow,
drop = "",
paramtype = 'light',
paramtype2 = "facedir",
is_ground_content = false,
groups = {snappy = 3, not_in_creative_inventory=1},
})
minetest.register_node("hyperloop:elevator_door_dark_top", {
description = "Hyperloop Elevator Door",
tiles = {
-- up, down, right, left, back, front
"hyperloop_elevator_dark_top.png",
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{ -8/16, -8/16, 7/16, 8/16, 8/16, 8/16},
},
},
on_rotate = screwdriver.disallow,
drop = "",
paramtype = 'light',
paramtype2 = "facedir",
is_ground_content = false,
groups = {snappy = 3, not_in_creative_inventory=1},
})
minetest.register_node("hyperloop:elevator_door_dark", {
description = "Hyperloop Elevator Door",
tiles = {
-- up, down, right, left, back, front
"hyperloop_elevator_dark.png",
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{ -8/16, -8/16, 7/16, 8/16, 8/16, 8/16},
},
},
selection_box = {
type = "fixed",
fixed = { -8/16, -8/16, 7/16, 8/16, 24/16, 8/16 },
},
on_rotate = screwdriver.disallow,
drop = "",
paramtype = 'light',
paramtype2 = "facedir",
is_ground_content = false,
groups = {snappy = 3, not_in_creative_inventory=1},
})

92
hyperloop/init.lua Normal file
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@ -0,0 +1,92 @@
--[[
Hyperloop Mod
=============
v2.04 by JoSt
Copyright (C) 2017-2019 Joachim Stolberg
LGPLv2.1+
See LICENSE.txt for more information
History:
2017-06-18 v0.01 First version
2017-07-06 v0.02 Version on GitHub
2017-07-07 v0.03 Recipes added, settingstypes added
2017-07-08 v0.04 Door removal issue fixed
2017-07-16 v0.05 Doors can be opened manually
2017-07-24 v0.06 Tubes with limited slope, elevator and deco blocks added
2017-07-28 v0.07 Slope removed, Station auto-builder added
2017-07-30 v0.08 Signs added, tube robot added, crowbar added
2017-07-31 v0.09 Some bug fixes on the Bocking Machine
2017-08-01 v0.10 Elevator now with sound and travel animation plus minor bug fixes
2017-08-06 v0.11 Crowbar now allows repairing of illegally detroyed tubes
2018-03-27 v0.12 Some minor improvements with player position, arrival time,
Wifi node improvements, Podshell cheating bugfix,
forceload_block removed.
2018-04-13 v0.13 Potential "Never Store ObjectRefs" bug fixed
2018-10-27 v1.00 Release
2018-10-27 v2.00 Switched to lubelib2 for shafts and tubes
2018-12-16 v2.01 Adapted to lubelib2 v0.5
2018-12-20 v2.02 Intllib support added, bugs fixed
2019-03-23 v2.03 Elevator duplication bugfix
2020-01-03 v2.04 Elevator door bugfix (MT 5+)
2020-03-12 v2.05 minetest translator added (thanks to acmgit/Clyde)
]]--
hyperloop = {}
-- Version for compatibility checks, see history
hyperloop.version = 2.05
if minetest.global_exists("techage") and techage.version < 0.06 then
minetest.log("error", "[hyperloop] Hyperloop requires techage version 0.06 or newer!")
return
end
if minetest.get_translator ~= nil then
hyperloop.S = minetest.get_translator(minetest.get_current_modname())
else
-- Load support for intllib.
local MP = minetest.get_modpath("hyperloop")
hyperloop.S, hyperloop.NS = dofile(MP.."/intllib.lua")
end
if tubelib2.version < 1.7 then
minetest.log("error", "Hyperloop requires tubelib2 version 1.7 or newer!!!")
else
-- Configuration settings
hyperloop.wifi_enabled = minetest.settings:get_bool("hyperloop_wifi_enabled")
hyperloop.wifi_crafting_enabled = minetest.settings:get_bool("hyperloop_wifi_crafting_enabled")
hyperloop.free_tube_placement_enabled = minetest.settings:get_bool("hyperloop_free_tube_placement_enabled")
dofile(minetest.get_modpath("hyperloop") .. "/network.lua")
dofile(minetest.get_modpath("hyperloop") .. "/data_base.lua")
dofile(minetest.get_modpath("hyperloop") .. "/booking.lua")
dofile(minetest.get_modpath("hyperloop") .. "/utils.lua")
dofile(minetest.get_modpath("hyperloop") .. "/elevator.lua")
dofile(minetest.get_modpath("hyperloop") .. "/tube.lua")
dofile(minetest.get_modpath("hyperloop") .. "/tubecrowbar.lua")
dofile(minetest.get_modpath("hyperloop") .. "/junction.lua")
dofile(minetest.get_modpath("hyperloop") .. "/station.lua")
dofile(minetest.get_modpath("hyperloop") .. "/booking_node.lua")
if hyperloop.wifi_enabled then
dofile(minetest.get_modpath("hyperloop") .. "/wifi.lua")
end
dofile(minetest.get_modpath("hyperloop") .. "/map.lua")
dofile(minetest.get_modpath("hyperloop") .. "/door.lua")
dofile(minetest.get_modpath("hyperloop") .. "/seat.lua")
dofile(minetest.get_modpath("hyperloop") .. "/lcd.lua")
dofile(minetest.get_modpath("hyperloop") .. "/waypoint.lua")
dofile(minetest.get_modpath("hyperloop") .. "/deco.lua")
dofile(minetest.get_modpath("hyperloop") .. "/recipes.lua")
---- Migration from v1 to v2
dofile(minetest.get_modpath("hyperloop") .. "/migrate.lua")
print ("[MOD] Hyperloop loaded")
end

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