lots of mod info added

This commit is contained in:
2026-09-11 00:07:19 -06:00
parent 30f175a5da
commit 95bf06a012
92 changed files with 6466 additions and 67 deletions
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@@ -4,6 +4,57 @@ own repo so they can be easily referenced per save.
A portmanteau of mods and monolith.
## Format
```json
{
"mods":{
"name":{
"author":"PackageAuthorName",
"canonical_name":"mod_name",
"colloquial_name":"Mod Redo",
"optional":["alphabetical","list"],
"provides":["alphabetical","list"],
"required":["alphabetical","list"],
"status":"untested"
}
},
"packs":{
"Name of Pack":{
"mods":{
"alphabetical":true,
"list":true
}
}
}
}
```
All items are optional. A mod with no information other than its canonical name
can be just the value `true`.
**Mods are named by their distributed directory name.**
- `author`: Name as displayed in the URL at https://content.luanti.org/
- `canonical_name`: In rare cases, the name of a mod's distributed directory is
*different* from its canonical name, and I organize by the directory name as
distributed. (The canonical name is also how things are presented on the
content database.)
- `colloquial_name`: Display name to distinguish a mod from other providers of
the same canonical name.
- `optional`: Alphabetical list of optional dependencies.
- `provides`: Alphabetical list of mods provided as part of a pack.
- `required`: Alphabetical list of required dependencies.
- `status`: `untested` or `abandoned` for mods I've not tested or decided not to
use.
I only put in dependencies I consider significant, so many mods provided by a
game or commonly present are excluded. Because I'm lazy.
Pack lists are an alphabetical set of keys to make adding and removing items
easier than they would be in an array.
Packs should include all dependencies in their mod list, and if one is missing,
I will complain about it.
## Tasks
- [ ] Make some kind of JSON format / script to copy out specific mods for
- [x] Make some kind of JSON format / script to copy out specific mods for
specific saves.
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@@ -1,51 +1,178 @@
{
"mods":{
"3d_armor":true,
"ancient_bones":true,
"anvil":true,
"awards":true,
"bucket_wooden":true,
"ccompass":true,
"charcoal":true,
"colored_chests":true,
"coloredstrings":true,
"discovery_maps":true,
"eye_spy":true,
"farming":true,
"farmtools":true,
"grass_string":true,
"hammersredo":true,
"handholds_redo":true,
"mesecons":true,
"mob_horse":true,
"mob_mese_monster_classic":true,
"mobs":true,
"mobs_animal":true,
"mobs_monster":true,
"mobs_water":true,
"more_ladders":true,
"moreawards":true,
"moreores":true,
"multitools":true,
"nutritional":true,
"ropes":true,
"stamina":true,
"techage_modpack":true,
"too_many_tnt":true,
"toolranks":true,
"toolranks_extras":true,
"towercrane":true,
"travelnet":true,
"unified_inventory":true,
"unified_inventory_plus":true,
"uraniumstuff":true,
"wetmud":true,
"worldedit":true,
"x_farming":true,
"xcompat":true,
"yl_api_nodestages":true,
"yl_canned_food":true,
"yl_canned_food_mtg":true
"3d_armor":{
"author":"stu"
},
"ancient_bones":{
"author":"karlexceed"
},
"anvil":{
"author":"FaceDeer"
},
"awards":{
"author":"rubenwardy"
},
"bucket_wooden":{
"author":"Hume2"
},
"ccompass":{
"author":"bell07"
},
"charcoal":{
"author":"X17"
},
"colored_chests":{
"author":"SkyBuilder1717"
},
"coloredstrings":{
"author":"Alib234"
},
"discovery_maps":{
"author":"TomCon"
},
"eye_spy":{
"author":"cjgray24"
},
"fakelib":{
"author":"OgelGames"
},
"farming":{
"author":"TenPlus1",
"colloquial_name":"Farming Redo"
},
"farmtools":{
"author":"camelia"
},
"grass_string":{
"author":"Skivling"
},
"hammersredo":{
"author":"elnoonlini",
"canonical_name":"hammers_redo"
},
"handholds_redo":{
"author":"TestificateMods"
},
"mesecons":{
"author":"Jeija",
"notes":"Add its provides.."
},
"mob_horse":{
"author":"TenPlus1",
"required":["mobs"]
},
"mob_mese_monster_classic":{
"author":"TenPlus1",
"required":["mobs"]
},
"mobs":{
"author":"TenPlus1",
"colloquial_name":"Mobs Redo"
},
"mobs_animal":{
"author":"TenPlus1",
"required":["mobs"]
},
"mobs_monster":{
"author":"TenPlus1",
"required":["mobs"]
},
"mobs_water":{
"author":"TenPlus1",
"required":["mobs"]
},
"more_ladders":{
"author":"SkyBuilder1717"
},
"moreawards":{
"author":"ClothierEdward",
"required":["awards"]
},
"moreores":{
"author":"Calinou"
},
"multitools":{
"author":"ChimneySwift"
},
"nutritional":{
"author":"ghurir"
},
"priviledges_manager":{
"author":"Impulse",
"status":"untested"
},
"ropes":{
"author":"FaceDeer"
},
"stamina":{
"author":"TenPlus1",
"colloquial_name":"Stamina Redo"
},
"techage_modpack":{
"author":"joe7575",
"provides":["autobahn","basic_materials","compost","datastorage","doc","hyperloop","lcdlib","minecart","nanobasic","networks","safer_lua","signs_bot","stamina","ta4_addons","ta4_jetpack","ta4_paraglider","techage","techpack_stairway","towercrane","tubelib2","unified_inventory"],
"required":["3d_armor","xcompat"]
},
"too_many_tnt":{
"author":"SkyBuilder1717",
"notes":"Remember to enable TNT.",
"required":["basic_materials","mobs","uraniumstuff"]
},
"toolranks":{
"author":"lisacvuk"
},
"toolranks_extras":{
"author":"louisroyer",
"required":["toolranks"]
},
"towercrane":{
"author":"joe7575",
"required":["xcompat"]
},
"travelnet":{
"author":"mt-mods",
"required":["xcompat"]
},
"unified_inventory":{
"author":"RealBadAngel"
},
"unified_inventory_plus":{
"author":"mt-mods",
"required":["fakelib","unified_inventory"]
},
"unifiedbricks":{
"author":"wowiamdiamonds",
"required":["unifieddyes"]
},
"unifieddyes":{
"author":"mt-mods"
},
"uraniumstuff":{
"author":"Epoxum"
},
"wetmud":{
"author":"Nicu"
},
"worldedit":{
"author":"sfan5"
},
"x_farming":{
"author":"SaKeL"
},
"xcompat":{
"author":"mt-mods"
},
"yl_api_nodestages":{
"author":"AliasAlreadyTaken"
},
"yl_canned_food":{
"author":"AliasAlreadyTaken",
"required":["yl_api_nodestages"]
},
"yl_canned_food_mtg":{
"author":"AliasAlreadyTaken",
"required":["yl_canned_food_mtg"]
}
},
"packs":{
"Unnamed Luanti TechAge Pack":{
@@ -61,6 +188,7 @@
"coloredstrings":true,
"discovery_maps":true,
"eye_spy":true,
"fakelib":true,
"farming":true,
"farmtools":true,
"grass_string":true,
@@ -79,14 +207,11 @@
"multitools":true,
"nutritional":true,
"ropes":true,
"stamina":true,
"techage_modpack":true,
"too_many_tnt":true,
"toolranks":true,
"toolranks_extras":true,
"towercrane":true,
"travelnet":true,
"unified_inventory":true,
"unified_inventory_plus":true,
"uraniumstuff":true,
"wetmud":true,
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# API Documentation
This documentation covers the API specific to `fakelib`. For documentation of the functionality provided by the fake player, metatdata and inventory, refer to the [Lua API](https://github.com/minetest/minetest/blob/master/doc/lua_api.md), as they function the same as the real thing.
## Quick Links
- [`fakelib.is_player(x)`](#fakelibis_playerx)
- [`fakelib.is_metadata(x)`](#fakelibis_metadatax)
- [`fakelib.is_inventory(x)`](#fakelibis_inventoryx)
- [`fakelib.is_vector(x, [add_metatable])`](#fakelibis_vectorx-add_metatable)
- [`fakelib.create_player([options])`](#fakelibcreate_playeroptions)
- [`fakelib.create_inventory([sizes])`](#fakelibcreate_inventorysizes)
- [`fakelib.create_metadata([data])`](#fakelibcreate_metadatadata)
## Type checks
#### **`fakelib.is_player(x)`**
Checks if a value is a player. Only returns true for real players and `fakelib`'s fake players.
**Arguments**
- `x` - Any value. The value to be checked.
#### **`fakelib.is_inventory(x)`**
Checks if a value is an inventory. Only returns true for real inventories and `fakelib`'s fake inventories.
**Arguments**
- `x` - Any value. The value to be checked.
#### **`fakelib.is_metadata(x)`**
Checks if a value is metadata. Only returns true for real metadata and `fakelib`'s fake metadata.
**Arguments**
- `x` - Any value. The value to be checked.
#### **`fakelib.is_vector(x, [add_metatable])`**
Checks if a value is a vector. Returns true for any table with `x`, `y`, and `z` values that are numbers.
**Arguments**
- `x` - Any value. The value to be checked.
- `add_metatable` - Boolean, optional. Add the vector metatable to basic vectors.
## Creation
#### **`fakelib.create_player([options])`**
Creates a new fake player.
**Arguments**
- `options` - Definition table, optional. Specifies player data. See [`options`](#options) below. Can also be a string as shorthand to set the player name only.
#### **`fakelib.create_inventory([sizes])`**
Creates a new fake inventory.
**Arguments**
- `sizes` - Definition table, optional. Specifies list names and sizes. See [`sizes`](#sizes) below.
#### **`fakelib.create_metadata([data])`**
Creates a new fake metadata object.
**Arguments**
- `data` - Definition table, optional. Specifies metadata keys and values. See [`data`](#data) below.
## Definition tables.
#### **`options`**
Specifies player data. Used by [`fakelib.create_player([options])`](#fakelibcreate_playeroptions).
All values are optional.
- `name` - String. Player name. Unlike real player names, this can contain any characters.
- `position` - Vector. Player position.
- `direction` - Vector. Player look direction.
- `controls` - Table. Player controls. Uses the same format returned by `player:get_player_controls()`.
- `metadata` - Metadata. Player metadata. Can be fake metadata or a reference to real metadata.
- `inventory` - Inventory. Player inventory. Can be a fake inventory or a reference to a real inventory.
- `wield_list` - String. Selected inventory list. Must be a list that exists in the player's inventory.
- `wield_index` - Number. Selected list index. Must be an index that exists in the selected list.
Example:
```lua
local options = {
name = "sam",
position = vector.new(1, 5, 3),
direction = vector(1, 0, 0),
controls = {sneak = true},
}
local player = fakelib.create_player(options)
```
#### **`sizes`**
Specifies list names and sizes. Used by [`fakelib.create_inventory([sizes])`](#fakelibcreate_inventorysizes).
List names must be strings, and list sizes must be numbers greater than zero.
Example:
```lua
local sizes = {
main = 32,
craft = 9,
craftpreview = 1,
craftresult = 1,
}
local inv = fakelib.create_inventory(sizes)
```
#### **`data`**
Specifies metadata keys and values. Used by [`fakelib.create_metadata([data])`](#fakelibcreate_metadatadata).
Keys must be strings, and values must be strings or numbers.
Example:
```lua
local data = {
enabled = "true",
energy = 300,
}
local meta = fakelib.create_metadata(data)
```
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MIT License
Copyright (c) 2024 OgelGames
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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# Minetest fake userdata library [fakelib]
[![luacheck](https://github.com/OgelGames/fakelib/workflows/luacheck/badge.svg)](https://github.com/OgelGames/fakelib/actions)
[![License](https://img.shields.io/badge/License-MIT-green.svg)](LICENSE.md)
[![Minetest](https://img.shields.io/badge/Minetest-5.0+-blue.svg)](https://www.minetest.net)
[![ContentDB](https://content.minetest.net/packages/OgelGames/fakelib/shields/downloads/)](https://content.minetest.net/packages/OgelGames/fakelib/)
## Overview
This mod is a code library for creating fake userdata (players, inventories and metadata), replicating their functionality as closely as possible.
## Usage
Simply add `fakelib` to your mod's dependencies, and call any of the API functions from your code.
See [API.md](API.md) for detailed documentation.
## Installation
Download the [master branch](https://github.com/OgelGames/fakelib/archive/master.zip) or the [latest release](https://github.com/OgelGames/fakelib/releases), and follow [the usual installation steps](https://wiki.minetest.net/Installing_Mods).
Alternatively, you can download and install the mod from [ContentDB](https://content.minetest.net/packages/OgelGames/fakelib) or the online content tab in Minetest.
## License
All code is licensed under the [MIT License](LICENSE).
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fakelib = {}
local function check(n, v, a, b)
local t = type(v)
if t == a or t == b then
return v
end
local info = debug.getinfo(2, "n")
local f = info.name or "?"
if info.namewhat ~= "method" then
-- Offset argument number when called using '.' instead of ':'
n = n + 1
end
error(string.format("bad argument #%i to '%s' (%s expected, got %s)", n, f, a, t), 3)
end
local function secure_table(t, index, id)
setmetatable(t, {
__index = index,
__newindex = {},
__metatable = id,
})
return t
end
local path = core.get_modpath("fakelib")
for _,file in pairs({"metadata", "inventory", "player"}) do
loadfile(path.."/"..file..".lua")(check, secure_table)
end
dofile(path.."/misc.lua")
-- Override `core.is_player()` so only real players and fakelib's fake players will pass.
core.is_player = fakelib.is_player
-- Tests are not included in releases, so check for them before registering the command.
local tests = loadfile(path.."/tests.lua")
if tests and core.is_singleplayer() then
core.register_chatcommand("fakelib_test", {
description = "Test fakelib's API.",
params = "[<run error tests>]",
func = function(_, param)
local start_time = core.get_us_time()
local success = tests(param == "true")
local end_time = core.get_us_time()
if success then
return true, string.format("Testing completed in %i us", end_time - start_time)
end
return true, "Testing failed. See console for errors."
end,
})
end
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local fake_inventory = {}
local identifier = "fakelib:inventory"
local check, secure_table = ...
-- API functions
----------------------------------------
function fakelib.is_inventory(x)
if type(x) == "userdata" and x.get_lists then
return true
elseif type(x) == "table" and getmetatable(x) == identifier then
return true
end
return false
end
function fakelib.create_inventory(sizes)
local lists = {}
if type(sizes) == "table" then
for listname, size in pairs(sizes) do
if type(listname) == "string" and type(size) == "number" and size > 0 then
local list = {}
for i=1, size do
list[i] = ItemStack()
end
lists[listname] = list
end
end
end
return secure_table({lists = lists}, fake_inventory, identifier)
end
-- Helper functions
----------------------------------------
local function copy_list(list)
local copy = {}
for i=1, #list do
copy[i] = ItemStack(list[i])
end
return copy
end
local function stack_matches(a, b, match_meta)
if a:get_name() ~= b:get_name() then
return false
end
if match_meta then
if a:get_wear() ~= b:get_wear() then
return false
end
return a:get_meta():equals(b:get_meta())
end
return true
end
-- Inventory functions
----------------------------------------
function fake_inventory:is_empty(listname)
check(1, listname, "string", "number")
local list = self.lists[tostring(listname)]
if not list or #list == 0 then
return true
end
for _,stack in ipairs(list) do
if not stack:is_empty() then
return false
end
end
return true
end
function fake_inventory:get_size(listname)
check(1, listname, "string", "number")
local list = self.lists[tostring(listname)]
return list and #list or 0
end
function fake_inventory:set_size(listname, size)
check(1, listname, "string", "number")
check(2, size, "number")
listname = tostring(listname)
if size ~= size or size < 0 then
return false
end
size = math.floor(size)
if size == 0 then
self.lists[listname] = nil
return true
end
local list = self.lists[listname] or {}
if #list < size then
for i=#list+1, size do
list[i] = ItemStack()
end
elseif #list > size then
for i=size+1, #list do
list[i] = nil
end
end
self.lists[listname] = list
return true
end
function fake_inventory:get_width(listname)
check(1, listname, "string", "number")
local list = self.lists[tostring(listname)]
return list and list.width or 0
end
function fake_inventory:set_width(listname, width)
check(1, listname, "string", "number")
check(2, width, "number")
local list = self.lists[tostring(listname)]
if not list or width ~= width or width < 0 then
return false
end
width = math.floor(width)
list.width = width > 0 and width or nil
return true
end
function fake_inventory:get_stack(listname, i)
check(1, listname, "string", "number")
check(2, i, "number")
i = math.floor(i)
local list = self.lists[tostring(listname)]
if not list or not list[i] then
return ItemStack()
end
return ItemStack(list[i])
end
function fake_inventory:set_stack(listname, i, stack)
check(1, listname, "string", "number")
check(2, i, "number")
stack = ItemStack(stack)
i = math.floor(i)
local list = self.lists[tostring(listname)]
if not list or not list[i] then
return false
end
list[i] = stack
return true
end
function fake_inventory:get_list(listname)
check(1, listname, "string", "number")
local list = self.lists[tostring(listname)]
return list and copy_list(list) or nil
end
function fake_inventory:set_list(listname, list)
check(1, listname, "string", "number")
listname = tostring(listname)
if list == nil then
self.lists[listname] = nil
return
end
check(2, list, "table")
local new_list = {}
local size = self.lists[listname] and #self.lists[listname] or 0
for i,s in pairs(list) do
check(4, i, "number")
if i > size then
size = i
end
new_list[i] = ItemStack(s)
end
for i=1, size do
if not new_list[i] then
new_list[i] = ItemStack()
end
end
self.lists[listname] = new_list
end
function fake_inventory:get_lists()
local lists = {}
for listname, list in pairs(self.lists) do
lists[listname] = copy_list(list)
end
return lists
end
function fake_inventory:set_lists(lists)
check(1, lists, "table")
local new_lists = {}
for listname, list in pairs(lists) do
check(3, listname, "string", "number")
check(3, list, "table")
listname = tostring(listname)
local new_list, size = {}, 0
for i,s in pairs(list) do
check(5, i, "number")
if i > size then
size = i
end
new_list[i] = ItemStack(s)
end
for i=1, size do
if not new_list[i] then
new_list[i] = ItemStack()
end
end
new_lists[listname] = new_list
end
self.lists = new_lists
end
function fake_inventory:add_item(listname, stack)
check(1, listname, "string", "number")
stack = ItemStack(stack)
local list = self.lists[tostring(listname)]
if not list or #list == 0 or stack:is_empty() then
return stack
end
local empty = {}
for _,s in ipairs(list) do
if s:is_empty() then
table.insert(empty, s)
else
stack = s:add_item(stack)
if stack:is_empty() then
return stack
end
end
end
for _,s in ipairs(empty) do
stack = s:add_item(stack)
if stack:is_empty() then
return stack
end
end
return stack
end
function fake_inventory:room_for_item(listname, stack)
check(1, listname, "string", "number")
stack = ItemStack(stack)
local list = self.lists[tostring(listname)]
if not list or #list == 0 or stack:is_empty() then
return false
end
for _,s in ipairs(copy_list(list)) do
stack = s:add_item(stack)
if stack:is_empty() then
return true
end
end
return false
end
function fake_inventory:contains_item(listname, stack, match_meta)
check(1, listname, "string", "number")
stack = ItemStack(stack)
local list = self.lists[tostring(listname)]
if not list or stack:is_empty() or stack:is_empty() then
return false
end
local count = stack:get_count()
for _,s in ipairs(list) do
if stack_matches(stack, s, match_meta) then
count = count - s:get_count()
if count <= 0 then
return true
end
end
end
return false
end
function fake_inventory:remove_item(listname, stack)
check(1, listname, "string", "number")
stack = ItemStack(stack)
local list = self.lists[tostring(listname)]
if not list or #list == 0 or stack:is_empty() then
return ItemStack()
end
local name, remaining, removed = stack:get_name(), stack:get_count()
for i=#list, 1, -1 do
local s = list[i]
if s:get_name() == name then
s = s:take_item(remaining)
remaining = remaining - s:get_count()
if not removed then
removed = s
else
removed:set_count(removed:get_count() + s:get_count())
end
if remaining == 0 then
break
end
end
end
return removed or ItemStack()
end
function fake_inventory.get_location()
return {type = "undefined"}
end
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local fake_metadata = {}
local identifier = "fakelib:metadata"
local check, secure_table = ...
-- API functions
----------------------------------------
function fakelib.is_metadata(x)
if type(x) == "userdata" and x.get_keys then
return true
elseif type(x) == "table" and getmetatable(x) == identifier then
return true
end
return false
end
function fakelib.create_metadata(data)
local fields = {}
if type(data) == "table" then
for k,v in pairs(data) do
if type(k) == "string" and type(v) == "string" then
fields[k] = v
end
end
end
return secure_table({fields = fields}, fake_metadata, identifier)
end
-- Metadata functions
----------------------------------------
function fake_metadata:contains(key)
check(1, key, "string", "number")
key = tostring(key)
return self.fields[key] ~= nil
end
function fake_metadata:get(key)
check(1, key, "string", "number")
key = tostring(key)
return self.fields[key]
end
function fake_metadata:set_string(key, value)
check(1, key, "string", "number")
check(2, value, "string", "number")
key = tostring(key)
value = tostring(value)
if value == "" then
self.fields[key] = nil
end
self.fields[key] = value
end
function fake_metadata:get_string(key)
check(1, key, "string", "number")
key = tostring(key)
return self.fields[key] or ""
end
function fake_metadata:set_int(key, value)
check(1, key, "string", "number")
check(2, value, "number")
key = tostring(key)
if value >= 2^31 then
value = 0
end
self.fields[key] = string.format("%i", value)
end
function fake_metadata:get_int(key)
check(1, key, "string", "number")
key = tostring(key)
return tonumber(self.fields[key]) or 0
end
function fake_metadata:set_float(key, value)
check(1, key, "string", "number")
check(2, value, "number")
key = tostring(key)
self.fields[key] = string.format("%s", value)
end
function fake_metadata:get_float(key)
check(1, key, "string", "number")
key = tostring(key)
return tonumber(self.fields[key]) or 0
end
function fake_metadata:get_keys()
local keys = {}
for key in pairs(self.fields) do
table.insert(keys, key)
end
return keys
end
function fake_metadata:to_table()
return {fields = table.copy(self.fields)}
end
function fake_metadata:from_table(data)
if type(data) ~= "table" or type(data.fields) ~= "table" then
self.fields = {}
return true
end
local fields = {}
for k,v in pairs(data.fields) do
check(4, k, "string")
check(5, v, "string", "number")
fields[k] = tostring(v)
end
self.fields = fields
return true
end
function fake_metadata:equals(other)
if not fakelib.is_metadata(other) then
check(1, other, "MetaDataRef")
end
local fields = other:to_table().fields
for k,v in pairs(self.fields) do
if fields[k] == v then
fields[k] = nil
elseif fields[k] ~= nil then
return false
end
end
if next(fields) == nil then
return true
end
return false
end
+10
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@@ -0,0 +1,10 @@
function fakelib.is_vector(x, add_metatable)
if type(x) ~= "table" or type(x.x) ~= "number" or type(x.y) ~= "number" or type(x.z) ~= "number" then
return false
end
if add_metatable and getmetatable(x) ~= vector.metatable then
setmetatable(x, vector.metatable)
end
return true
end
+3
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@@ -0,0 +1,3 @@
name = fakelib
description = Minetest fake userdata library
min_minetest_version = 5.0
+523
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@@ -0,0 +1,523 @@
local fake_player = {is_fake_player = true}
local identifier = "fakelib:player"
local check, secure_table = ...
local player_controls = {
up = 1, down = 2, left = 4, right = 8, jump = 16,
aux1 = 32, sneak = 64, dig = 128, place = 256, zoom = 512,
}
-- API functions
----------------------------------------
function fakelib.is_player(x)
if type(x) == "userdata" and x.is_player and x:is_player() then
return true
elseif type(x) == "table" and getmetatable(x) == identifier then
return true
end
return false
end
function fakelib.create_player(options)
local data = {}
if type(options) == "table" then
if type(options.name) == "string" then
data.name = options.name
end
if fakelib.is_vector(options.position) then
data.position = vector.copy(options.position)
end
if fakelib.is_vector(options.direction) then
local dir = vector.normalize(options.direction)
data.pitch = -math.asin(dir.y)
data.yaw = math.atan2(-dir.x, dir.z) % (math.pi * 2)
end
if type(options.controls) == "table" then
data.controls = {}
for name in pairs(player_controls) do
data.controls[name] = options.controls[name] == true
end
data.controls.dig = data.controls.dig or options.controls.LMB
data.controls.place = data.controls.place or options.controls.RMB
end
if fakelib.is_metadata(options.metadata) then
data.metadata = options.metadata
end
if fakelib.is_inventory(options.inventory) then
data.inventory = options.inventory
end
local size = 32
if data.inventory and type(options.wield_list) == "string" then
size = data.inventory:get_size(options.wield_list)
if size > 0 then
data.wield_list = options.wield_list
end
end
if type(options.wield_index) == "number" then
if options.wield_index > 0 and options.wield_index <= size then
data.wield_index = options.wield_index
end
end
elseif type(options) == "string" then
data.name = options
end
return secure_table({data = data}, fake_player, identifier)
end
-- Helper functions
----------------------------------------
local function check_vector(v)
local t = type(v)
if t ~= "table" then
error(string.format("\"Invalid vector (expected table got %s).\"", t), 3)
end
for _,c in ipairs({"x", "y", "z"}) do
t = type(v[c])
if t ~= "number" then
error(string.format("\"Invalid vector coordinate %s (expected number got %s).\"", c, t), 3)
end
end
end
local function new_fake_guid()
return string.format("@fakeplayer%d%d", os.time(), math.random(100, 999))
end
-- Dynamic get/set functions
----------------------------------------
function fake_player:get_player_name()
return self.data.name or ""
end
function fake_player:get_guid()
if not self.data.guid then
self.data.guid = new_fake_guid()
end
return self.data.guid
end
function fake_player:get_inventory()
if not self.data.inventory then
self.data.inventory = fakelib.create_inventory({
main = 32, craft = 9, craftpreview = 1, craftresult = 1
})
end
return self.data.inventory
end
function fake_player:get_meta()
if not self.data.metadata then
self.data.metadata = fakelib:create_metadata()
end
return self.data.metadata
end
function fake_player:get_look_dir()
local p, y = self.data.pitch or 0, self.data.yaw or 0
return vector.new(math.sin(-y) * math.cos(p), math.sin(-p), math.cos(y) * math.cos(p))
end
function fake_player:get_look_horizontal()
return self.data.yaw or 0
end
function fake_player:set_look_horizontal(value)
check(1, value, "number")
self.data.yaw = value % (math.pi * 2)
end
function fake_player:get_look_vertical()
return self.data.pitch or 0
end
function fake_player:set_look_vertical(value)
check(1, value, "number")
self.data.pitch = math.max(-math.pi / 2, math.min(value, math.pi / 2))
end
function fake_player:get_player_control()
local controls = {}
if self.data.controls then
for name in pairs(player_controls) do
controls[name] = self.data.controls[name]
end
else
for name in pairs(player_controls) do
controls[name] = false
end
end
controls.LMB = controls.dig
controls.RMB = controls.place
controls.movement_x = 0
controls.movement_y = 0
return controls
end
function fake_player:get_player_control_bits()
if not self.data.controls then
return 0
end
local total = 0
for name, value in pairs(player_controls) do
total = total + self.data.controls[name] and value or 0
end
return total
end
function fake_player:get_pos()
if self.data.position then
return vector.copy(self.data.position)
end
return vector.zero()
end
function fake_player:set_pos(pos)
check_vector(pos)
self.data.position = vector.copy(pos)
end
fake_player.move_to = fake_player.set_pos
function fake_player:add_pos(pos)
check_vector(pos)
if self.data.position then
self.data.position = vector.add(self.data.position, pos)
else
self.data.position = vector.copy(pos)
end
end
function fake_player:get_wield_index()
return self.data.wield_index or 1
end
function fake_player:get_wield_list()
return self.data.wield_list or "main"
end
function fake_player:get_wielded_item()
if self.data.inventory then
return self.data.inventory:get_stack(self:get_wield_list(), self:get_wield_index())
end
return ItemStack()
end
function fake_player:set_wielded_item(stack)
stack = ItemStack(stack)
if not self.data.inventory and stack:is_empty() then
return true
end
self:get_inventory():set_stack(self:get_wield_list(), self:get_wield_index(), stack)
return true
end
-- Static get functions
----------------------------------------
function fake_player.is_player()
return true
end
function fake_player.get_animation()
return {x = 1, y = 1}, 15, 0, true
end
function fake_player.get_armor_groups()
return {immortal = 1}
end
function fake_player.get_bone_override()
return {
position = {absolute = false, vec = vector.zero(), interpolation = 0},
rotation = {absolute = false, vec = vector.zero(), interpolation = 0},
scale = {absolute = false, vec = vector.new(1, 1, 1), interpolation = 0},
}
end
function fake_player.get_bone_overrides()
return {}
end
function fake_player.get_bone_position()
return vector.zero(), vector.zero()
end
function fake_player.get_breath()
return 10
end
function fake_player.get_camera()
return {mode = "any"}
end
function fake_player.get_children()
return {}
end
function fake_player.get_clouds()
return {
ambient = {r = 0, g = 0, b = 0, a = 255},
color = {r = 240, g = 240, b = 255, a = 229},
density = 0.4,
height = 120,
speed = {x = 0, y = -2},
thickness = 16,
}
end
function fake_player.get_eye_offset()
return vector.zero(), vector.zero(), vector.zero()
end
function fake_player.get_flags()
return {
breathing = true,
drowning = true,
node_damage = true,
}
end
function fake_player.get_formspec_prepend()
return ""
end
function fake_player.get_fov()
return 0, false, 0
end
function fake_player.get_hp()
return 20
end
function fake_player.get_inventory_formspec()
return ""
end
function fake_player.get_lighting()
return {
exposure = {
speed_bright_dark = 1000,
center_weight_power = 1,
luminance_min = -3,
luminance_max = -3,
exposure_correction = 0,
speed_dark_bright = 1000
},
saturation = 1,
shadows = {intensity = 0},
volumetric_light = {strength = 0},
}
end
function fake_player.get_local_animation()
return {x = 0, y = 0}, {x = 0, y = 0}, {x = 0, y = 0}, {x = 0, y = 0}, 0
end
function fake_player.get_moon()
return {
scale = 1,
texture = "moon.png",
tonemap = "moon_tonemap.png",
visible = true,
}
end
function fake_player.get_nametag_attributes()
return {
bgcolor = false,
color = {r = 255, g = 255, b = 255, a = 255},
text = "",
}
end
function fake_player.get_physics_override()
return {
acceleration_air = 1, acceleration_default = 1, acceleration_fast = 1,
gravity = 1, jump = 1, speed = 1,
liquid_fluidity = 1, liquid_fluidity_smooth = 1, liquid_sink = 1,
speed_climb = 1, speed_crouch = 1, speed_fast = 1, speed_walk = 1,
new_move = true, sneak = true, sneak_glitch = false,
}
end
function fake_player.get_properties()
return {
automatic_face_movement_dir = false,
automatic_face_movement_max_rotation_per_sec = -1,
automatic_rotate = 0,
backface_culling = false,
breath_max = 10,
collide_with_objects = true,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
colors = {{r = 255, g = 255, b = 255, a = 255}},
damage_texture_modifier = "^[brighten",
eye_height = 0,
glow = 0,
hp_max = 20,
infotext = "",
initial_sprite_basepos = {x = 0, y = 0},
is_visible = true,
makes_footstep_sound = true,
mesh = "",
nametag = "",
nametag_bgcolor = false,
nametag_color = {r = 255, g = 255, b = 255, a = 255},
physical = false,
pointable = true,
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5, rotate = false},
shaded = true,
show_on_minimap = true,
spritediv = {x = 1, y = 1},
static_save = true,
stepheight = 0.6,
textures = {"blank.png"},
use_texture_alpha = false,
visual = "cube",
visual_size = vector.new(1, 1, 1),
wield_item = "",
zoom_fov = 15,
}
end
function fake_player.get_sky_color()
return fake_player.get_sky(true).sky_color
end
function fake_player.get_sky(as_table)
if as_table then
return {
base_color = {r = 255, g = 255, b = 255, a = 255},
clouds = true,
fog = {fog_distance = -1, fog_start = -1},
sky_color = {
day_sky = {r = 97, g = 181, b = 245, a = 255},
day_horizon = {r = 144, g = 211, b = 246, a = 255},
dawn_sky = {r = 180, g = 186, b = 250, a = 255},
dawn_horizon = {r = 186, g = 193, b = 240, a = 255},
night_sky = {r = 0, g = 107, b = 255, a = 255},
night_horizon = {r = 64, g = 144, b = 255, a = 255},
indoors = {r = 100, g = 100, b = 100, a = 255},
fog_sun_tint = {r = 244, g = 125, b = 29, a = 255},
fog_moon_tint = {r = 128, g = 153, b = 204, a = 255},
fog_tint_type = "default",
},
textures = {},
type = "regular",
}
end
return {r = 255, g = 255, b = 255, a = 255}, "regular", {}, true
end
function fake_player.get_stars()
return {
count = 1000,
day_opacity = 0,
scale = 1,
star_color = {r = 235, g = 235, b = 255, a = 105},
visible = true,
}
end
function fake_player.get_sun()
return {
scale = 1,
sunrise = "sunrisebg.png",
sunrise_visible = true,
texture = "sun.png",
tonemap = "sun_tonemap.png",
visible = true,
}
end
function fake_player.get_velocity()
return vector.zero()
end
function fake_player.hud_get_all()
return {}
end
function fake_player.hud_get_flags()
return {
basic_debug = false,
breathbar = false,
chat = false,
crosshair = false,
healthbar = false,
hotbar = false,
minimap = false,
minimap_radar = false,
wielditem = false,
}
end
function fake_player.hud_get_hotbar_image()
return ""
end
function fake_player.hud_get_hotbar_itemcount()
return 8
end
function fake_player.hud_get_hotbar_selected_image()
return ""
end
function fake_player.is_valid()
return true
end
-- No-op functions
----------------------------------------
do
local functions = {
-- Lua entity only (no-op for players)
"get_acceleration", "get_entity_name", "get_luaentity", "get_rotation",
"get_texture_mod", "get_yaw", "getacceleration", "getyaw", "remove",
"set_acceleration", "set_rotation", "set_sprite", "set_texture_mod",
"set_velocity", "set_yaw", "setacceleration", "setsprite",
"settexturemod", "setvelocity", "setyaw",
-- Non-functional get/set functions
"add_velocity", "get_attach", "get_attribute", "get_day_night_ratio",
"get_observers", "get_effective_observers",
"hud_add", "hud_change", "hud_get", "hud_remove", "hud_set_flags",
"hud_set_hotbar_image", "hud_set_hotbar_itemcount",
"hud_set_hotbar_selected_image", "override_day_night_ratio",
"set_animation", "set_animation_frame_speed", "set_armor_groups",
"set_attach", "set_attribute", "set_bone_override", "set_bone_position",
"set_breath", "set_camera", "set_clouds", "set_detach",
"set_eye_offset", "set_formspec_prepend", "set_flags", "set_fov",
"set_hp", "set_inventory_formspec", "set_lighting",
"set_local_animation", "set_minimap_modes", "set_moon",
"set_nametag_attributes", "set_observers", "set_physics_override",
"set_properties", "set_sky", "set_stars", "set_sun",
-- Other functions that do nothing
"punch", "respawn", "right_click", "send_mapblock",
}
for _,func in ipairs(functions) do
fake_player[func] = function() end
end
end
-- Deprecated functions
----------------------------------------
function fake_player:get_look_pitch()
return self:get_look_vertical() * -1
end
function fake_player:get_look_yaw()
return self:get_look_horizontal() + math.pi / 2
end
fake_player.set_look_pitch = fake_player.set_look_vertical
fake_player.set_look_yaw = fake_player.set_look_horizontal
fake_player.getpos = fake_player.get_pos
fake_player.setpos = fake_player.set_pos
fake_player.moveto = fake_player.set_pos
fake_player.getvelocity = fake_player.get_velocity
fake_player.add_player_velocity = fake_player.add_velocity
fake_player.get_player_velocity = fake_player.get_velocity
+677
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@@ -0,0 +1,677 @@
Copyright 2026 James David Clarke <james@jamesdavidclarke.com>
# GNU 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.
## Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom
to share and change all versions of a program--to make sure it remains
free software for all its users. We, the Free Software Foundation, use
the GNU General Public License for most of our software; it applies
also to any other work released this way by its authors. You can apply
it to your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you
have certain responsibilities if you distribute copies of the
software, or if you modify it: responsibilities to respect the freedom
of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the
manufacturer can do so. This is fundamentally incompatible with the
aim of protecting users' freedom to change the software. The
systematic pattern of such abuse occurs in the area of products for
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Therefore, we have designed this version of the GPL to prohibit the
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Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
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to avoid the special danger that patents applied to a free program
could make it effectively proprietary. To prevent this, the GPL
assures that patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
## TERMS AND CONDITIONS
### 0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds
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### 4. Conveying Verbatim Copies.
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receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
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keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
### 5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these
conditions:
- a) The work must carry prominent notices stating that you modified
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- b) The work must carry prominent notices stating that it is
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- c) You must license the entire work, as a whole, under this
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work need not make them do so.
A compilation of a covered work with other separate and independent
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### 6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms of
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- a) Convey the object code in, or embodied in, a physical product
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If you convey an object code work under this section in, or with, or
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The requirement to provide Installation Information does not include a
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unpacking, reading or copying.
### 7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
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Notwithstanding any other provision of this License, for material you
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- c) Prohibiting misrepresentation of the origin of that material,
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All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
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governed by this License along with a term that is a further
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a further restriction but permits relicensing or conveying under this
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of that license document, provided that the further restriction does
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If you add terms to a covered work in accord with this section, you
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where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions; the
above requirements apply either way.
### 8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your license
from a particular copyright holder is reinstated (a) provisionally,
unless and until the copyright holder explicitly and finally
terminates your license, and (b) permanently, if the copyright holder
fails to notify you of the violation by some reasonable means prior to
60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
### 9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or run
a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
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covered work, you indicate your acceptance of this License to do so.
### 10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
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give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
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not impose a license fee, royalty, or other charge for exercise of
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sale, or importing the Program or any portion of it.
### 11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims owned
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sue for patent infringement). To "grant" such a patent license to a
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available, or (2) arrange to deprive yourself of the benefit of the
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in a country, would infringe one or more identifiable patents in that
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If, pursuant to or in connection with a single transaction or
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receiving the covered work authorizing them to use, propagate, modify
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you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within the
scope of its coverage, prohibits the exercise of, or is conditioned on
the non-exercise of one or more of the rights that are specifically
granted under this License. You may not convey a covered work if you
are a party to an arrangement with a third party that is in the
business of distributing software, under which you make payment to the
third party based on the extent of your activity of conveying the
work, and under which the third party grants, to any of the parties
who would receive the covered work from you, a discriminatory patent
license (a) in connection with copies of the covered work conveyed by
you (or copies made from those copies), or (b) primarily for and in
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license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
### 12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under
this License and any other pertinent obligations, then as a
consequence you may not convey it at all. For example, if you agree to
terms that obligate you to collect a royalty for further conveying
from those to whom you convey the Program, the only way you could
satisfy both those terms and this License would be to refrain entirely
from conveying the Program.
### 13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
### 14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions
of the GNU General Public License from time to time. Such new versions
will be similar in spirit to the present version, but may differ in
detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies that a certain numbered version of the GNU General Public
License "or any later version" applies to it, you have the option of
following the terms and conditions either of that numbered version or
of any later version published by the Free Software Foundation. If the
Program does not specify a version number of the GNU General Public
License, you may choose any version ever published by the Free
Software Foundation.
If the Program specifies that a proxy can decide which future versions
of the GNU General Public License can be used, that proxy's public
statement of acceptance of a version permanently authorizes you to
choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
### 15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT
WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND
PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE
DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR
CORRECTION.
### 16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR
CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES
ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT
NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR
LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM
TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER
PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
### 17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
## How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these
terms.
To do so, attach the following notices to the program. It is safest to
attach them to the start of each source file to most effectively state
the exclusion of warranty; and each file should have at least the
"copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper
mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands \`show w' and \`show c' should show the
appropriate parts of the General Public License. Of course, your
program's commands might be different; for a GUI interface, you would
use an "about box".
You should also get your employer (if you work as a programmer) or
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. For more information on this, and how to apply and follow
the GNU GPL, see <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>.
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# Privileges Manager
A visual, searchable GUI for managing player privileges in Luanti (Minetest).
Works on **Minetest Game** and **Mineclonia / VoxeLibre**, and can manage
**offline players** as well as online ones.
![](screenshot.png)
## Features
- **Searchable player list** with a search bar — type part of a name and press
**Enter** (or click *Search*) to filter. Online players are shown first
(● green) above offline players (○ grey).
- **Toggle switches** for every registered privilege. Click a switch to grant
(green **ON**) or revoke (grey **OFF**) instantly. Each switch shows the
privilege description as a tooltip.
- **Offline player support** — every account known to the server's auth
database is listed, so you can adjust privileges for players who aren't
connected. You can also open any player by exact name (bottom-left field),
which works even for accounts that don't exist yet.
- **Game-aware look** — the formspec uses real coordinates (formspec v4) and
adapts its palette to Minetest Game or the Mineclone family automatically.
- **Respects the engine permission model** — you need the `privs` privilege to
manage any privilege, or `basic_privs` to manage only the privileges listed
in the `basic_privs` setting. Privileges you may not grant are shown locked
(🔒). Permissions are re-checked on the server for every toggle, so the GUI
can't be used to escalate privileges.
## Usage
- `/privman` — open the manager.
- `/privman <player>` — open it with a player pre-selected.
- `/privileges_manager` — alias for `/privman`.
On games with **sfinv** (e.g. Minetest Game) a *Privileges* tab is added to the
inventory for players who may use it. On games with **unified_inventory** a
button is added too.
## Notes
- Granting a privilege to a name that has never logged in creates a new account
with the server's default password — exactly like the `/grant` command.
- Changes take effect immediately; online players are notified in chat.
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-- Privileges Manager
-- A visual, searchable privilege management GUI.
priviledges_manager = {}
local modpath = minetest.get_modpath("priviledges_manager")
priviledges_manager.modpath = modpath
-- Detect the running game so the GUI can adapt its look between
-- Minetest Game and Mineclonia / VoxeLibre.
local game = (minetest.get_game_info and minetest.get_game_info()) or {}
priviledges_manager.game_id = game.id or "unknown"
priviledges_manager.game_title = game.title or "Luanti"
-- Mineclone family uses a darker UI palette; Minetest Game a lighter one.
local mcl = priviledges_manager.game_id:find("mineclon")
or priviledges_manager.game_id:find("voxelibre")
or minetest.get_modpath("mcl_core")
priviledges_manager.is_mcl = mcl ~= nil
local src = modpath .. "/src/"
dofile(src .. "players.lua")
dofile(src .. "privs.lua")
dofile(src .. "gui.lua")
dofile(src .. "integration.lua")
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name = priviledges_manager
title = Privileges Manager
description = A visual, searchable GUI to manage player privileges with toggle switches. Works on Minetest Game and Mineclonia/VoxeLibre, and can manage offline players.
author = jamesdavidclarke
optional_depends = sfinv, unified_inventory
supported_games = voxelibre, mineclone2, mineclonia, minetest_game
min_minetest_version = 5.4
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-- The Privileges Manager formspec: searchable player list on the left,
-- toggle-switch privilege rows on the right. Built with formspec version 4
-- (real coordinates) so it renders identically on Minetest Game and
-- Mineclonia / VoxeLibre.
local FORMNAME = "priviledges_manager:main"
local esc = minetest.formspec_escape
-- Per-viewer interface state. Cleared when the form is closed.
local ctx = {}
local function get_ctx(name)
ctx[name] = ctx[name] or { query = "", target = nil, filtered = {} }
return ctx[name]
end
-- Theme colours, adapted to the host game's palette.
local THEME = priviledges_manager.is_mcl and {
bg = "#0d0d0fee",
panel = "#00000055",
on = "#3fae54", -- switch ON (green)
off = "#5a5a5e", -- switch OFF (grey)
locked = "#3a2a2a", -- not grantable by this viewer
} or {
bg = "#23232bee",
panel = "#0000004f",
on = "#4caf50",
off = "#6d6d75",
locked = "#4a3030",
}
-- Layout constants. The formspec is deliberately wide so that long
-- privilege descriptions fit on the right without being clipped.
local W, H = 19.0, 12.0
local PRIV_ROW_H = 1.15
local CONTENT_X, CONTENT_Y = 6.1, 2.2
local CONTENT_W, CONTENT_H = 12.0, 9.0
-- Word-wrap `text` into at most `maxlines` lines of about `maxchars`
-- characters each, appending an ellipsis if it had to be cut short. This is
-- deterministic (no reliance on a widget auto-wrapping), so descriptions can
-- never spill under the toggle button.
local function wrap(text, maxchars, maxlines)
local words = {}
for w in tostring(text or ""):gmatch("%S+") do
words[#words + 1] = w
end
local lines, cur, i = {}, "", 1
while i <= #words do
local cand = cur == "" and words[i] or (cur .. " " .. words[i])
if #cand <= maxchars then
cur = cand
i = i + 1
elseif cur == "" then
-- A single word longer than the line: hard-cut it.
cur = words[i]:sub(1, maxchars - 1) .. "\u{2026}"
i = i + 1
else
lines[#lines + 1] = cur
cur = ""
if #lines == maxlines then
break
end
end
end
if #lines < maxlines and cur ~= "" then
lines[#lines + 1] = cur
cur = ""
end
-- Words still remaining means we ran out of lines: mark a truncation.
if i <= #words then
local last = lines[#lines] or ""
if #last + 1 > maxchars then
last = last:sub(1, maxchars - 1)
end
lines[#lines] = last .. "\u{2026}"
end
return lines
end
local function build_player_list(c)
local players = priviledges_manager.players.list(c.query)
c.filtered = players
local items, selidx = {}, 0
for i, p in ipairs(players) do
local marker = p.online and "\u{25CF} " or "\u{25CB} "
local colour = p.online and "#7fe07f" or "#bfbfbf"
items[i] = colour .. esc(marker .. p.name)
if p.name == c.target then
selidx = i
end
end
return table.concat(items, ","), selidx, #players
end
local function build_priv_rows(c, viewer)
if not c.target then
return ("label[%f,%f;%s]"):format(
CONTENT_X + 0.3, CONTENT_Y + 0.4,
esc("Select a player on the left to manage their privileges."))
end
local privs = priviledges_manager.privs.all()
local held = minetest.get_player_privs(c.target)
-- Geometry shared by every row. The toggle is pinned to the right and the
-- text is wrapped to end well before it, so they can never overlap.
local btn_w, btn_h = 1.7, 0.7
local btn_x = CONTENT_W - btn_w - 0.5 -- toggle pinned to the right
local text_right = btn_x - 0.3 -- text must end before here
local text_w = text_right - 0.5
-- Conservative character budget for the wrapped description (tuned for the
-- default font so it stays inside even if the smaller font is unavailable).
local desc_chars = math.max(12, math.floor(text_w / 0.23))
local LINE_H = 0.27
-- First pass: wrap every description (no truncation) and work out each
-- row's height so the full text always fits. Rows grow as tall as needed.
local rows = {}
local y = 0.1
for i, p in ipairs(privs) do
local desc = (p.def and p.def.description) or ""
local dlines = desc ~= "" and wrap(desc, desc_chars, math.huge) or {}
local row_h = #dlines > 0
and (0.52 + #dlines * LINE_H + 0.12) or 0.72
rows[i] = { p = p, desc = desc, dlines = dlines, y = y, h = row_h }
y = y + row_h + 0.06
end
local content_h = y + 0.05
-- Size the scrollbar to the actual content so the full list is reachable
-- and the thumb reflects how much is visible.
local scroll_factor = 0.1
local overflow = math.max(0, content_h - CONTENT_H)
local max_units = math.ceil(overflow / scroll_factor)
local thumb = overflow > 0
and math.max(1, math.floor(max_units * CONTENT_H / overflow)) or 0
local value = math.min(c.scroll or 0, max_units)
local fs = {}
fs[#fs + 1] = ("scrollbaroptions[arrows=default;max=%d;thumbsize=%d]"):format(
max_units, thumb)
fs[#fs + 1] = ("scrollbar[%f,%f;0.35,%f;vertical;privscroll;%d]"):format(
CONTENT_X + CONTENT_W + 0.05, CONTENT_Y, CONTENT_H, value)
fs[#fs + 1] = ("scroll_container[%f,%f;%f,%f;privscroll;vertical;%f]"):format(
CONTENT_X, CONTENT_Y, CONTENT_W, CONTENT_H, scroll_factor)
-- Slightly smaller text for the privilege rows. Only affects labels emitted
-- after this point (the rows + nothing else of note before the container end).
fs[#fs + 1] = "style_type[label;font_size=*0.9]"
for _, r in ipairs(rows) do
local p, desc, row_h = r.p, r.desc, r.h
local is_on = held[p.name] == true
local grantable = priviledges_manager.privs.can_grant(viewer, p.name)
local btn = "t_" .. p.name
-- Row background.
fs[#fs + 1] = ("box[0.1,%f;%f,%f;#ffffff10]"):format(
r.y, CONTENT_W - 0.5, row_h)
-- Privilege name.
fs[#fs + 1] = ("label[0.35,%f;%s]"):format(r.y + 0.27, esc(p.name))
-- Full description, wrapped across as many lines as it needs.
for k, line in ipairs(r.dlines) do
fs[#fs + 1] = ("label[0.5,%f;%s]"):format(
r.y + 0.52 + (k - 1) * LINE_H, esc(line))
end
-- The toggle switch itself: a coloured button, vertically centred.
local colour = grantable and (is_on and THEME.on or THEME.off) or THEME.locked
local face = is_on and "ON" or "OFF"
if not grantable then
face = "\u{1F512}" -- padlock: cannot change this privilege
end
fs[#fs + 1] = ("style[%s;bgcolor=%s;textcolor=#ffffff]"):format(btn, colour)
fs[#fs + 1] = ("button[%f,%f;%f,%f;%s;%s]"):format(
btn_x, r.y + (row_h - btn_h) / 2, btn_w, btn_h, btn, face)
-- Full description on hover: an area tooltip over the text, plus the
-- same text on the toggle itself.
local tip = desc ~= "" and desc or p.name
if not grantable then
tip = tip .. "\nYou are not allowed to change this privilege."
end
fs[#fs + 1] = ("tooltip[%f,%f;%f,%f;%s]"):format(
0.1, r.y, text_right, row_h, esc(tip))
fs[#fs + 1] = ("tooltip[%s;%s]"):format(btn, esc(tip))
end
fs[#fs + 1] = "scroll_container_end[]"
fs[#fs + 1] = "style_type[label;font_size=*1.0]"
return table.concat(fs)
end
local function build(viewer)
local c = get_ctx(viewer)
local list_items, selidx, count = build_player_list(c)
local target_label
if c.target then
local online = minetest.get_player_by_name(c.target) ~= nil
local known = priviledges_manager.players.exists(c.target)
target_label = "Managing: " .. c.target ..
(online and " (online)" or known and " (offline)" or " (new account)")
else
target_label = "No player selected"
end
local fs = {
"formspec_version[4]",
("size[%f,%f]"):format(W, H),
("bgcolor[%s;true]"):format(THEME.bg),
-- Header.
("label[0.4,0.55;%s]"):format(esc("\u{1F511} Privileges Manager \u{2014} " ..
priviledges_manager.game_title)),
-- Left panel: search + player list.
("box[0.3,1.0;5.5,%f;%s]"):format(H - 1.3, THEME.panel),
"field_close_on_enter[query;false]",
("field[0.5,1.25;3.7,0.7;query;;%s]"):format(esc(c.query)),
"button[4.3,1.25;1.3,0.7;search;Search]",
("tooltip[query;%s]"):format(esc(
"Type part of a name and press Enter to filter the list.")),
("textlist[0.5,2.15;5.1,%f;playerlist;%s;%d;false]"):format(
H - 4.2, list_items, selidx),
("label[0.5,%f;%s]"):format(H - 1.85,
esc(count .. " player(s) \u{25CF} online \u{25CB} offline")),
-- Manage an arbitrary (possibly never-seen) account by exact name.
"field_close_on_enter[newname;true]",
("field[0.5,%f;3.7,0.7;newname;;]"):format(H - 1.5),
("button[4.3,%f;1.3,0.7;manage;Open]"):format(H - 1.5),
("tooltip[newname;%s]"):format(esc(
"Manage an offline player by exact name, then press Enter / Open.")),
-- Right panel: privilege toggles.
("box[6.0,1.0;%f,%f;%s]"):format(W - 6.3, H - 1.3, THEME.panel),
("label[6.2,1.55;%s]"):format(esc(target_label)),
build_priv_rows(c, viewer),
"button_exit[" .. ("%f,%f;2.0,0.7;close;Close]"):format(W - 2.3, H - 0.95),
}
return table.concat(fs)
end
function priviledges_manager.show(viewer, target)
if target and target ~= "" then
local c = get_ctx(viewer)
c.target = target
priviledges_manager.players.remember(target)
end
minetest.show_formspec(viewer, FORMNAME, build(viewer))
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= FORMNAME then
return
end
local viewer = player:get_player_name()
-- Security: never trust the client. Re-check permission on every action.
if not priviledges_manager.privs.can_use(viewer) then
minetest.chat_send_player(viewer, "You may no longer use the Privileges Manager.")
ctx[viewer] = nil
return true
end
local c = get_ctx(viewer)
if fields.quit or fields.close then
ctx[viewer] = nil
return true
end
local rerender = false
-- Remember the scroll position so toggling a switch doesn't jump to top.
if fields.privscroll then
local ev = minetest.explode_scrollbar_event(fields.privscroll)
if ev.type == "CHG" then
c.scroll = ev.value
end
end
-- Live search (fires on Enter in the query field or the Search button).
if fields.query ~= nil and fields.query ~= c.query then
c.query = fields.query
rerender = true
end
if fields.search then
rerender = true
end
-- Player picked from the list.
if fields.playerlist then
local ev = minetest.explode_textlist_event(fields.playerlist)
if ev.type == "CHG" or ev.type == "DCL" then
local item = c.filtered[ev.index]
if item then
c.target = item.name
rerender = true
end
end
end
-- Manage an arbitrary account by exact name.
if (fields.manage or fields.key_enter_field == "newname")
and fields.newname and fields.newname:trim() ~= "" then
c.target = fields.newname:trim()
priviledges_manager.players.remember(c.target)
rerender = true
end
-- A privilege toggle was pressed.
for key in pairs(fields) do
local priv = key:match("^t_(.+)$")
if priv and c.target and minetest.registered_privileges[priv] then
if priviledges_manager.privs.can_grant(viewer, priv) then
local held = minetest.get_player_privs(c.target)
priviledges_manager.privs.set(c.target, priv, not held[priv], viewer)
else
minetest.chat_send_player(viewer,
"You are not allowed to change the '" .. priv .. "' privilege.")
end
rerender = true
break
end
end
if rerender then
priviledges_manager.show(viewer)
end
return true
end)
minetest.register_on_leaveplayer(function(player)
ctx[player:get_player_name()] = nil
end)
@@ -0,0 +1,67 @@
-- Entry points: chat command, plus optional inventory buttons for the two
-- common inventory frameworks (sfinv on Minetest Game, unified_inventory).
local function open_for(name, target)
if not priviledges_manager.privs.can_use(name) then
return false, "You need the 'privs' (or 'basic_privs') privilege to manage privileges."
end
priviledges_manager.show(name, target ~= "" and target or nil)
return true
end
minetest.register_chatcommand("privman", {
params = "[player]",
description = "Open the visual Privileges Manager (optionally for a player)",
-- No priv requirement here so basic_privs holders can open it too;
-- the real check happens in open_for and on every toggle.
func = function(name, param)
return open_for(name, param:trim())
end,
})
minetest.register_chatcommand("privileges_manager", {
params = "[player]",
description = "Alias for /privman",
func = function(name, param)
return open_for(name, param:trim())
end,
})
-- sfinv tab (Minetest Game and games that use sfinv).
if minetest.get_modpath("sfinv") and sfinv and sfinv.register_page then
sfinv.register_page("priviledges_manager:tab", {
title = "Privileges",
is_in_nav = function(self, player, context)
return priviledges_manager.privs.can_use(player:get_player_name())
end,
get = function(self, player, context)
return sfinv.make_formspec(player, context,
"button[2.5,3;5,1;privman_open;Open Privileges Manager]"
.. "label[0.5,1;Manage player privileges visually.]",
false)
end,
on_player_receive_fields = function(self, player, context, fields)
if fields.privman_open then
priviledges_manager.show(player:get_player_name())
end
end,
})
end
-- unified_inventory button (used by many games incl. some Mineclone setups).
if minetest.get_modpath("unified_inventory") and unified_inventory
and unified_inventory.register_button then
unified_inventory.register_button("privman", {
type = "image",
image = "ui_skins_button.png", -- generic; falls back gracefully if missing
tooltip = "Privileges Manager",
action = function(player)
if priviledges_manager.privs.can_use(player:get_player_name()) then
priviledges_manager.show(player:get_player_name())
end
end,
condition = function(player)
return priviledges_manager.privs.can_use(player:get_player_name())
end,
})
end
+98
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@@ -0,0 +1,98 @@
-- Player discovery: online players, plus every account the auth backend
-- knows about (so offline players can be managed too).
priviledges_manager.players = {}
local storage = minetest.get_mod_storage()
local STORE_KEY = "seen_players"
-- A fallback set of names we have personally seen join. This is only used
-- when the active auth handler does not support iterate() (most custom
-- auth handlers). The builtin handler does support it, covering everyone.
local seen = minetest.deserialize(storage:get_string(STORE_KEY)) or {}
local function persist()
storage:set_string(STORE_KEY, minetest.serialize(seen))
end
local function remember(name)
if name and name ~= "" and not seen[name] then
seen[name] = true
persist()
end
end
priviledges_manager.players.remember = remember
minetest.register_on_joinplayer(function(player)
remember(player:get_player_name())
end)
-- Returns a set { [name] = true } of every account we can discover.
local function all_known_names()
local names = {}
-- 1. Currently connected players.
for _, player in ipairs(minetest.get_connected_players()) do
names[player:get_player_name()] = true
end
-- 2. Offline accounts via the auth handler, if it supports iteration.
local handler = minetest.get_auth_handler and minetest.get_auth_handler()
if handler and handler.iterate then
-- iterate() returns the full pairs() triple (generator, state, control);
-- capture all three so the for-loop has its iterator state.
local ok, gen, state, control = pcall(handler.iterate)
if ok and type(gen) == "function" then
for name in gen, state, control do
names[name] = true
end
end
end
-- 3. Anyone we have remembered ourselves (fallback / extra safety).
for name in pairs(seen) do
names[name] = true
end
return names
end
-- Returns a sorted array of { name = string, online = bool } filtered by
-- a case-insensitive substring query. Online players are listed first.
function priviledges_manager.players.list(query)
query = (query or ""):lower()
local online = {}
for _, player in ipairs(minetest.get_connected_players()) do
online[player:get_player_name()] = true
end
local result = {}
for name in pairs(all_known_names()) do
if query == "" or name:lower():find(query, 1, true) then
result[#result + 1] = { name = name, online = online[name] == true }
end
end
table.sort(result, function(a, b)
if a.online ~= b.online then
return a.online -- online players bubble to the top
end
return a.name:lower() < b.name:lower()
end)
return result
end
-- True if the account exists in the auth database (used to warn when a
-- never-seen name is opened, which would create a fresh account on grant).
function priviledges_manager.players.exists(name)
local handler = minetest.get_auth_handler and minetest.get_auth_handler()
if handler and handler.get_auth then
local ok, auth = pcall(handler.get_auth, name)
if ok and auth then
return true
end
end
return seen[name] == true or minetest.get_player_by_name(name) ~= nil
end
+75
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@@ -0,0 +1,75 @@
-- Privilege model: which privileges exist, who may grant them, and the
-- safe online/offline grant + revoke operations.
priviledges_manager.privs = {}
-- Sorted array of { name = string, def = table } for every registered
-- privilege. Works on any game because privileges are an engine concept.
function priviledges_manager.privs.all()
local list = {}
for name, def in pairs(minetest.registered_privileges) do
list[#list + 1] = { name = name, def = def }
end
table.sort(list, function(a, b)
return a.name < b.name
end)
return list
end
-- The set of privileges a "basic_privs" holder is allowed to manage.
local function basic_set()
local set = {}
local conf = minetest.settings:get("basic_privs") or "interact,shout"
for _, priv in ipairs(conf:split(",")) do
set[priv:trim()] = true
end
return set
end
priviledges_manager.privs.basic_set = basic_set
-- May `granter` toggle privilege `priv`? Mirrors the engine's /grant rules:
-- * "privs" -> may manage any privilege
-- * "basic_privs" -> may manage only privileges in the basic_privs setting
function priviledges_manager.privs.can_grant(granter, priv)
local gp = minetest.get_player_privs(granter)
if gp.privs then
return true
end
if gp.basic_privs then
return basic_set()[priv] == true
end
return false
end
-- May `name` open the manager at all? (Has any granting capability.)
function priviledges_manager.privs.can_use(name)
local gp = minetest.get_player_privs(name)
return gp.privs == true or gp.basic_privs == true
end
-- Apply a single privilege change. `value` true = grant, false = revoke.
-- Works for offline players via the auth handler. set_player_privs runs the
-- registered on_grant / on_revoke callbacks itself, so we must not double-run.
function priviledges_manager.privs.set(target, priv, value, caller)
local privs = minetest.get_player_privs(target)
-- Revoking must remove the key entirely; the engine warns on a `false`
-- value passed through set_player_privs.
privs[priv] = value and true or nil
minetest.set_player_privs(target, privs)
-- Keep our own seen-list in sync so freshly created accounts show up.
priviledges_manager.players.remember(target)
-- Notify the affected player if they are online.
if minetest.get_player_by_name(target) then
local verb = value and "granted to" or "revoked from"
minetest.chat_send_player(target,
minetest.colorize("#f5d76e",
("[Privileges] '%s' was %s you by %s."):format(priv, verb, caller)))
end
minetest.log("action",
("[priviledges_manager] %s %s '%s' for %s"):format(
caller, value and "granted" or "revoked", priv, target))
end
+10
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@@ -0,0 +1,10 @@
name: luacheck
on: [push, pull_request]
jobs:
luacheck:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@master
- name: Luacheck
uses: lunarmodules/luacheck@master
+9
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@@ -0,0 +1,9 @@
read_globals = {
"core",
"unifieddyes",
"default"
}
globals = {
"unifiedbricks"
}
+37
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@@ -0,0 +1,37 @@
unifiedbricks
Code license: WTFPL
Texture license: WTFPL
depends: unifieddyes, default
Adds configurable clay blocks, clay lumps, bricks, and brick blocks. Includes
all of the colors that unifieddyes offers (which amounts to 89 clayblocks, clay
lumps, bricks, brick blocks, leaving 356 total).
Now returns glass bottles and empty buckets when appropriate.
Settings at the top of init.lua:
SETTING_allow_default_coloring = 1
When set to 1, default clay + unifieddyes dye = unifiedbricks clay lump
SETTING_allow_hues = {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
Each number represents a hue (red, orange, yellow ...). When a value is
set to 0, that hue is disabled.
SETTING_allow_types = {1,1,1,1}
Same, except these represent clay blocks, clay lumps, etc.
SETTING_allow_saturation = {1,1}
Represents low saturation and full saturation, respectively.
SETTING_allow_darkness = {1,1,1,1}
Represents dark, medium, bright, and light colors, respectively.
Furthermore, a list of names is included below that, from which you can
change, for example, "red" to "mahogany".
WARNING: if you remove something important, such as clay lumps, you'll have to
cheat to get some items.
If you don't like what I did, tell me or use one of github's fancy features or
do it yourself or whatever. Hint: I would absolutely love to have some better
looking textures, especially the brick and clay textures.
Used VanessaE's gentextures.sh to change the texture colors.
+379
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@@ -0,0 +1,379 @@
--Unified Bricks by Vsevolod Borislav (wowiamdiamonds)
--
--License: WTFPL
--
--Depends: default, bucket, unifieddyes, vessels
--
--Obviously, offers the same colors in unifieddyes.
--Thanks go to VanessaE for making unifieddyes, gentextures.sh, etc.
unifiedbricks = {}
unifiedbricks.old_static_list = {}
unifiedbricks.old_static_list_formals = {}
core.register_alias("unifieddyes:white","unifieddyes:white_paint")
core.register_alias("unifieddyes:lightgrey","unifieddyes:lightgrey_paint")
core.register_alias("unifieddyes:grey","unifieddyes:grey_paint")
core.register_alias("unifieddyes:darkgrey","unifieddyes:darkgrey_paint")
local HUES = {
"red",
"orange",
"yellow",
"lime",
"green",
"aqua",
"cyan",
"skyblue",
"blue",
"violet",
"magenta",
"redviolet",
"black",
"darkgrey",
"grey",
"lightgrey",
"white"
}
local SATURATION = {
"_s50",
""
}
local DARKNESS = {
"dark_",
"medium_",
"",
"light_"
}
--formal versions
local FORMALHUES = {
"Red",
"Orange",
"Yellow",
"Lime",
"Green",
"Aqua",
"Cyan",
"Sky blue",
"Blue",
"Violet",
"Magenta",
"Red violet",
"Black",
"Dark grey",
"Grey",
"Light grey",
"White"
}
local FORMALSATURATION = {
" (low saturation)",
""
}
local FORMALDARKNESS = {
"Dark ",
"Medium ",
"Bright ",
"Light "
}
-- param2-coloring-enabled nodes
core.register_node("unifiedbricks:brickblock", {
description = "Brick Block",
tiles = {
"unifiedbricks_brickblock.png"
},
overlay_tiles = {
{ name = "unifiedbricks_mortar.png", color = "white" }
},
paramtype = "light",
paramtype2 = "color",
palette = "unifieddyes_palette_extended.png",
is_ground_content = false,
groups = {cracky=3, not_in_creative_inventory=1, ud_param2_colorable = 1},
sounds = default.node_sound_stone_defaults(),
on_construct = unifieddyes.on_construct,
preserve_metadata = unifieddyes.preserve_metadata,
on_dig = not unifieddyes.preserve_metadata and unifieddyes.on_dig or nil
})
core.override_item("default:brick", {
palette = "unifieddyes_palette_extended.png",
airbrush_replacement_node = "unifiedbricks:brickblock",
groups = {cracky = 3, ud_param2_colorable = 1},
})
core.register_node("unifiedbricks:clayblock", {
description = "Clay Block",
tiles = {
"unifiedbricks_clayblock.png",
},
paramtype2 = "color",
palette = "unifieddyes_palette_extended.png",
is_ground_content = false,
groups = {crumbly=3, not_in_creative_inventory=1, ud_param2_colorable = 1},
sounds = default.node_sound_dirt_defaults({
footstep = "",
}),
on_construct = unifieddyes.on_construct,
preserve_metadata = unifieddyes.preserve_metadata,
on_dig = not unifieddyes.preserve_metadata and unifieddyes.on_dig or nil
})
core.override_item("default:clay", {
palette = "unifieddyes_palette_extended.png",
airbrush_replacement_node = "unifiedbricks:clayblock",
groups = {crumbly = 3, ud_param2_colorable = 1},
})
core.register_node("unifiedbricks:brickblock_multicolor_dark", {
description = "Brick block (dark multicolor)",
tiles = {
"unifiedbricks_brickblock_multicolor_dark.png",
},
overlay_tiles = {
{ name = "unifiedbricks_mortar.png", color = "white" }
},
paramtype = "light",
paramtype2 = "color",
palette = "unifieddyes_palette_extended.png",
is_ground_content = false,
groups = {cracky=3, ud_param2_colorable = 1},
sounds = default.node_sound_stone_defaults(),
on_construct = unifieddyes.on_construct,
preserve_metadata = unifieddyes.preserve_metadata,
on_dig = not unifieddyes.preserve_metadata and unifieddyes.on_dig or nil
})
core.register_node("unifiedbricks:brickblock_multicolor_medium", {
description = "Brick block (medium multicolor)",
tiles = {
"unifiedbricks_brickblock_multicolor_medium.png"
},
overlay_tiles = {
{ name = "unifiedbricks_mortar.png", color = "white" }
},
paramtype = "light",
paramtype2 = "color",
palette = "unifieddyes_palette_extended.png",
is_ground_content = false,
groups = {cracky=3, ud_param2_colorable = 1},
sounds = default.node_sound_stone_defaults(),
on_construct = unifieddyes.on_construct,
preserve_metadata = unifieddyes.preserve_metadata,
on_dig = not unifieddyes.preserve_metadata and unifieddyes.on_dig or nil
})
core.register_node("unifiedbricks:brickblock_multicolor_light", {
description = "Brick block (light multicolor)",
tiles = {
"unifiedbricks_brickblock_multicolor_light.png"
},
overlay_tiles = {
{ name = "unifiedbricks_mortar.png", color = "white" }
},
paramtype = "light",
paramtype2 = "color",
palette = "unifieddyes_palette_extended.png",
is_ground_content = false,
groups = {cracky=3, ud_param2_colorable = 1},
sounds = default.node_sound_stone_defaults(),
on_construct = unifieddyes.on_construct,
preserve_metadata = unifieddyes.preserve_metadata,
on_dig = not unifieddyes.preserve_metadata and unifieddyes.on_dig or nil
})
core.register_craft( {
type = "shapeless",
output = "unifiedbricks:brickblock_multicolor_dark",
recipe = {
"default:brick",
"unifieddyes:grey",
"unifieddyes:dark_grey",
"unifieddyes:dark_grey"
},
})
core.register_craft( {
type = "shapeless",
output = "unifiedbricks:brickblock_multicolor_medium",
recipe = {
"default:brick",
"unifieddyes:white",
"unifieddyes:grey",
"unifieddyes:dark_grey"
},
})
core.register_craft( {
type = "shapeless",
output = "unifiedbricks:brickblock_multicolor_light",
recipe = {
"default:brick",
"unifieddyes:white",
"unifieddyes:white",
"unifieddyes:grey"
},
})
unifieddyes.register_color_craft({
output = "unifiedbricks:brickblock",
palette = "extended",
neutral_node = "default:brick",
type = "shapeless",
recipe = {
"NEUTRAL_NODE",
"MAIN_DYE"
}
})
unifieddyes.register_color_craft({
output = "unifiedbricks:clayblock",
palette = "extended",
neutral_node = "default:clay",
type = "shapeless",
recipe = {
"NEUTRAL_NODE",
"MAIN_DYE"
}
})
unifieddyes.register_color_craft({
output = "unifiedbricks:brickblock_multicolor_dark",
palette = "extended",
neutral_node = "unifiedbricks:brickblock_multicolor_dark",
type = "shapeless",
recipe = {
"NEUTRAL_NODE",
"MAIN_DYE"
}
})
unifieddyes.register_color_craft({
output = "unifiedbricks:brickblock_multicolor_medium",
palette = "extended",
neutral_node = "unifiedbricks:brickblock_multicolor_medium",
type = "shapeless",
recipe = {
"NEUTRAL_NODE",
"MAIN_DYE"
}
})
unifieddyes.register_color_craft({
output = "unifiedbricks:brickblock_multicolor_light",
palette = "extended",
neutral_node = "unifiedbricks:brickblock_multicolor_light",
type = "shapeless",
recipe = {
"NEUTRAL_NODE",
"MAIN_DYE"
}
})
-- static nodes
unifiedbricks.register_old_static_block = function(name, formalname, blocktype)
table.insert(unifiedbricks.old_static_list, "unifiedbricks:"..blocktype.."_"..name)
table.insert(unifiedbricks.old_static_list_formals, formalname)
end
for _, color in ipairs(HUES) do
table.insert(unifiedbricks.old_static_list, "unifiedbricks:multicolor_dark_"..color)
table.insert(unifiedbricks.old_static_list, "unifiedbricks:multicolor_medium_"..color)
table.insert(unifiedbricks.old_static_list, "unifiedbricks:multicolor_light_"..color)
end
table.insert(unifiedbricks.old_static_list, "unifiedbricks:multicolor_darkgrey")
table.insert(unifiedbricks.old_static_list, "unifiedbricks:multicolor_grey")
table.insert(unifiedbricks.old_static_list, "unifiedbricks:multicolor_lightgrey")
--REGISTERS ALL STATIC NODES EXCEPT MULTICOLOR BRICK BLOCKS
for i = 1,17 do
for j = 1,4 do
if i > 12 then
local formalname = FORMALHUES[i]
local name = HUES[i]
if j == 1 then
unifiedbricks.register_old_static_block(name, formalname, "clayblock")
elseif j == 4 then
unifiedbricks.register_old_static_block(name, formalname, "brickblock")
end
else
for k = 1,4 do
local formalname, name
if k == 4 then
formalname = FORMALDARKNESS[k] .. FORMALHUES[i]
name = DARKNESS[k] .. HUES[i]
if j == 1 then
unifiedbricks.register_old_static_block(name, formalname, "clayblock")
elseif j == 4 then
unifiedbricks.register_old_static_block(name, formalname, "brickblock")
end
else
for l = 1,2 do
formalname = FORMALDARKNESS[k] .. FORMALHUES[i] .. FORMALSATURATION[l]
name = DARKNESS[k] .. HUES[i] .. SATURATION[l]
if j == 1 then
unifiedbricks.register_old_static_block(name, formalname, "clayblock")
elseif j == 4 then
unifiedbricks.register_old_static_block(name, formalname, "brickblock")
end
end
end
end
end
end
end
-- convert in-map static nodes to use param2 coloring
core.register_lbm({
name = "unifiedbricks:convert_brickblocks",
label = "Convert clay blocks and single-color brick blocks to use param2 color",
run_at_every_load = false,
nodenames = unifiedbricks.old_static_list,
action = function(pos, node)
local name = node.name
local t = string.find(name, "_")
local type = string.sub(name, 1, t - 1)
local color1 = string.sub(name, t + 1)
local color2 = string.gsub(color1, "grey", "_grey")
if color2 == "_grey" then color2 = "grey" end
local paletteidx, hue = unifieddyes.getpaletteidx("unifieddyes:"..color2, "extended")
if not paletteidx or not hue then return end
if string.find(type, "multicolor") then
local newpalette = (hue*8)+1
local shade
if string.find(name, "dark") then
shade = "dark"
elseif string.find(name, "medium")
or name == "unifiedbricks:multicolor_grey" then
shade = "medium"
else
shade = "light"
end
if string.find(name, "grey") then
newpalette = 2
end
core.set_node(pos, { name = "unifiedbricks:brickblock_multicolor_"..shade, param2 = newpalette })
elseif string.find(type, "brickblock") then
core.set_node(pos, { name = "unifiedbricks:brickblock", param2 = paletteidx })
elseif string.find(type, "clayblock") then
core.set_node(pos, { name = "unifiedbricks:clayblock", param2 = paletteidx })
end
local meta = core.get_meta(pos)
meta:set_string("dye", "unifieddyes:"..color1)
meta:set_string("palette", "ext")
end
})
print("[UnifiedBricks] Loaded!")
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name = unifiedbricks
description = This mod allows the user to re-color default bricks using Unified Dyes, and provides some pattern variations as well.
depends = default, bucket, unifieddyes, vessels
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name: luacheck
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v1
- name: apt
run: sudo apt-get install -y luarocks
- name: luacheck install
run: luarocks install --local luacheck
- name: luacheck run
run: $HOME/.luarocks/bin/luacheck ./
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unused_args = false
allow_defined_top = true
exclude_files = {".luacheckrc"}
globals = {
"minetest", "core",
--mod provided
"unifieddyes",
}
read_globals = {
string = {fields = {"split"}},
table = {fields = {"copy", "getn"}},
--luac
"math", "table",
-- Builtin
"vector", "ItemStack", "dump", "DIR_DELIM", "VoxelArea", "Settings", "PcgRandom", "VoxelManip", "PseudoRandom",
--mod produced
}
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### API
This section details the Unified Dyes API and how to use it with your mods.
In your node definition, you must include a few things to interface with Unified Dyes. Here is an example:
```lua
minetest.register_node("mymod:colored_node", {
description = "My custom colored node",
tiles = { "mymod_custom_colored_node.png" },
paramtype = "light",
paramtype2 = "color",
palette = "unifieddyes_palette_extended.png",
groups = {snappy = 1, cracky = 2, ud_param2_colorable = 1},
airbrush_replacement_node = "mymod:my_other_colored_node",
preserve_metadata = unifieddyes.preserve_metadata
})
```
`paramtype2` must be one of:
- "color": this is an 89-color or 256-color node
- "colorwallmounted": this is a 32-color node using "wallmounted" mode
- "colorfacedir": this node uses one of the "split" 89-color palettes.
`palette` must be set to match the `paramtype2` setting, and must be one of:
- "unifieddyes_palette.png"
- "unifieddyes_palette_extended.png"
- "unifieddyes_palette_colorwallmounted.png"
- or one of the "split" hues palettes (see below).
`groups`: If your node can be colored by using the airbrush, its groups entry must contain the key ud_param2_colorable = 1, among whatever else you'd normally put there. If the node is software-controlled, as might be the case for some mesecons-digilines aware node, then this group key should be omitted.
If your node if of the kind where you need the split palette, but you need to put the *full color name* into the node name, as opposed to just the hue, then add the keys `ud_color_start` and `ud_color_end` and set them to the positions of the first and last characters of the color name (where 1 is the first character of the mod name at the start of the node name, i.e. "mymod:foo_bar_orange_baz" would have the start set to 15 and the end at 20).
`airbrush_replacement_node`: The node to swap in when the airbrush is used on this node. For example, you could `minetest.override_item()` on some default node to add this field, pointing to a colorable node of your own, so that when the default node is painted, it's replaced with yours in the new color.
#### Function calls
**`unifieddyes.preserve_metadata(pos, oldnode, oldmeta, drops)`**
Set in a node definition's `preserve_metadata` callback, this makes sure that if the player digs a neutral node, i.e. a colorable node that was left uncolored/white after placing, they receive a version of that item that has been stripped of its itemstack color setting, so that it is identical to what would have been in their inventory when that node was originally placed. This prevents the engine splitting stacks of that item due to technically-different but visually-identical itemstack coloring. This function is only needed in the definition of colorable versions of a node, not any uncolored counterparts. For example, if you have a mod that has a simple, wooden chair, and the mod turns it into one with a colored seat cushion when you airbrush or craft it with dye, then only that latter colored-seat version needs this function.
**`unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)`
`unifieddyes.fix_rotation_nsew(pos, placer, itemstack, pointed_thing)`**
These two are used to re-orient `wallmounted` nodes after placing. The former allows positioning to floor, ceiling, and four walls, while the latter restricts the rotation to just the four walls. The latter is most often used with a node whose model is designed so that the four wall positions actually place the model "upright", facing +/- X or Z. This is a hacky way to make a node look like it has basic `facedir` capability, while being able to use the 32-color palette.
**`unifieddyes.fix_after_screwdriver_nsew(pos, node, user, mode, new_param2)`**
This serves the same purpose as the `fix_rotation_nsew`, but is used to restrict the node's rotation after it's been hit with the screwdriver.
**`unifieddyes.is_buildable_to(placer_name, ...)`**
Again, another obvious one, returns whether or not the pointed node is `buildable_to` (can be overwritten by another node).
**`unifieddyes.get_hsv(name)`**
Accepts an item name, and returns the corresponding hue, saturation, and value (in that order), as strings.
If the item name is a color (not greyscale), then `hue` will be the basic hue for that color, saturation will be empty string for high saturation or "\_s50" for low, and value will be "dark_", "medium_", "light_", or an empty string if it's full color.
If the item name is greyscale, then `hue` will contain "white", "light_grey", "grey", "dark_grey", or "black", saturation will (ironically) be an empty string, and value will be "light_", "dark_", or empty string to correspond with the contents of `hue`.
For example:
* "mymod:mynode_red" would return ("red", "", "")
* "mymod:mynode_light_blue" would return ("blue", "", "light_")
* "mymod:mynode_dark_yellow_s50" would return ("yellow", "_s50", "dark_")
* "mymod:mynode_dark_grey" would return ("dark_grey", "", "dark_")
**`unifieddyes.getpaletteidx(color, palette_type)`**
When given a `color` string (in the form of "dye:foo" or "unifieddyes:foo") and `palette_type` (either a boolean or string), this function returns the numerical index into that palette, and the hue name as a string.
* `false` or `nil`: the 89-color palette
* `true`: 89 color "split" palette mode, for nodes that need full `facedir` support. In this case, the returned hue will be the color of whichever of the 13 "split" palettes the node is using, and the index will be 1-7, representing the shade within that palette. See my coloredwoods mod for more information on how this mode is used. If the node is black, white, or grey, the hue will be set to 0.
* `wallmounted`: the 32-color palette, for nodes using `colorwallmounted` mode.
* `extended`: the 256-color "extended" palette
**`unifieddyes.color_to_name(param2, def)`**
This function will attempt to return the name of the color indicated by `param2`. `palette` tells the function which palette filename was used with that param2 value. The returned value should be suitable as a dye item name when prefixed with "dye:".
**`unifieddyes.on_airbrush(itemstack, player, pointed_thing)`**
This is called when a node is punched while wielding the airbrush.
**`unifieddyes.show_airbrush_form(player)`**
This one does just what it sounds like - it shows the color selector formspec.
**`unifieddyes.register_color_craft(recipe)`**
This will loop through all of Unified Dyes' color lists, generating one recipe for every color in the palette given in the call. Example usage:
```lua
unifieddyes.register_color_craft({
output = "mymod:colored_node 6",
palette = "extended",
neutral_node = "mymod:my_base_node_material",
recipe = {
{ "NEUTRAL_NODE", "MAIN_DYE", "NEUTRAL_NODE" },
{ "MAIN_DYE", "NEUTRAL_NODE", "MAIN_DYE" },
{ "NEUTRAL_NODE", "MAIN_DYE", "NEUTRAL_NODE" }
}
})
```
`output` is a standard item string as in the normal `minetest.register_craft()` call.
`palette` specifies the palette type to iterate through ("extended" and "wallmounted" are obvious, and if not specified, it'll use the 89 color palette).
`type` can be "shapeless" or unspecified/`nil`, and works the same as in the normal call.
`neutral_node` should specify the name of whatever item or node serves as the base, neutrally-colored material in your recipe. This really only applies if your node is just made from one item (or more than one of the same item), plus one or more dyes. If your node is just made from a collection of assorted items and no one item is really the neutral material, or anyway if you don't need this substitution, you must set it to an empty string.
`recipe` is the same as in the normal call, except that Unified Dyes will replace all instances of the string "NEUTRAL_NODE" with the item specified in the preceding `neutral_node` field. Every instance of "MAIN_DYE" will be replaced with a portion of dye, as Unified Dyes' recipe helper works through its color lists (i.e. this field will become whatever dye is needed for each recipe).
`output_prefix` and `output_suffix`, if specified (must use both if at all), will cause the recipe registration to set to the output item to `output_prefix` + (hue) + `output_suffix` + `output`. Used for mods that use the split 89-color palette. `hue` will thus be one of the 12 hues, or "grey", as defined by the split palettes. In this situation, you can set `output` to your recipe yield (with a leading space) if needed. For example, if the prefix is "foo:bar", the suffix is "baz", and the output is set to " 3", then the craft helper will generate output item strings of the form "foo:bar_COLOR_baz 3", for each color in the table.
**`unifieddyes.make_colored_itemstack(itemstack, palette, color)`**
Makes a colored itemstack out of the given `itemstack` and `color` (as a dye, e.g. "dye:dark_red_s50"), setting the correct index per the `palette` field, which works as described above for `unifieddyes.getpaletteidx()`. Said itemstack is returned as a string suitable for use as the output field of a craft recipe, equal in size to the itemstack passed into the function (e.g. if you give it "mymod:colored_node 7", it'll return a stack of 7 colored items).
**`unifieddyes.generate_split_palette_nodes(name, def, drop)`**
Does just what it sounds like - it registers all the nodes that are needed for a given base node (`def`) to be able to use the split palette, each named according to `name`, with the palette hue appended. If a custom drop is needed, it can be passed along (only a string is allowed here, specifying a single item).
**`unifieddyes.on_dig(pos, node, digger)`** _(Deprecated)_
Don't use this. It is superseded by `unifieddyes.preserve_metadata`.
#### Tables
In addition to the above API calls, Unified Dyes provides several useful tables
`unifieddyes.HUES` contains a list of the 12 hues used by the 89-color palette.
`unifieddyes.HUES_EXTENDED` contains a list of the 24 hues in the 256-color palette. Each line contains the color name and its RGB value expressed as three numbers (rather than the usual `#RRGGBB` string).
`unifieddyes.base_color_crafts` contains a condensed list of crafting recipes for all 24 basic hues, plus black and white, most of which have multiple alternative recipes. Each line contains the name of the color, up to five dye itemstrings (with `nil` in each unused space), and the yield for that craft.
`unifieddyes.shade_crafts` contains recipes for each of the 10 shades a hue can take on, used with one or two portions of the dye corresponding to that hue. Each line contains the shade name with trailing "_", the saturation name (either "_s50" or empty string), up to three dye item strings, and the yield for that craft.
`unifieddyes.greymixes` contains the recipes for the 14 shades of grey. Each line contains the grey shade number from 1-14, up to four dye item names, and the yield for that craft.
#### Converting an old mod
If your mod used the old paradigm where you craft a neutral-colored item, place it, and punch with dye to color it, and you wish to convert it to colored itemstacks, take the following actions for each node:
* Remove these keys from your node definition:
```lua
place_param2 = 240,
after_dig_node = unifieddyes.after_dig_node,
ud_replacement_node = "mod:some_node",
on_dig = unifieddyes.on_dig
```
* Add the `airbrush_replacement_node` key to the node definition, if needed.
* Add a call to `unifieddyes.register_color_craft(recipe)`, the create-all-the-recipes helper described above (of course, you don't have to register any recipes if you don't want to, or you can roll your own, your choice).
**If your mod never has never used Unified Dyes at all**
* Remove all of your various colored node definitions, keeping only the one for the white version of your node, or delete them all, and keep whatever node you consider to be "neutral colored".
* Delete all of the colored texture files too, except keep the brightest, highest-contrast, most detailed one - whichever color that happens to be. Most likely, red or green will be the best one.
* Convert that remaining texture to grayscale, enhance its contrast as much as you can without distorting it, and rename it and the node it'll be used to something neutral-sounding.
* Add the `palette` key to your neutral node definition, for example:
`palette = "unifieddyes_palette_extended.png",`
* Adjust your node's groups to specify that the node can be colored. Example (note the last item):
`groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,flammable=3, ud_param2_colorable = 1},`
* Remove all crafting recipes for all colored versions of that node, keeping only the one that makes the "neutral" one.
* Add the above recipes helper call (which replaces those delted recipes)
* If your colored node is based on someone else's neutral node, for example if you made a mod that creates multiple colors of minetest_game's default clay, you may find it best to create a single "stand-in" node that's identical to the neutral node, but named for your mod, hidden from the creative inventory, and which has a properly-prepared grayscale texture image in addition to the above keys. Use `minetest.override_item()` to add the `palette` and `airbrush_replacement_node` keys, and the `ud_param2_colorable` group, to that "someone else's" node. Then use that node and your custom, hidden node in the craft helper call.
* You will need to write a run-only-once LBM to convert your old statically-colored nodes to use hardware coloring. See above for functions that will help reduce the work required for this part.
**If your mod has no colorable items**
If you wish to expand your mod to support color, just follow the above "never used" section, skipping the "remove/delete this and that" items, and of course omitting the LBM.
+282
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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
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END OF TERMS AND CONDITIONS
+16
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VanessaE's Unified Dyes
=======================
The purpose of this mod originally was to supply a complete set of colors for Minetest mod authors to use for colorized nodes, or to reference in recipes. Since the advent of the default dyes mod in minetest_game, this mod has become more of an extension of the default mod. Since the advent of param2 colorization, it has also become a library for general color handling.
Unified Dyes expands the standard dye set from 15 colors to 32, 89, or 256 (see the API and usage info).
Dependencies: Minetest engine version 0.4.16 or higher and a corresponding copy of minetest_game.
License: GPL 2.0 or higher.
Install: Unzip the distribution file, rename the resultant folder to just "unifieddyes", move it into Minetest's mods folder, and enable it in your world configuration.
Usage: for detailed usage information, please see [the Unified Dyes Thread](https://forum.minetest.net/viewtopic.php?f=11&t=2178&p=28399) on the Minetest forum.
API: the full API is documented here: https://github.com/mt-mods/unifieddyes/blob/master/API.md
+512
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-- This file supplies all the code related to the airbrush
local S = minetest.get_translator("unifieddyes")
function unifieddyes.on_airbrush(itemstack, player, pointed_thing)
local player_name = player:get_player_name()
local painting_with = nil
if unifieddyes.player_current_dye[player_name] then
painting_with = unifieddyes.player_current_dye[player_name]
end
if not painting_with then
minetest.chat_send_player(player_name, "*** You need to set a color first.")
minetest.chat_send_player(player_name, "*** Right-click any random node to open the color selector,")
minetest.chat_send_player(player_name, "*** or shift+right-click a colorized node to use its color.")
minetest.chat_send_player(player_name, "*** Be sure to click \"Accept\", or the color you select will be ignored.")
return
end
local pos = minetest.get_pointed_thing_position(pointed_thing)
if not pos then
local look_angle = player:get_look_vertical()
if look_angle > -1.55 then
minetest.chat_send_player(player_name, "*** No node selected")
else
local hexcolor = unifieddyes.get_color_from_dye_name(painting_with)
if hexcolor then
local r = tonumber(string.sub(hexcolor,1,2),16)
local g = tonumber(string.sub(hexcolor,3,4),16)
local b = tonumber(string.sub(hexcolor,5,6),16)
player:set_sky({r=r,g=g,b=b,a=255},"plain")
end
end
return
end
local node = minetest.get_node(pos)
local def = minetest.registered_items[node.name]
if not def then return end
if minetest.is_protected(pos, player_name) then
minetest.chat_send_player(player_name, "*** Sorry, someone else owns that node.")
return
end
if not (def.groups and def.groups.ud_param2_colorable and def.groups.ud_param2_colorable > 0) then
minetest.chat_send_player(player_name, "*** That node can't be colored.")
return
end
local palette
local fdir = 0
if not def or not def.palette then
minetest.chat_send_player(player_name, "*** That node can't be colored -- it's either undefined or has no palette.")
return
elseif def.palette == "unifieddyes_palette_extended.png" then
palette = "extended"
elseif def.palette == "unifieddyes_palette_colorwallmounted.png" then
palette = "wallmounted"
fdir = node.param2 % 8
elseif def.palette ~= "unifieddyes_palette_extended.png"
and def.palette ~= "unifieddyes_palette_colorwallmounted.png"
and string.find(def.palette, "unifieddyes_palette_") then
palette = "split"
fdir = node.param2 % 32
else
minetest.chat_send_player(player_name, "*** That node can't be colored -- it has an invalid color mode.")
return
end
local idx, hue = unifieddyes.getpaletteidx(painting_with, palette)
local inv = player:get_inventory()
if (not minetest.is_creative_enabled(player_name)) and not inv:contains_item("main", painting_with) then
local suff = ""
if not idx then
suff = " Besides, "..string.sub(painting_with, 5).." can't be applied to that node."
end
minetest.chat_send_player(
player_name,
"*** You're in survival mode, and you're out of "..string.sub(painting_with, 5).."."..suff
)
return
end
if not idx then
minetest.chat_send_player(player_name, "*** "..string.sub(painting_with, 5).." can't be applied to that node.")
return
end
local oldidx = node.param2 - fdir
local name = def.airbrush_replacement_node or node.name
if palette == "split" then
local modname = string.sub(name, 1, string.find(name, ":")-1)
local nodename2 = string.sub(name, string.find(name, ":")+1)
local oldcolor
local newcolor
if def.ud_color_start and def.ud_color_end then
oldcolor = string.sub(node.name, def.ud_color_start, def.ud_color_end)
newcolor = string.sub(painting_with, 5)
else
if hue ~= 0 then
newcolor = unifieddyes.HUES_EXTENDED[hue][1]
else
newcolor = "grey"
end
if def.airbrush_replacement_node then
oldcolor = "grey"
else
local s = string.sub(def.palette, 21)
oldcolor = string.sub(s, 1, string.find(s, "s.png")-1)
end
end
name = modname..":"..string.gsub(nodename2, oldcolor, newcolor)
if not minetest.registered_items[name] then
minetest.chat_send_player(player_name, "*** "..string.sub(painting_with, 5).." can't be applied to that node.")
return
end
elseif idx == oldidx then
return
end
minetest.swap_node(pos, {name = name, param2 = fdir + idx})
if not minetest.is_creative_enabled(player_name) then
inv:remove_item("main", painting_with)
return
end
end
local hps = 0.6 -- horizontal position scale
local vps = 1.3 -- vertical position scale
local vs = 0.1 -- vertical shift/offset
local color_button_size = ";0.75,0.75;"
local color_square_size = ";0.69,0.69;"
function unifieddyes.make_readable_color(color)
-- is this a low saturation color?
local has_low_saturtation = string.find(color, "s50");
-- remove _s50 tag, we care about that later again
local s = string.gsub(color, "_s50", "")
-- replace underscores with spaces to make it look nicer
s = string.gsub(s, "_", " ")
-- capitalize words, you know, looks nicer ;)
s = string.gsub(s, "(%l)(%w*)", function(a,b) return string.upper(a)..b end)
-- add the word dye, this is what the translations expect
s = s.." Dye"
-- if it is a low sat color, append an appropriate string
if has_low_saturtation then
s = s.." (low saturation)"
end
return s
end
function unifieddyes.make_colored_square(hexcolor, colorname, showall, creative, painting_with, nodepalette, hp, v2,
selindic, inv, explist)
local dye = "dye:"..colorname
local overlay = ""
local colorize = minetest.formspec_escape("^[colorize:#"..hexcolor..":255")
if not creative and inv:contains_item("main", dye) then
overlay = "^unifieddyes_onhand_overlay.png"
end
local unavail_overlay = ""
if not showall and not unifieddyes.palette_has_color[nodepalette.."_"..colorname]
or (explist and not explist[colorname]) then
if overlay == "" then
unavail_overlay = "^unifieddyes_unavailable_overlay.png"
else
unavail_overlay = "^unifieddyes_onhand_unavailable_overlay.png"
end
end
local tooltip = "tooltip["..colorname..";"..
S(unifieddyes.make_readable_color(colorname))..
"\n(dye:"..colorname..")]"
if dye == painting_with then
overlay = "^unifieddyes_select_overlay.png"
selindic = "unifieddyes_white_square.png"..colorize..overlay..unavail_overlay.."]"..tooltip
end
local form
if unavail_overlay == "" then
form = "image_button["..
(hp*hps)..","..(v2*vps+vs)..
color_button_size..
"unifieddyes_white_square.png"..colorize..overlay..unavail_overlay..";"..
colorname..";]"..
tooltip
else
form = "image["..
(hp*hps)..","..(v2*vps+vs)..
color_square_size..
"unifieddyes_white_square.png"..colorize..overlay..unavail_overlay.."]"..
tooltip
end
return form, selindic
end
function unifieddyes.show_airbrush_form(player)
if not player then return end
local t = {}
local player_name = player:get_player_name()
local painting_with = unifieddyes.player_selected_dye[player_name] or unifieddyes.player_current_dye[player_name]
local creative = minetest.is_creative_enabled(player_name)
local inv = player:get_inventory()
local nodepalette = "extended"
local showall = unifieddyes.player_showall[player_name]
t[1] = "size[14.5,8.5]label[7,-0.3;"..S("Select a color:").."]"
local selindic = "unifieddyes_select_overlay.png^unifieddyes_question.png]"
local last_right_click = unifieddyes.player_last_right_clicked[player_name]
if last_right_click then
if not last_right_click.def then
last_right_click.def = {}
last_right_click.undef = true
elseif last_right_click.def.palette then
if last_right_click.def.palette == "unifieddyes_palette_colorwallmounted.png" then
nodepalette = "wallmounted"
elseif last_right_click.def.palette == "unifieddyes_palette_extended.png" then
t[#t+1] = "label[0.5,8.25;"..S("(Right-clicked a node that supports all 256 colors, showing them all)").."]"
showall = true
elseif last_right_click.def.palette ~= "unifieddyes_palette_extended.png"
and last_right_click.def.palette ~= "unifieddyes_palette_colorwallmounted.png"
and string.find(last_right_click.def.palette, "unifieddyes_palette_") then
nodepalette = "split"
end
end
end
if last_right_click.undef then
t[#t+1] = "label[0.5,8.25;"..S("(Right-clicked an undefined node, showing all colors)").."]"
elseif not last_right_click.def.groups
or not last_right_click.def.groups.ud_param2_colorable
or not last_right_click.def.palette
or not string.find(last_right_click.def.palette, "unifieddyes_palette_") then
t[#t+1] = "label[0.5,8.25;"..S("(Right-clicked a node not supported by the Airbrush, showing all colors)").."]"
end
local explist = last_right_click.def.explist
for v = 0, 6 do
local val = unifieddyes.VALS_EXTENDED[v+1]
local sat = ""
local v2=(v/2)
for hi, h in ipairs(unifieddyes.HUES_EXTENDED) do
local hue = h[1]
local hp=hi-1
local r = h[2]
local g = h[3]
local b = h[4]
local factor = 40
if v > 3 then
factor = 75
v2 = (v-2)
end
local r2 = math.max(math.min(r + (4-v)*factor, 255), 0)
local g2 = math.max(math.min(g + (4-v)*factor, 255), 0)
local b2 = math.max(math.min(b + (4-v)*factor, 255), 0)
local hexcolor = string.format("%02x", r2)..string.format("%02x", g2)..string.format("%02x", b2)
local f
f, selindic = unifieddyes.make_colored_square(hexcolor, val..hue..sat, showall, creative, painting_with, nodepalette,
hp, v2, selindic, inv, explist)
t[#t+1] = f
end
if v > 3 then
sat = "_s50"
v2 = (v-1.5)
for hi, h in ipairs(unifieddyes.HUES_EXTENDED) do
local hue = h[1]
local hp=hi-1
local r = h[2]
local g = h[3]
local b = h[4]
local factor = 75
local pr = 0.299
local pg = 0.587
local pb = 0.114
local r2 = math.max(math.min(r + (4-v)*factor, 255), 0)
local g2 = math.max(math.min(g + (4-v)*factor, 255), 0)
local b2 = math.max(math.min(b + (4-v)*factor, 255), 0)
local p = math.sqrt(r2*r2*pr + g2*g2*pg + b2*b2*pb)
local r3 = math.floor(p+(r2-p)*0.5)
local g3 = math.floor(p+(g2-p)*0.5)
local b3 = math.floor(p+(b2-p)*0.5)
local hexcolor = string.format("%02x", r3)..string.format("%02x", g3)..string.format("%02x", b3)
local f
f, selindic = unifieddyes.make_colored_square(hexcolor, val..hue..sat, showall, creative, painting_with,
nodepalette, hp, v2, selindic, inv, explist)
t[#t+1] = f
end
end
end
local v2=5
for y = 0, 15 do
local hp=15-y
local hexgrey = string.format("%02x", y*17)..string.format("%02x", y*17)..string.format("%02x", y*17)
local grey = "grey_"..y
if y == 0 then grey = "black"
elseif y == 4 then grey = "dark_grey"
elseif y == 8 then grey = "grey"
elseif y == 11 then grey = "light_grey"
elseif y == 15 then grey = "white"
end
local f
f, selindic = unifieddyes.make_colored_square(hexgrey, grey, showall, creative, painting_with, nodepalette, hp, v2,
selindic, inv, explist)
t[#t+1] = f
end
if not creative then
t[#t+1] = "image[10,"
t[#t+1] = (vps*5.55+vs)
t[#t+1] = color_button_size
t[#t+1] = "unifieddyes_onhand_overlay.png]label[10.7,"
t[#t+1] = (vps*5.51+vs)
t[#t+1] = ";"..S("Dyes").."]"
t[#t+1] = "label[10.7,"
t[#t+1] = (vps*5.67+vs)
t[#t+1] = ";on hand]"
end
t[#t+1] = "image[10,"
t[#t+1] = (vps*5+vs)
t[#t+1] = color_button_size
t[#t+1] = selindic
if painting_with then
t[#t+1] = "label[10.7,"
t[#t+1] = (vps*4.90+vs)
t[#t+1] = ";"..S("Your selection:").."]"
t[#t+1] = "label[10.7,"
t[#t+1] = (vps*5.07+vs)
t[#t+1] = ";"
t[#t+1] = S(unifieddyes.make_readable_color(string.sub(painting_with, 5)))
t[#t+1] = "]label[10.7,"
t[#t+1] = (vps*5.24+vs)
t[#t+1] = ";("
t[#t+1] = painting_with
t[#t+1] = ")]"
else
t[#t+1] = "label[10.7,"
t[#t+1] = (vps*5.07+vs)
t[#t+1] = ";"..S("Your selection").."]"
end
t[#t+1] = "button_exit[10.5,8;2,1;cancel;"..S("Cancel").."]button_exit[12.5,8;2,1;accept;"..S("Accept").."]"
if last_right_click and last_right_click.def and nodepalette ~= "extended" then
if showall then
t[#t+1] = "button[0,8;2,1;show_avail;"..S("Show Available").."]"
t[#t+1] = "label[2,8.25;"..S("(Currently showing all 256 colors)").."]"
else
t[#t+1] = "button[0,8;2,1;show_all;"..S("Show All Colors").."]"
t[#t+1] = "label[2,8.25;"..S("(Currently only showing what the right-clicked node can use)").."]"
end
end
minetest.show_formspec(player_name, "unifieddyes:dye_select_form", table.concat(t))
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname == "unifieddyes:dye_select_form" then
local player_name = player:get_player_name()
local nodepalette = "extended"
local showall = unifieddyes.player_showall[player_name]
local last_right_click = unifieddyes.player_last_right_clicked[player_name]
if last_right_click and last_right_click.def then
if last_right_click.def.palette then
if last_right_click.def.palette == "unifieddyes_palette_colorwallmounted.png" then
nodepalette = "wallmounted"
elseif last_right_click.def.palette ~= "unifieddyes_palette_extended.png" then
nodepalette = "split"
end
end
end
if fields.show_all then
unifieddyes.player_showall[player_name] = true
unifieddyes.show_airbrush_form(player)
return
elseif fields.show_avail then
unifieddyes.player_showall[player_name] = false
unifieddyes.show_airbrush_form(player)
return
elseif fields.quit then
if fields.accept then
local dye = unifieddyes.player_selected_dye[player_name]
if not dye then
minetest.chat_send_player(player_name, "*** Clicked \"Accept\", but no color was selected!")
return
elseif not showall
and not unifieddyes.palette_has_color[nodepalette.."_"..string.sub(dye, 5)] then
minetest.chat_send_player(player_name, "*** Clicked \"Accept\", but the selected color can't be used on the")
minetest.chat_send_player(player_name, "*** node that was right-clicked (and \"Show All\" wasn't in effect).")
if unifieddyes.player_current_dye[player_name] then
minetest.chat_send_player(player_name, "*** Ignoring it and sticking with "
..string.sub(unifieddyes.player_current_dye[player_name], 5)..".")
else
minetest.chat_send_player(player_name, "*** Ignoring it.")
end
return
else
unifieddyes.player_current_dye[player_name] = dye
unifieddyes.player_selected_dye[player_name] = nil
minetest.chat_send_player(player_name, "*** Selected "..string.sub(dye, 5).." for the airbrush.")
return
end
else -- assume "Cancel" or Esc.
unifieddyes.player_selected_dye[player_name] = nil
return
end
else
local color, _ = next(fields)
local inv = player:get_inventory()
local creative = minetest.is_creative_enabled(player_name)
local dye = "dye:"..color
if (showall or unifieddyes.palette_has_color[nodepalette.."_"..color]) and
(creative or inv:contains_item("main", dye)) then
unifieddyes.player_selected_dye[player_name] = dye
unifieddyes.show_airbrush_form(player)
end
end
end
end)
minetest.register_tool("unifieddyes:airbrush", {
description = S("Dye Airbrush"),
inventory_image = "unifieddyes_airbrush.png",
use_texture_alpha = core.features.use_texture_alpha_string_modes and "opaque" or true,
tool_capabilities = {
full_punch_interval=0.1,
},
range = 12,
on_use = unifieddyes.on_airbrush,
on_place = function(itemstack, placer, pointed_thing)
local keys = placer:get_player_control()
local player_name = placer:get_player_name()
local pos = minetest.get_pointed_thing_position(pointed_thing)
local node
local def
if pos then node = minetest.get_node(pos) end
if node then def = minetest.registered_items[node.name] end
if keys.sneak and def and def.on_rightclick then
return def.on_rightclick(pos, node, placer, itemstack, pointed_thing)
end
unifieddyes.player_last_right_clicked[player_name] = {pos = pos, node = node, def = def}
if not keys.aux1 then
unifieddyes.show_airbrush_form(placer)
elseif keys.aux1 then
if not pos or not def then return end
local newcolor = unifieddyes.color_to_name(node.param2, def)
if newcolor and string.find(def.paramtype2, "color") then
minetest.chat_send_player(player_name, "*** Switching to "..newcolor.." for the airbrush, to match that node.")
unifieddyes.player_current_dye[player_name] = "dye:"..newcolor
else
minetest.chat_send_player(player_name, "*** That node is uncolored.")
end
end
end
})
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if minetest.get_modpath("dye") then
minetest.register_alias("dye:light_red", "dye:pink")
minetest.register_alias("dye:medium_orange", "dye:brown")
end
minetest.register_alias("unifieddyes:black", "dye:black")
minetest.register_alias("unifieddyes:dark_grey", "dye:dark_grey")
minetest.register_alias("unifieddyes:grey", "dye:grey")
minetest.register_alias("unifieddyes:light_grey", "dye:light_grey")
minetest.register_alias("unifieddyes:white", "dye:white")
minetest.register_alias("unifieddyes:grey_0", "dye:black")
minetest.register_alias("unifieddyes:grey_4", "dye:dark_grey")
minetest.register_alias("unifieddyes:grey_8", "dye:grey")
minetest.register_alias("unifieddyes:grey_11", "dye:light_grey")
minetest.register_alias("unifieddyes:grey_15", "dye:white")
minetest.register_alias("unifieddyes:white_paint", "dye:white")
minetest.register_alias("unifieddyes:titanium_dioxide", "dye:white")
minetest.register_alias("unifieddyes:lightgrey_paint", "dye:light_grey")
minetest.register_alias("unifieddyes:grey_paint", "dye:grey")
minetest.register_alias("unifieddyes:darkgrey_paint", "dye:dark_grey")
minetest.register_alias("unifieddyes:carbon_black", "dye:black")
minetest.register_alias("unifieddyes:brown", "dye:brown")
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-- This file supplies the majority of Unified Dyes' API
unifieddyes.player_current_dye = {}
unifieddyes.player_selected_dye = {}
unifieddyes.player_last_right_clicked = {}
unifieddyes.palette_has_color = {}
unifieddyes.player_showall = {}
-- if a node with a palette is placed in the world,
-- but the itemstack used to place it has no palette_index (color byte),
-- create something appropriate to make it officially white.
minetest.register_on_placenode(
function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
local def = minetest.registered_items[newnode.name]
if not def
or not def.palette
or def.after_place_node
or not placer then
return false
end
if not string.find(itemstack:to_string(), "palette_index") then
local param2
local color = 0
if def.palette == "unifieddyes_palette_extended.png"
and def.paramtype2 == "color" then
param2 = 240
color = 240
elseif def.palette == "unifieddyes_palette_colorwallmounted.png"
and def.paramtype2 == "colorwallmounted" then
param2 = newnode.param2 % 8
elseif string.find(def.palette, "unifieddyes_palette_")
and def.paramtype2 == "colorfacedir" then -- it's a split palette
param2 = newnode.param2 % 32
end
if param2 then
minetest.swap_node(pos, {name = newnode.name, param2 = param2})
minetest.get_meta(pos):set_int("palette_index", color)
end
end
end
)
-- The complementary function: strip-off the color if the node being dug is still white/neutral
-- adapted from
-- https://github.com/minetest/minetest/blob/fe8d04d0b3c2e3af7c406fb6527f1b5230a30137/builtin/game/item.lua#L460-L562
local function node_dig_without_color(pos, node, digger)
if not digger then return false end
local diggername = digger:get_player_name()
local def = ItemStack(node.name):get_definition()
-- Copy pos because the callback could modify it
if not def.diggable or (def.can_dig and not def.can_dig(vector.copy(pos), digger)) then
minetest.log("info", diggername .. " tried to dig "
.. node.name .. " which is not diggable "
.. minetest.pos_to_string(pos))
return false
end
if minetest.is_protected(pos, diggername) then
minetest.log("action", diggername
.. " tried to dig " .. node.name
.. " at protected position "
.. minetest.pos_to_string(pos))
minetest.record_protection_violation(pos, diggername)
return false
end
minetest.log('action', diggername .. " digs "
.. node.name .. " at " .. minetest.pos_to_string(pos))
local wielded = digger and digger:get_wielded_item()
local drops = core.get_node_drops(node, wielded and wielded:get_name(),
wielded and ItemStack(wielded), digger, vector.copy(pos))
if wielded then
local wdef = wielded:get_definition()
local tp = wielded:get_tool_capabilities()
local dp = minetest.get_dig_params(def and def.groups, tp, wielded:get_wear())
if wdef and wdef.after_use then
wielded = wdef.after_use(wielded, digger, node, dp) or wielded
else
-- Wear out tool
if not minetest.is_creative_enabled(diggername) then
wielded:add_wear(dp.wear)
if wielded:get_count() == 0 and wdef.sound and wdef.sound.breaks then
minetest.sound_play(wdef.sound.breaks, {
pos = pos,
gain = 0.5
}, true)
end
end
end
digger:set_wielded_item(wielded)
end
-- Check to see if metadata should be preserved.
if def then
local oldmeta = minetest.get_meta(pos):to_table().fields
-- Copy pos and node because the callback can modify them.
local pos_copy = vector.copy(pos)
local node_copy = { name = node.name, param1 = node.param1, param2 = node.param2 }
local drop_stacks = {}
for k, v in pairs(drops) do
local stack = ItemStack(v)
stack:get_meta():set_string("palette_index", "")
drop_stacks[k] = stack
end
drops = drop_stacks
if def.preserve_metadata then
def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
end
end
-- Handle drops
minetest.handle_node_drops(pos, drops, digger)
local oldmetadata
if def and def.after_dig_node then
oldmetadata = minetest.get_meta(pos):to_table()
end
-- Remove node and update
minetest.remove_node(pos)
-- Play sound if it was done by a player
if diggername ~= "" and def and def.sounds and def.sounds.dug then
minetest.sound_play(def.sounds.dug, {
pos = pos,
exclude_player = diggername,
}, true)
end
-- Run callback
if def and def.after_dig_node then
-- Copy pos and node because callback can modify them
local pos_copy = vector.copy(pos)
local node_copy = { name = node.name, param1 = node.param1, param2 = node.param2 }
def.after_dig_node(pos_copy, node_copy, oldmetadata, digger)
end
-- Run script hook
for _, callback in ipairs(minetest.registered_on_dignodes) do
local origin = minetest.callback_origins[callback]
minetest.set_last_run_mod(origin.mod)
-- Copy pos and node because callback can modify them
local pos_copy = vector.copy(pos)
local node_copy = { name = node.name, param1 = node.param1, param2 = node.param2 }
callback(pos_copy, node_copy, digger)
end
return true
end
minetest.after(0, function()
for k, v in pairs(minetest.registered_nodes) do
if v.on_dig == unifieddyes.on_dig then
minetest.log("warning", "["..k.."] `on_dig = unifieddyes.on_dig` is deprecated. "
.."Use `preserve_metadata = unifieddyes.preserve_metadata` instead.")
end
end
end)
function unifieddyes.on_dig(pos, node, digger)
local param2 = minetest.get_node(pos).param2
local def = minetest.registered_items[node.name]
local del_color
if def.paramtype2 == "color" and param2 == 240 and def.palette == "unifieddyes_palette_extended.png" then
del_color = true
elseif (def.paramtype2 == "colorwallmounted" or def.paramtype2 == "colorfacedir")
and minetest.strip_param2_color(param2, def.paramtype2) == 0
and string.find(def.palette, "unifieddyes_palette_")
then
del_color = true
end
if del_color then
return node_dig_without_color(pos, node, digger)
else
return minetest.node_dig(pos, node, digger)
end
end
function unifieddyes.preserve_metadata(pos, oldnode, oldmeta, drops)
local param2 = oldnode.param2
local def = minetest.registered_items[oldnode.name]
local del_color
if def.paramtype2 == "color" and param2 == 240 and def.palette == "unifieddyes_palette_extended.png" then
del_color = true
elseif (def.paramtype2 == "colorwallmounted" or def.paramtype2 == "colorfacedir")
and minetest.strip_param2_color(param2, def.paramtype2) == 0
and string.find(def.palette, "unifieddyes_palette_")
then
del_color = true
end
if del_color then
for i, stack in ipairs(drops) do
stack:get_meta():set_string("palette_index", "")
end
end
end
-- just stubs to keep old mods from crashing when expecting auto-coloring
-- or getting back the dye on dig.
function unifieddyes.recolor_on_place(foo)
end
function unifieddyes.after_dig_node(foo)
end
-- This helper function creates multiple copies of the passed node,
-- for the split palette - one per hue, plus grey - and assigns
-- proper palettes and other attributes
function unifieddyes.generate_split_palette_nodes(name, def, drop)
for _, color in ipairs(unifieddyes.HUES_WITH_GREY) do
local def2 = table.copy(def)
local desc_color = string.gsub(string.upper(string.sub(color, 1, 1))..string.sub(color, 2), "_", " ")
if string.sub(def2.description, -1) == ")" then
def2.description = string.sub(def2.description, 1, -2)..", "..desc_color.." shades)"
else
def2.description = def2.description.."("..desc_color.." shades)"
end
def2.palette = "unifieddyes_palette_"..color.."s.png"
def2.paramtype2 = "colorfacedir"
def2.groups.ud_param2_colorable = 1
def2.is_ground_content = false
if drop then
def2.drop = {
items = {
{items = {drop.."_"..color}, inherit_color = true },
}
}
end
minetest.register_node(":"..name.."_"..color, def2)
end
end
-- This helper function creates a colored itemstack
function unifieddyes.make_colored_itemstack(item, palette, color)
local paletteidx = unifieddyes.getpaletteidx(color, palette)
local stack = ItemStack(item)
stack:get_meta():set_int("palette_index", paletteidx)
return stack:to_string(),paletteidx
end
-- these helper functions register all of the recipes needed to create colored
-- nodes with any of the dyes supported by that node's palette.
local function register_c(craft, h, sat, val)
local hue = (type(h) == "table") and h[1] or h
local color
if val then
if craft.palette == "wallmounted" then
color = val..hue..sat
else
color = val..hue..sat
end
else
color = hue -- if val is nil, then it's grey.
end
local dye = "dye:"..color
local recipe = minetest.serialize(craft.recipe)
recipe = string.gsub(recipe, "MAIN_DYE", dye)
recipe = string.gsub(recipe, "NEUTRAL_NODE", craft.neutral_node)
local newrecipe = minetest.deserialize(recipe)
local coutput = craft.output or ""
local output = coutput
if craft.output_prefix then
if craft.palette ~= "split" then
output = craft.output_prefix..color..craft.output_suffix..coutput
else
if hue == "white" or hue == "black" or string.find(hue, "grey") then
output = craft.output_prefix.."grey"..craft.output_suffix..coutput
elseif hue == "pink" then
dye = "dye:light_red"
output = craft.output_prefix.."red"..craft.output_suffix..coutput
else
output = craft.output_prefix..hue..craft.output_suffix..coutput
end
end
end
local colored_itemstack =
unifieddyes.make_colored_itemstack(output, craft.palette, dye)
minetest.register_craft({
output = colored_itemstack,
type = craft.type,
recipe = newrecipe
})
end
function unifieddyes.register_color_craft(craft)
local hues_table = unifieddyes.HUES_EXTENDED
local sats_table = unifieddyes.SATS
local vals_table = unifieddyes.VALS_SPLIT
local greys_table = unifieddyes.GREYS
if craft.palette == "wallmounted" then
register_c(craft, "green", "", "light_")
register_c(craft, "blue", "", "light_")
hues_table = unifieddyes.HUES_WALLMOUNTED
sats_table = {""}
vals_table = unifieddyes.VALS
elseif craft.palette == "extended" then
vals_table = unifieddyes.VALS_EXTENDED
greys_table = unifieddyes.GREYS_EXTENDED
end
for _, hue in ipairs(hues_table) do
for _, val in ipairs(vals_table) do
for _, sat in ipairs(sats_table) do
if sat == "_s50" and val ~= "" and val ~= "medium_" and val ~= "dark_" then break end
register_c(craft, hue, sat, val)
end
end
end
for _, grey in ipairs(greys_table) do
register_c(craft, grey)
end
register_c(craft, "pink")
end
-- code borrowed from homedecor
-- call this function to reset the rotation of a "wallmounted" object on place
function unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)
local node = minetest.get_node(pos)
local colorbits = node.param2 - (node.param2 % 8)
local yaw = placer:get_look_horizontal()
local dir = minetest.yaw_to_dir(yaw) -- -1.5)
local pitch = placer:get_look_vertical()
local fdir = minetest.dir_to_wallmounted(dir)
if pitch < -(math.pi/8) then
fdir = 0
elseif pitch > math.pi/8 then
fdir = 1
end
minetest.swap_node(pos, { name = node.name, param2 = fdir+colorbits })
end
-- use this when you have a "wallmounted" node that should never be oriented
-- to floor or ceiling...
function unifieddyes.fix_rotation_nsew(pos, placer, itemstack, pointed_thing)
local node = minetest.get_node(pos)
local colorbits = node.param2 - (node.param2 % 8)
local yaw = placer:get_look_horizontal()
local dir = minetest.yaw_to_dir(yaw+1.5)
local fdir = minetest.dir_to_wallmounted(dir)
minetest.swap_node(pos, { name = node.name, param2 = fdir+colorbits })
end
-- ... and use this one to force that kind of node off of floor/ceiling
-- orientation after the screwdriver rotates it.
function unifieddyes.fix_after_screwdriver_nsew(pos, node, user, mode, new_param2)
local new_fdir = new_param2 % 8
local color = new_param2 - new_fdir
if new_fdir < 2 then
new_fdir = 2
minetest.swap_node(pos, { name = node.name, param2 = new_fdir + color })
return true
end
end
function unifieddyes.is_buildable_to(placer_name, ...)
for _, pos in ipairs({...}) do
local node = minetest.get_node_or_nil(pos)
local def = node and minetest.registered_nodes[node.name]
if not (def and def.buildable_to) or minetest.is_protected(pos, placer_name) then
return false
end
end
return true
end
function unifieddyes.get_hsv(name) -- expects a node/item name
local hue = ""
local a
for _, i in ipairs(unifieddyes.HUES_EXTENDED) do
a,_ = string.find(name, "_"..i[1])
if a then
hue = i[1]
break
end
end
if string.find(name, "_light_grey") then hue = "light_grey"
elseif string.find(name, "_lightgrey") then hue = "light_grey"
elseif string.find(name, "_dark_grey") then hue = "dark_grey"
elseif string.find(name, "_darkgrey") then hue = "dark_grey"
elseif string.find(name, "_grey") then hue = "grey"
elseif string.find(name, "_white") then hue = "white"
elseif string.find(name, "_black") then hue = "black"
end
local sat = ""
if string.find(name, "_s50") then sat = "_s50" end
local val = ""
if string.find(name, "dark_") then val = "dark_" end
if string.find(name, "medium_") then val = "medium_" end
if string.find(name, "light_") then val = "light_" end
return hue, sat, val
end
-- code partially borrowed from cheapie's plasticbox mod
-- in the function below, color is just a color string, while
-- palette_type can be:
--
-- "extended" = 256 color palette
-- "split" = 200 color palette split into pieces for colorfacedir
-- "wallmounted" = 32-color abridged palette
function unifieddyes.getpaletteidx(color, palette_type)
if string.sub(color,1,4) == "dye:" then
color = string.sub(color,5,-1)
elseif string.sub(color,1,12) == "unifieddyes:" then
color = string.sub(color,13,-1)
else
return
end
if palette_type == "wallmounted" then
if unifieddyes.gpidx_grayscale_wallmounted[color] then
return (unifieddyes.gpidx_grayscale_wallmounted[color] * 8), 0
end
elseif palette_type == "split" then
if unifieddyes.gpidx_grayscale[color] then
return (unifieddyes.gpidx_grayscale[color] * 32), 0
end
elseif palette_type == "extended" then
if unifieddyes.gpidx_grayscale_extended[color] then
return unifieddyes.gpidx_grayscale_extended[color]+240, 0
end
end
local shade = "" -- assume full
if string.sub(color,1,6) == "faint_" then
shade = "faint"
color = string.sub(color,7,-1)
elseif string.sub(color,1,7) == "pastel_" then
shade = "pastel"
color = string.sub(color,8,-1)
elseif string.sub(color,1,6) == "light_" then
shade = "light"
color = string.sub(color,7,-1)
elseif string.sub(color,1,7) == "bright_" then
shade = "bright"
color = string.sub(color,8,-1)
elseif string.sub(color,1,7) == "medium_" then
shade = "medium"
color = string.sub(color,8,-1)
elseif string.sub(color,1,5) == "dark_" then
shade = "dark"
color = string.sub(color,6,-1)
end
if string.sub(color,-4,-1) == "_s50" then
shade = shade.."s50"
color = string.sub(color,1,-5)
end
if palette_type == "wallmounted" then
if color == "green" and shade == "light" then return 48,3
elseif color == "brown" then return 17,1
elseif color == "pink" then return 56,7
elseif color == "blue" and shade == "light" then return 40,5
elseif unifieddyes.gpidx_hues_wallmounted[color] and unifieddyes.gpidx_shades_wallmounted[shade] then
return (unifieddyes.gpidx_shades_wallmounted[shade] * 64 + unifieddyes.gpidx_hues_wallmounted[color] * 8),
unifieddyes.gpidx_hues_wallmounted[color]
end
else
if color == "brown" then
color = "orange"
shade = "medium"
elseif color == "pink" then
color = "red"
shade = "light"
end
if palette_type == "split" then -- it's colorfacedir
if unifieddyes.gpidx_hues_extended[color] and unifieddyes.gpidx_shades_split[shade] then
return (unifieddyes.gpidx_shades_split[shade] * 32), unifieddyes.gpidx_hues_extended[color]+1
end
elseif palette_type == "extended" then
if unifieddyes.gpidx_hues_extended[color] and unifieddyes.gpidx_shades_extended[shade] then
return (unifieddyes.gpidx_hues_extended[color] + unifieddyes.gpidx_shades_extended[shade]*24),
unifieddyes.gpidx_hues_extended[color]
end
end
end
end
function unifieddyes.get_color_from_dye_name(name)
if name == "dye:black" then
return "000000"
elseif name == "dye:white" then
return "ffffff"
elseif name == "dye:brown" then
return "b43500"
elseif name == "dye:pink" then
return "ff5050"
end
local item = minetest.registered_items[name]
if not item then return end
local inv_image = item.inventory_image
if not inv_image then return end
return string.match(inv_image,"colorize:#(......):200")
end
-- get a node's dye color based on its palette and param2
function unifieddyes.color_to_name(param2, def)
if not param2 or not def or not def.palette then return end
if def.palette == "unifieddyes_palette_extended.png" then
local color = param2
local v = 0
local s = 1
if color < 24 then v = 1
elseif color > 23 and color < 48 then v = 2
elseif color > 47 and color < 72 then v = 3
elseif color > 71 and color < 96 then v = 4
elseif color > 95 and color < 120 then v = 5
elseif color > 119 and color < 144 then v = 5 s = 2
elseif color > 143 and color < 168 then v = 6
elseif color > 167 and color < 192 then v = 6 s = 2
elseif color > 191 and color < 216 then v = 7
elseif color > 215 and color < 240 then v = 7 s = 2
end
if color > 239 then
if color == 240 then return "white"
elseif color == 244 then return "light_grey"
elseif color == 247 then return "grey"
elseif color == 251 then return "dark_grey"
elseif color == 255 then return "black"
else return "grey_"..15-(color-240)
end
else
local h = color - math.floor(color/24)*24
return unifieddyes.VALS_EXTENDED[v]..unifieddyes.HUES_EXTENDED[h+1][1]..unifieddyes.SATS[s]
end
elseif def.palette == "unifieddyes_palette_colorwallmounted.png" then
local color = math.floor(param2 / 8)
if color == 0 then return "white"
elseif color == 1 then return "light_grey"
elseif color == 2 then return "grey"
elseif color == 3 then return "dark_grey"
elseif color == 4 then return "black"
elseif color == 5 then return "light_blue"
elseif color == 6 then return "light_green"
elseif color == 7 then return "pink"
end
local v = math.floor(color/8)
local h = color - v * 8
return unifieddyes.VALS[v]..unifieddyes.HUES_WALLMOUNTED[h+1]
elseif string.find(def.palette, "unifieddyes_palette") then -- it's the split palette
-- palette names in this mode are always "unifieddyes_palette_COLORs.png"
local s = string.sub(def.palette, 21)
local color = string.sub(s, 1, string.find(s, "s.png")-1)
local v = math.floor(param2/32)
if color ~= "grey" then
if v == 0 then return "faint_"..color
elseif v == 1 then return color
elseif v == 2 then return color.."_s50"
elseif v == 3 then return "light_"..color
elseif v == 4 then return "medium_"..color
elseif v == 5 then return "medium_"..color.."_s50"
elseif v == 6 then return "dark_"..color
elseif v == 7 then return "dark_"..color.."_s50"
end
else
if v > 0 and v < 6 then return unifieddyes.GREYS[v]
else return "white"
end
end
end
end
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Changelog
---------
2013-04-30: Multiple changes
* Refactored the code to use default "common" dyes
rather than directly from flowers.
* This mod now depends on "default" and "dye" from the Minetest common
sub-game. Since the default dye mod uses default flowers, this mod no
longer checks for what version of flowers you're using, or even depends
on it.
* Bottle-based textures have been replaced with piles of dye powder, based
on the default red dye texture.
* All dyes are obtained by crafting, not cooking, for consistency with the
default dye mod.
* The somewhat-complicated method using separate "pigment" powders, glass
bottles and "liquid dye base" has been done away with. Now it's just
dry dye powders, as with the default dye mod.
* Also, got rid of the whole paint scheme, in favor of dry powders.
* All old dyes, paints, and Unified Dyes pigment powders have been aliased
back to the standard dye powders.
2012-07-26: Added a "version" check for the flowers dependency: If the
flowers mod defines "flowers:flower_geranium" (as is the case with my
update of 2012-08-01), then those will be used to get blue pigment
powder, and violas will produce violet powder, both of which can be
directly used to create their respective liquid dye colors. If it is
not defined (e.g. the user has an older version of the flowers mod),
then violas produce blue dye powder. Violet dye can still be formed by
mixing blue and magenta or blue and red dyes, as before.
2012-07-26: Better bottle textures. Note that these are blended against
the 50% grey field they normally appear on in the inventory display, so
they will show artifacts if you try to wield them. Don't do that. :-)
2012-07-26: Split off glass bottles into a separate mod, "Vessels".
This mod now depends on it.
2012-07-25 (almost immediately after): Fixed a copy&paste error for
black dye.
2012-07-25: Replaced missing craftitem entries and got rid of some
redundant code left over from last update. Added group settings for all
dyes according to recently-published standard. Fixed a few typos in
item descriptions, and straightened up capitalization.
2012-07-24: Added some extra steps to the dye-making process, added
recommendation that empty bottles be given back to the player on use.
Dyes are still easy to make, they just require a more realistic (and
this, harder) process now.
2012-07-16 (a bit later): fixed a minor error in generation of medium
grey.
2012-07-16: Added a new set of colors, "light" (brightness of 150%
versus the 'full' shade), for a total of 89. No 50% saturation version
of this set. Added a palette image showing the full set of colors.
2012-07-13: Fixed some missing commas.
2012-07-13: Added a script to aid in the generation of new textures for
mods that depend on unifieddyes. Moved this changelog from the forum
into the distribution directory. Rewrote the README to contain
everything from the forum post, and expanded it to document the new
generation script.
2012-07-12 (a bit later): added groups = {dye=1}, to each
register_craftitem call, to make it easier for other mods to identify
the dyes and categorize them.
2012-07-12: moved project to github.
2012-07-11 (continuing): Tweaked the script to remove titanium dioxide
from the output, since it isn't intended to be directly used as a
dye/paint (but rather, to make paint that can then be used).
Regenerated colors.txt.
2012-07-11 (immediately after): The script was reading the wrong pixel
from the image, resulting in lighter-than-correct colors. Fixed it and
regenerated the colors.txt file.
2012-07-11: Added a script to list all of the colors and their RGB
values and texture filenames, and a text file containing the output
thereof.
2012-07-08 (a bit later): deleted a few unused files (copy&paste error).
2012-07-08: Major boost in the number of available colors - was 8, now
77. Should cover pretty much the entire spectrum of colors one might
use in this game.
2012-07-02: Deleted a few redundant files (leftovers from when I wanted
to merge in flowers and then changed my mind).
2012-06-26: Initial upload.
+219
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-- the names of the various colors here came from http://www.procato.com/rgb+index/
unifieddyes.HUES_EXTENDED = {
{ "red", 0xff, 0x00, 0x00 },
{ "vermilion", 0xff, 0x40, 0x00 },
{ "orange", 0xff, 0x80, 0x00 },
{ "amber", 0xff, 0xbf, 0x00 },
{ "yellow", 0xff, 0xff, 0x00 },
{ "lime", 0xbf, 0xff, 0x00 },
{ "chartreuse", 0x80, 0xff, 0x00 },
{ "harlequin", 0x40, 0xff, 0x00 },
{ "green", 0x00, 0xff, 0x00 },
{ "malachite", 0x00, 0xff, 0x40 },
{ "spring", 0x00, 0xff, 0x80 },
{ "turquoise", 0x00, 0xff, 0xbf },
{ "cyan", 0x00, 0xff, 0xff },
{ "cerulean", 0x00, 0xbf, 0xff },
{ "azure", 0x00, 0x80, 0xff },
{ "sapphire", 0x00, 0x40, 0xff },
{ "blue", 0x00, 0x00, 0xff },
{ "indigo", 0x40, 0x00, 0xff },
{ "violet", 0x80, 0x00, 0xff },
{ "mulberry", 0xbf, 0x00, 0xff },
{ "magenta", 0xff, 0x00, 0xff },
{ "fuchsia", 0xff, 0x00, 0xbf },
{ "rose", 0xff, 0x00, 0x80 },
{ "crimson", 0xff, 0x00, 0x40 }
}
unifieddyes.HUES_WITH_GREY = {}
for _,i in ipairs(unifieddyes.HUES_EXTENDED) do
table.insert(unifieddyes.HUES_WITH_GREY, i[1])
end
table.insert(unifieddyes.HUES_WITH_GREY, "grey")
unifieddyes.HUES_WALLMOUNTED = {
"red",
"orange",
"yellow",
"green",
"cyan",
"blue",
"violet",
"magenta"
}
unifieddyes.SATS = {
"",
"_s50"
}
unifieddyes.VALS = {
"",
"medium_",
"dark_"
}
unifieddyes.VALS_SPLIT = {
"faint_",
"light_",
"",
"medium_",
"dark_"
}
unifieddyes.VALS_EXTENDED = {
"faint_",
"pastel_",
"light_",
"bright_",
"",
"medium_",
"dark_"
}
unifieddyes.GREYS = {
"white",
"light_grey",
"grey",
"dark_grey",
"black"
}
unifieddyes.GREYS_EXTENDED = table.copy(unifieddyes.GREYS)
for i = 1, 14 do
if i ~= 0 and i ~= 4 and i ~= 8 and i ~= 11 and i ~= 15 then
table.insert(unifieddyes.GREYS_EXTENDED, "grey_"..i)
end
end
-- reverse lookups for getpaletteidx()
unifieddyes.gpidx_aliases = {
["pink"] = "light_red",
["brown"] = "medium_orange",
["azure"] = "light_blue"
}
unifieddyes.gpidx_grayscale = {
["white"] = 1,
["light_grey"] = 2,
["grey"] = 3,
["dark_grey"] = 4,
["black"] = 5,
}
unifieddyes.gpidx_grayscale_extended = {
["white"] = 0,
["grey_14"] = 1,
["grey_13"] = 2,
["grey_12"] = 3,
["light_grey"] = 4,
["grey_11"] = 4,
["grey_10"] = 5,
["grey_9"] = 6,
["grey_8"] = 7,
["grey"] = 7,
["grey_7"] = 8,
["grey_6"] = 9,
["grey_5"] = 10,
["grey_4"] = 11,
["dark_grey"] = 11,
["grey_3"] = 12,
["grey_2"] = 13,
["grey_1"] = 14,
["black"] = 15,
}
unifieddyes.gpidx_grayscale_wallmounted = {
["white"] = 0,
["light_grey"] = 1,
["grey"] = 2,
["dark_grey"] = 3,
["black"] = 4,
}
unifieddyes.gpidx_hues_extended = {
["red"] = 0,
["vermilion"] = 1,
["orange"] = 2,
["amber"] = 3,
["yellow"] = 4,
["lime"] = 5,
["chartreuse"] = 6,
["harlequin"] = 7,
["green"] = 8,
["malachite"] = 9,
["spring"] = 10,
["aqua"] = 10,
["turquoise"] = 11,
["cyan"] = 12,
["cerulean"] = 13,
["azure"] = 14,
["skyblue"] = 14,
["sapphire"] = 15,
["blue"] = 16,
["indigo"] = 17,
["violet"] = 18,
["mulberry"] = 19,
["magenta"] = 20,
["fuchsia"] = 21,
["rose"] = 22,
["redviolet"] = 22,
["crimson"] = 23,
}
unifieddyes.gpidx_hues_wallmounted = {
["red"] = 0,
["orange"] = 1,
["yellow"] = 2,
["green"] = 3,
["cyan"] = 4,
["blue"] = 5,
["violet"] = 6,
["magenta"] = 7
}
unifieddyes.gpidx_shades = {
[""] = 1,
["s50"] = 2,
["light"] = 3,
["medium"] = 4,
["mediums50"] = 5,
["dark"] = 6,
["darks50"] = 7,
}
unifieddyes.gpidx_shades_split = {
["faint"] = 0,
[""] = 1,
["s50"] = 2,
["light"] = 3,
["medium"] = 4,
["mediums50"] = 5,
["dark"] = 6,
["darks50"] = 7,
}
unifieddyes.gpidx_shades_extended = {
["faint"] = 0,
["pastel"] = 1,
["light"] = 2,
["bright"] = 3,
[""] = 4,
["s50"] = 5,
["medium"] = 6,
["mediums50"] = 7,
["dark"] = 8,
["darks50"] = 9
}
unifieddyes.gpidx_shades_wallmounted = {
[""] = 1,
["medium"] = 2,
["dark"] = 3
}
+326
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-- crafting!
-- Generate all dyes that are not part of the default minetest_game dyes mod
local S = minetest.get_translator("unifieddyes")
for _, h in ipairs(unifieddyes.HUES_EXTENDED) do
local hue = h[1]
local r = h[2]
local g = h[3]
local b = h[4]
for v = 0, 6 do
local val = unifieddyes.VALS_EXTENDED[v+1]
local factor = 40
if v > 3 then factor = 75 end
local r2 = math.max(math.min(r + (4-v)*factor, 255), 0)
local g2 = math.max(math.min(g + (4-v)*factor, 255), 0)
local b2 = math.max(math.min(b + (4-v)*factor, 255), 0)
-- full-sat color
local desc = hue:gsub("%a", string.upper, 1).." Dye"
if val ~= "" then
desc = val:sub(1, -2):gsub("%a", string.upper, 1) .." "..desc
end
local color = string.format("%02x", r2)..string.format("%02x", g2)..string.format("%02x", b2)
if minetest.registered_items["dye:"..val..hue] then
minetest.override_item("dye:"..val..hue, {
inventory_image = "unifieddyes_dye.png^[colorize:#"..color..":200",
})
else
if (val..hue) ~= "medium_orange"
and (val..hue) ~= "light_red" then
minetest.register_craftitem(":dye:"..val..hue, {
description = S(desc),
inventory_image = "unifieddyes_dye.png^[colorize:#"..color..":200",
groups = { dye=1, not_in_creative_inventory=1 },
})
end
end
minetest.register_alias("unifieddyes:"..val..hue, "dye:"..val..hue)
if v > 3 then -- also register the low-sat version
local pr = 0.299
local pg = 0.587
local pb = 0.114
local p = math.sqrt(r2*r2*pr + g2*g2*pg + b2*b2*pb)
local r3 = math.floor(p+(r2-p)*0.5)
local g3 = math.floor(p+(g2-p)*0.5)
local b3 = math.floor(p+(b2-p)*0.5)
local ccolor = string.format("%02x", r3)..string.format("%02x", g3)..string.format("%02x", b3)
minetest.register_craftitem(":dye:"..val..hue.."_s50", {
description = S(desc.." (low saturation)"),
inventory_image = "unifieddyes_dye.png^[colorize:#"..ccolor..":200",
groups = { dye=1, not_in_creative_inventory=1 },
})
minetest.register_alias("unifieddyes:"..val..hue.."_s50", "dye:"..val..hue.."_s50")
end
end
end
-- register the greyscales too :P
for y = 1, 14 do -- colors 0 and 15 are black and white, default dyes
if y ~= 4 and y ~= 8 and y~= 11 then -- don't register the three greys, they're done separately.
local rgb = string.format("%02x", y*17)..string.format("%02x", y*17)..string.format("%02x", y*17)
local name = "grey_"..y
local desc = "Grey Dye #"..y
minetest.register_craftitem(":dye:"..name, {
description = S(desc),
inventory_image = "unifieddyes_dye.png^[colorize:#"..rgb..":200",
groups = { dye=1, not_in_creative_inventory=1 },
})
minetest.register_alias("unifieddyes:"..name, "dye:"..name)
end
end
if minetest.get_modpath("dye") then
minetest.override_item("dye:grey", {
inventory_image = "unifieddyes_dye.png^[colorize:#888888:200",
})
minetest.override_item("dye:dark_grey", {
inventory_image = "unifieddyes_dye.png^[colorize:#444444:200",
})
minetest.register_craftitem(":dye:light_grey", {
description = S("Light grey Dye"),
inventory_image = "unifieddyes_dye.png^[colorize:#cccccc:200",
groups = { dye=1, not_in_creative_inventory=1 },
})
-- Conflicting recipe: violet for dye; magenta for unifieddyes
minetest.clear_craft( {
type = "shapeless",
recipe = {
"dye:red", "dye:blue"
},
})
-- Conflicting recipe: dark green for dye; medium green for unifieddyes
minetest.clear_craft( {
type = "shapeless",
recipe = {
"dye:green", "dye:black"
},
})
end
-- build a table of color <-> palette associations to reduce the need for
-- realtime lookups with getpaletteidx()
for _, palette in ipairs({"extended", "split", "wallmounted"}) do
local palette2 = palette
for i in ipairs(unifieddyes.SATS) do
local sat = (palette == "wallmounted") and "" or unifieddyes.SATS[i]
for _, hue in ipairs(unifieddyes.HUES_EXTENDED) do
for _, val in ipairs(unifieddyes.VALS_EXTENDED) do
local color = val..hue[1]..sat
if unifieddyes.getpaletteidx("dye:"..color, palette2) then
unifieddyes.palette_has_color[palette.."_"..color] = true
end
end
end
end
for y = 0, 15 do
local grey = "grey_"..y
if y == 0 then grey = "black"
elseif y == 4 then grey = "dark_grey"
elseif y == 8 then grey = "grey"
elseif y == 11 then grey = "light_grey"
elseif y == 15 then grey = "white"
end
if unifieddyes.getpaletteidx("dye:"..grey, palette2) then
unifieddyes.palette_has_color[palette.."_"..grey] = true
end
end
end
unifieddyes.palette_has_color["wallmounted_light_red"] = true
unifieddyes.base_color_crafts = {
{ "red", "flowers:rose", nil, nil, nil, nil, 4 },
{ "vermilion", "dye:red", "dye:orange", nil, nil, nil, 2 },
{ "orange", "flowers:tulip", nil, nil, nil, nil, 4 },
{ "orange", "dye:red", "dye:yellow", nil, nil, nil, 2 },
{ "amber", "dye:orange", "dye:yellow", nil, nil, nil, 2 },
{ "yellow", "flowers:dandelion_yellow", nil, nil, nil, nil, 4 },
{ "lime", "dye:yellow", "dye:chartreuse", nil, nil, nil, 2 },
{ "lime", "dye:yellow", "dye:yellow", "dye:green", nil, nil, 3 },
{ "chartreuse", "dye:yellow", "dye:green", nil, nil, nil, 2 },
{ "harlequin", "dye:chartreuse", "dye:green", nil, nil, nil, 2 },
{ "harlequin", "dye:yellow", "dye:green", "dye:green", nil, nil, 3 },
{ "green", "default:cactus", nil, nil, nil, nil, 4 },
{ "green", "dye:yellow", "dye:blue", nil, nil, nil, 2 },
{ "malachite", "dye:green", "dye:spring", nil, nil, nil, 2 },
{ "malachite", "dye:green", "dye:green", "dye:cyan", nil, nil, 3 },
{ "malachite", "dye:green", "dye:green", "dye:green", "dye:blue", nil, 4 },
{ "spring", "dye:green", "dye:cyan", nil, nil, nil, 2 },
{ "spring", "dye:green", "dye:green", "dye:blue", nil, nil, 3 },
{ "turquoise", "dye:spring", "dye:cyan", nil, nil, nil, 2 },
{ "turquoise", "dye:green", "dye:cyan", "dye:cyan", nil, nil, 3 },
{ "turquoise", "dye:green", "dye:green", "dye:green", "dye:blue", "dye:blue", 5 },
{ "cyan", "dye:green", "dye:blue", nil, nil, nil, 2 },
{ "cerulean", "dye:cyan", "dye:azure", nil, nil, nil, 2 },
{ "cerulean", "dye:cyan", "dye:cyan", "dye:blue", nil, nil, 3 },
{ "cerulean", "dye:green", "dye:green", "dye:blue", "dye:blue", "dye:blue", 5 },
{ "azure", "dye:cyan", "dye:blue", nil, nil, nil, 2 },
{ "azure", "dye:green", "dye:blue", "dye:blue", nil, nil, 3 },
{ "sapphire", "dye:azure", "dye:blue", nil, nil, nil, 2 },
{ "sapphire", "dye:cyan", "dye:blue", "dye:blue", nil, nil, 3 },
{ "sapphire", "dye:green", "dye:blue", "dye:blue", "dye:blue", nil, 4 },
{ "blue", "flowers:geranium", nil, nil, nil, nil, 4 },
{ "indigo", "dye:blue", "dye:violet", nil, nil, nil, 2 },
{ "violet", "flowers:viola", nil, nil, nil, nil, 4 },
{ "violet", "dye:blue", "dye:magenta", nil, nil, nil, 2 },
{ "mulberry", "dye:violet", "dye:magenta", nil, nil, nil, 2 },
{ "mulberry", "dye:violet", "dye:blue", "dye:red", nil, nil, 3 },
{ "magenta", "dye:blue", "dye:red", nil, nil, nil, 2 },
{ "fuchsia", "dye:magenta", "dye:rose", nil, nil, nil, 2 },
{ "fuchsia", "dye:blue", "dye:red", "dye:rose", nil, nil, 3 },
{ "fuchsia", "dye:red", "dye:violet", nil, nil, nil, 2 },
{ "rose", "dye:magenta", "dye:red", nil, nil, nil, 2 },
{ "rose", "dye:red", "dye:red", "dye:blue", nil, nil, 3 },
{ "crimson", "dye:rose", "dye:red", nil, nil, nil, 2 },
{ "crimson", "dye:magenta", "dye:red", "dye:red", nil, nil, 3 },
{ "crimson", "dye:red", "dye:red", "dye:red", "dye:blue", nil, 4 },
{ "black", "default:coal_lump", nil, nil, nil, nil, 4 },
{ "white", "flowers:dandelion_white", nil, nil, nil, nil, 4 },
}
unifieddyes.shade_crafts = {
{ "faint_", "", "dye:white", "dye:white", "dye:white", 4 },
{ "pastel_", "", "dye:white", "dye:white", nil, 3 },
{ "light_", "", "dye:white", nil, nil, 2 },
{ "bright_", "", "color", "dye:white", nil, 3 },
{ "", "_s50", "dye:light_grey", nil, nil, 2 },
{ "", "_s50", "dye:black", "dye:white", "dye:white", 3 },
{ "medium_", "", "dye:black", nil, nil, 2 },
{ "medium_", "_s50", "dye:grey", nil, nil, 2 },
{ "medium_", "_s50", "dye:black", "dye:white", nil, 3 },
{ "dark_", "", "dye:black", "dye:black", nil, 3 },
{ "dark_", "_s50", "dye:dark_grey", nil, nil, 2 },
{ "dark_", "_s50", "dye:black", "dye:black", "dye:white", 4 },
}
for _,i in ipairs(unifieddyes.base_color_crafts) do
local color = i[1]
local yield = i[7]
minetest.register_craft( {
type = "shapeless",
output = "dye:"..color.." "..yield,
recipe = {
i[2],
i[3],
i[4],
i[5],
i[6],
},
})
for _,j in ipairs(unifieddyes.shade_crafts) do
local firstdye = j[3]
if firstdye == "color" then firstdye = "dye:"..color end
-- ignore black, white, anything containing the word "grey"
if color ~= "black" and color ~= "white" and not string.find(color, "grey") then
minetest.register_craft( {
type = "shapeless",
output = "dye:"..j[1]..color..j[2].." "..j[6],
recipe = {
"dye:"..color,
firstdye,
j[4],
j[5]
},
})
end
end
end
-- greys
unifieddyes.greymixes = {
{ 1, "dye:black", "dye:black", "dye:black", "dye:dark_grey", 4 },
{ 2, "dye:black", "dye:black", "dye:dark_grey", nil, 3 },
{ 3, "dye:black", "dye:dark_grey", nil, nil, 2 },
{ 4, "dye:white", "dye:black", "dye:black", nil, 3 },
{ 5, "dye:dark_grey", "dye:dark_grey", "dye:grey", nil, 3 },
{ 6, "dye:dark_grey", "dye:grey", nil, nil, 2 },
{ 7, "dye:dark_grey", "dye:grey", "dye:grey", nil, 3 },
{ 8, "dye:white", "dye:black", nil, nil, 2 },
{ 9, "dye:grey", "dye:grey", "dye:light_grey", nil, 3 },
{ 10, "dye:grey", "dye:light_grey", "dye:light_grey", nil, 3 },
{ 11, "dye:white", "dye:white", "dye:black", nil, 3 },
{ 12, "dye:light_grey", "dye:light_grey", "dye:white", nil, 3 },
{ 13, "dye:light_grey", "dye:white", nil, nil, 2 },
{ 14, "dye:white", "dye:white", "dye:light_grey", nil, 3 },
}
for _, i in ipairs(unifieddyes.greymixes) do
local shade = i[1]
local dye1 = i[2]
local dye2 = i[3]
local dye3 = i[4]
local dye4 = i[5]
local yield = i[6]
local color = "grey_"..shade
if shade == 4 then
color = "dark_grey"
elseif shade == 8 then
color = "grey"
elseif shade == 11 then
color = "light_grey"
end
minetest.register_craft( {
type = "shapeless",
output = "dye:"..color.." "..yield,
recipe = {
dye1,
dye2,
dye3,
dye4,
},
})
end
-- other crafts
-- we can't make dark orange anymore because brown/medium orange conflicts
minetest.register_craft( {
type = "shapeless",
output = "dye:dark_orange",
recipe = {
"dye:brown",
"dye:brown"
},
})
minetest.register_craft( {
output = "unifieddyes:airbrush",
recipe = {
{ "basic_materials:brass_ingot", "", "basic_materials:plastic_sheet" },
{ "", "default:steel_ingot", "" },
{ "", "", "default:steel_ingot" }
},
})
+43
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--[[
Unified Dyes
This mod provides an extension to the Minetest dye system
==============================================================================
Copyright (C) 2012-2013, Vanessa Dannenberg
Email: vanessa.e.dannenberg@gmail.com
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
==============================================================================
--]]
--=====================================================================
unifieddyes = {}
local modpath=minetest.get_modpath(minetest.get_current_modname())
dofile(modpath.."/color-tables.lua")
dofile(modpath.."/api.lua")
dofile(modpath.."/airbrush.lua")
dofile(modpath.."/dyes-crafting.lua")
dofile(modpath.."/aliases.lua")
print("[UnifiedDyes] Loaded!")
unifieddyes.init = true
+104
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# textdomain: unifieddyes
# Template
Lime Dye=
Aqua Dye=
Sky-blue Dye=
Red-violet Dye=
Light Grey Dye=
Dark Red Dye (low saturation)=
Dark Orange Dye (low saturation)=
Dark Yellow Dye (low saturation)=
Dark Lime Dye (low saturation)=
Dark Green Dye (low saturation)=
Dark Aqua Dye (low saturation)=
Dark Cyan Dye (low saturation)=
Dark Sky-blue Dye (low saturation)=
Dark Blue Dye (low saturation)=
Dark Violet Dye (low saturation)=
Dark Magenta Dye (low saturation)=
Dark Red-violet Dye (low saturation)=
Dark Red Dye=
Dark Orange Dye=
Dark Yellow Dye=
Dark Lime Dye=
Dark Green Dye=
Dark Aqua Dye=
Dark Cyan Dye=
Dark Sky-blue Dye=
Dark Blue Dye=
Dark Violet Dye=
Dark Magenta Dye=
Dark Red-violet Dye=
Medium Red Dye (low saturation)=
Medium Orange Dye (low saturation)=
Medium Yellow Dye (low saturation)=
Medium Lime Dye (low saturation)=
Medium Green Dye (low saturation)=
Medium Aqua Dye (low saturation)=
Medium Cyan Dye (low saturation)=
Medium Sky-blue Dye (low saturation)=
Medium Blue Dye (low saturation)=
Medium Violet Dye (low saturation)=
Medium Magenta Dye (low saturation)=
Medium Red-violet Dye (low saturation)=
Medium Red Dye=
Medium Orange Dye=
Medium Yellow Dye=
Medium Lime Dye=
Medium Green Dye=
Medium Aqua Dye=
Medium Cyan Dye=
Medium Sky-blue=
Medium Blue Dye=
Medium Violet Dye=
Medium Magenta Dye=
Medium Red-violet Dye=
Red Dye (low saturation)=
Orange Dye (low saturation)=
Yellow Dye (low saturation)=
Lime Dye (low saturation)=
Green Dye (low saturation)=
Aqua Dye (low saturation)=
Cyan Dye (low saturation)=
Sky-blue Dye (low saturation)=
Blue Dye (low saturation)=
Violet Dye (low saturation)=
Magenta Dye (low saturation)=
Red-violet Dye (low saturation)=
Red Dye=
Orange Dye=
Yellow Dye=
Lime Dye=
Green Dye=
Aqua Dye=
Cyan Dye=
Sky-blue Dye=
Blue Dye=
Violet Dye=
Magenta Dye=
Red-violet Dye=
[UnifiedDyes] Loaded!=
Dye Airbrush=
Select a color:=
(Right-clicked a node that supports all 256 colors, showing them all)=
(Right-clicked a node not supported by the Airbrush, showing all colors)=
Dyes=
Your selection=
Your selection:=
Cancel=
Accept=
Show Available=
(Currently showing all 256 colors)=
Show All Colors=
(Currently only showing what the right-clicked node can use)=
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# textdomain: unifieddyes
# Translation by Xanthin
Lime Dye=Gelbgruener Farbstoff (Gelbgruen)
Aqua Dye=Aqua Farbstoff
Sky-blue Dye=Himmelblauer Farbstoff
Red-violet Dye=Rotvioletter Farbstoff
Light Grey Dye=Hellgrauer Farbstoff
Dark Red Dye (low saturation)=Dunkelroter Farbstoff (geringe Saettigung)
Dark Orange Dye (low saturation)=Dunkeloranger Farbstoff (geringe Saettigung)
Dark Yellow Dye (low saturation)=Dunkelgelber Farbstoff (geringe Saettigung)
Dark Lime Dye (low saturation)=Gelbgruenerlime Farbstoff (geringe Saettigung)
Dark Green Dye (low saturation)=Dunkelgruener Farbstoff (geringe Saettigung)
Dark Aqua Dye (low saturation)=Dunkelaqua Farbstoff (geringe Saettigung)
Dark Cyan Dye (low saturation)=Dunkeltuerkiser Farbstoff (geringe Saettigung)
Dark Sky-blue Dye (low saturation)=Dunkelhimmelblauer Farbstoff (geringe Saettigung)
Dark Blue Dye (low saturation)=Dunkelblauer Farbstoff (geringe Saettigung)
Dark Violet Dye (low saturation)=Dunkelvioletter Farbstoff (geringe Saettigung)
Dark Magenta Dye (low saturation)=Dunkelmagenta Farbstoff (geringe Saettigung)
Dark Red-violet Dye (low saturation)=Dunkelrotvioletter Farbstoff (geringe Saettigung)
Dark Red Dye=Dunkelroter Farbstoff
Dark Orange Dye=Dunkeloranger Farbstoff
Dark Yellow Dye=Dunkelgelber Farbstoff
Dark Lime Dye=Dunkelgelbgruener Farbstoff
Dark Green Dye=Dunkelgruener Farbstoff
Dark Aqua Dye=Dunkelaqua Farbstoff
Dark Cyan Dye=Dunkeltuerkiser Farbstoff
Dark Sky-blue Dye=Dunkelhimmelblauer Farbstoff
Dark Blue Dye=Dunkelblauer Farbstoff
Dark Violet Dye=Dunkelvioletter Farbstoff
Dark Magenta Dye=Dunkelmagenta Farbstoff
Dark Red-violet Dye=Dunkelrotvioletter Farbstoff
Medium Red Dye (low saturation)=Mittelroter Farbstoff (geringe Saettigung)
Medium Orange Dye (low saturation)=Mitteloranger Farbstoff (geringe Saettigung)
Medium Yellow Dye (low saturation)=Mittelgelber Farbstoff (geringe Saettigung)
Medium Lime Dye (low saturation)=Mittelgelbgruener Farbstoff (geringe Saettigung)
Medium Green Dye (low saturation)=Mittelgruener Farbstoff (geringe Saettigung)
Medium Aqua Dye (low saturation)=Mittelaqua Farbstoff (geringe Saettigung)
Medium Cyan Dye (low saturation)=Mitteltuerkiser Farbstoff (geringe Saettigung)
Medium Sky-blue Dye (low saturation)=Mittelhimmelblauer Farbstoff (geringe Saettigung)
Medium Blue Dye (low saturation)=Mittelblauer Farbstoff (geringe Saettigung)
Medium Violet Dye (low saturation)=Mittelvioletter Farbstoff (geringe Saettigung)
Medium Magenta Dye (low saturation)=Mittelmagenta Farbstoff (geringe Saettigung)
Medium Red-violet Dye (low saturation)=Mittelrotvioletter Farbstoff (geringe Saettigung)
Medium Red Dye=Mittelroter Farbstoff
Medium Orange Dye=Mitteloranger Farbstoff
Medium Yellow Dye=Mittelgelber Farbstoff
Medium Lime Dye=Mittelgelbgruener Farbstoff
Medium Green Dye=Mittelgruener Farbstoff
Medium Aqua Dye=Mittelaqua Farbstoff
Medium Cyan Dye=Mitteltuerkiser Farbstoff
Medium Sky-blue=Mittelhimmelblauer Farbstoff
Medium Blue Dye=Mittelblauer Farbstoff
Medium Violet Dye=Mittelvioletter Farbstoff
Medium Magenta Dye=Mittelmagenta Farbstoff
Medium Red-violet Dye=Mittelrotvioletter Farbstoff
Red Dye (low saturation)=Roter Farbstoff (geringe Saettigung)
Orange Dye (low saturation)=Oranger Farbstoff (geringe Saettigung)
Yellow Dye (low saturation)=Gelber Farbstoff (geringe Saettigung)
Lime Dye (low saturation)=Gelbgruener Farbstoff (geringe Saettigung)
Green Dye (low saturation)=Gruener Farbstoff (geringe Saettigung)
Aqua Dye (low saturation)=Aqua Farbstoff (geringe Saettigung)
Cyan Dye (low saturation)=Tuerkiser Farbstoff (geringe Saettigung)
Sky-blue Dye (low saturation)=Himmelblauer Farbstoff (geringe Saettigung)
Blue Dye (low saturation)=Blauer Farbstoff (geringe Saettigung)
Violet Dye (low saturation)=Violetter Farbstoff (geringe Saettigung)
Magenta Dye (low saturation)=Magenta Farbstoff (geringe Saettigung) lila
Red-violet Dye (low saturation)=Rotvioletter Farbstoff (geringe Saettigung)
[UnifiedDyes] Loaded!=[UnifiedDyes] geladen!
Dye Airbrush=Farbstroff Airbrush
Select a color:=Wähle eine Farbe
(Right-clicked a node that supports all 256 colors, showing them all)=(Angeklickter Block unterstützt alle 256 Farben, zeige alle)
(Right-clicked a node not supported by the Airbrush, showing all colors)=(Angeklickter Block unterstützt kein Airbrush, zeige alle Farben)
Dyes=Farbstoffe
Your selection=Deine Auswahl
Your selection:=Deine Auswahl:
Cancel=Abbrechen
Accept=Übernehmen
Show Available=Zeige verfügbare
(Currently showing all 256 colors)=(Zeige alle 256 Farben)
Show All Colors=Zeige alle Farben
(Currently only showing what the right-clicked node can use)=(Zeige alle, die der angeklickte Block verwenden kann)
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# textdomain: unifieddyes
# Traducido por Carlos Barraza
Lime Dye=Colorante Lima
Aqua Dye=Colorante Agua
Sky-blue Dye=Colorante Azul Cielo
Red-violet Dye=Colorante Rojo Violeta
Light Grey Dye=Colorante Gris Claro
Dark Red Dye (low saturation)=Colorante Rojo Oscuro (baja saturación)
Dark Orange Dye (low saturation)=Colorante Naranja Oscuro (baja saturación)
Dark Yellow Dye (low saturation)=Colorante Amarillo Oscuro (baja saturación)
Dark Lime Dye (low saturation)=Colorante Lima Oscuro (baja saturación)
Dark Green Dye (low saturation)=Colorante Verde Oscuro (baja saturación)
Dark Aqua Dye (low saturation)=Colorante Agua Oscuro (baja saturación)
Dark Cyan Dye (low saturation)=Colorante Cian Oscuro (baja saturación)
Dark Sky-blue Dye (low saturation)=Colorante Azul Cielo Oscuro (baja saturación)
Dark Blue Dye (low saturation)=Colorante Azul Oscuro (baja saturación)
Dark Violet Dye (low saturation)=Colorante Violeta Oscuro (baja saturación)
Dark Magenta Dye (low saturation)=Colorante Magenta Oscuro (baja saturación)
Dark Red-violet Dye (low saturation)=Colorante Rojo Violeta Oscuro (baja saturación)
Dark Red Dye=Colorante Rojo Oscuro
Dark Orange Dye=Colorante Naranja Oscuro
Dark Yellow Dye=Colorante Amarillo Oscuro
Dark Lime Dye=Colorante Lima Oscuro
Dark Green Dye=Colorante Verde Oscuro
Dark Aqua Dye=Colorante Agua Oscuro
Dark Cyan Dye=Colorante Cian Oscuro
Dark Sky-blue Dye=Colorante Azul Cielo Oscuro
Dark Blue Dye=Colorante Azul Oscuro
Dark Violet Dye=Colorante Violeta Oscuro
Dark Magenta Dye=Colorante Magenta Oscuro
Dark Red-violet Dye=Colorante Rojo Violeta Oscuro
Medium Red Dye (low saturation)=Colorante Rojo Claro (baja saturación)
Medium Orange Dye (low saturation)=Colorante Naranja Claro (baja saturación)
Medium Yellow Dye (low saturation)=Colorante Amarillo Claro (baja saturación)
Medium Lime Dye (low saturation)=Colorante Lima Claro (baja saturación)
Medium Green Dye (low saturation)=Colorante Verde Claro (baja saturación)
Medium Aqua Dye (low saturation)=Colorante Agua Claro (baja saturación)
Medium Cyan Dye (low saturation)=Colorante Cian Claro (baja saturación)
Medium Sky-blue Dye (low saturation)=Colorante Azul Cielo Claro (baja saturación)
Medium Blue Dye (low saturation)=Colorante Azul Claro (baja saturación)
Medium Violet Dye (low saturation)=Colorante Violeta Claro (baja saturación)
Medium Magenta Dye (low saturation)=Colorante Magenta Claro (baja saturación)
Medium Red-violet Dye (low saturation)=Colorante Rojo Violeta Claro (baja saturación)
Medium Red Dye=Colorante Rojo Claro
Medium Orange Dye=Colorante Naranja Claro
Medium Yellow Dye=Colorante Amarillo Claro
Medium Lime Dye=Colorante Lima Claro
Medium Green Dye=Colorante Verde Claro
Medium Aqua Dye=Colorante Agua Claro
Medium Cyan Dye=Colorante Cian Claro
Medium Sky-blue=Colorante Azul Cielo Claro
Medium Blue Dye=Colorante Azul Claro
Medium Violet Dye=Colorante Violeta Claro
Medium Magenta Dye=Colorante Magenta Claro
Medium Red-violet Dye=Colorante Rojo Violeta Claro
Red Dye (low saturation)=Colorante Rojo (baja saturación)
Orange Dye (low saturation)=Colorante Naranja (baja saturación)
Yellow Dye (low saturation)=Colorante Amarillo (baja saturación)
Lime Dye (low saturation)=Colorante Lima (baja saturación)
Green Dye (low saturation)=Colorante Verde (baja saturación)
Aqua Dye (low saturation)=Colorante Agua (baja saturación)
Cyan Dye (low saturation)=Colorante Cian (baja saturación)
Sky-blue Dye (low saturation)=Colorante Azul Cielo (baja saturación)
Blue Dye (low saturation)=Colorante Azul (baja saturación)
Violet Dye (low saturation)=Colorante Violeta (baja saturación)
Magenta Dye (low saturation)=Colorante Magenta (baja saturación)
Red-violet Dye (low saturation)=Colorante Rojo Violeta (baja saturación)
Red Dye=Colorante Rojo
Orange Dye=Colorante Naranja
Yellow Dye=Colorante Amarillo
Lime Dye=Colorante Lima
Green Dye=Colorante Verde
Aqua Dye=Colorante Agua
Cyan Dye=Colorante Cian
Sky-blue Dye=Colorante Azul Cielo
Blue Dye=Colorante Azul
Violet Dye=Colorante Violeta
Magenta Dye=Colorante Magenta
Red-violet Dye=Colorante Rojo Violeta
[UnifiedDyes] Loaded!=[ColorantesUnificados] Cargado.
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# textdomain: unifieddyes
# Template
Lime Dye=Teinture citron-vert
Aqua Dye=Teinture aqua
Sky-blue Dye=Teinture bleu ciel
Red-violet Dye=Teinture rouge-violet
Light Grey Dye=Teinture gris clair
Dark Red Dye (low saturation)=Teinture rouge foncé (basse saturation)
Dark Orange Dye (low saturation)=Teinture orange foncé (basse saturation)
Dark Yellow Dye (low saturation)=Teinture jaune foncé (basse saturation)
Dark Lime Dye (low saturation)=Teinture citron-vert foncé (basse saturation)
Dark Green Dye (low saturation)=Teinture vert foncé (basse saturation)
Dark Aqua Dye (low saturation)=Teinture aqua foncé (basse saturation)
Dark Cyan Dye (low saturation)=Teinture cyan foncé (basse saturation)
Dark Sky-blue Dye (low saturation)=Teinture bleu ciel foncé (basse saturation)
Dark Blue Dye (low saturation)=Teinture bleu foncé (basse saturation)
Dark Violet Dye (low saturation)=Teinture violet foncé (basse saturation)
Dark Magenta Dye (low saturation)=Teinture magenta foncé (basse saturation)
Dark Red-violet Dye (low saturation)=Teinture rouge-violet foncé (basse saturation)
Dark Red Dye=Teinture rouge foncé
Dark Orange Dye=Teinture orange foncé
Dark Yellow Dye=Teinture jaune foncé
Dark Lime Dye=Teinture citron-vert foncé
Dark Green Dye=Teinture vert foncé
Dark Aqua Dye=Teinture aqua foncé
Dark Cyan Dye=Teinture cyan foncé
Dark Sky-blue Dye=Teinture bleu ciel foncé
Dark Blue Dye=Teinture bleu foncé
Dark Violet Dye=Teinture violet foncé
Dark Magenta Dye=Teinture magenta foncé
Dark Red-violet Dye=Teinture rouge-violet foncé
Medium Red Dye (low saturation)=Teinture rouge moyen (basse saturation)
Medium Orange Dye (low saturation)=Teinture orange moyen (basse saturation)
Medium Yellow Dye (low saturation)=Teinture jaune moyen (basse saturation)
Medium Lime Dye (low saturation)=Teinture citron-vert moyen (basse saturation)
Medium Green Dye (low saturation)=Teinture vert moyen (basse saturation)
Medium Aqua Dye (low saturation)=Teinture aqua moyen (basse saturation)
Medium Cyan Dye (low saturation)=Teinture cyan moyen (basse saturation)
Medium Sky-blue Dye (low saturation)=Teinture bleu ciel moyen (basse saturation)
Medium Blue Dye (low saturation)=Teinture bleu moyen (basse saturation)
Medium Violet Dye (low saturation)=Teinture violet moyen (basse saturation)
Medium Magenta Dye (low saturation)=Teinture magenta moyen (basse saturation)
Medium Red-violet Dye (low saturation)=Teinture rouge-violet moyen (basse saturation)
Medium Red Dye=Teinture rouge moyen
Medium Orange Dye=Teinture orange moyen
Medium Yellow Dye=Teinture jaune moyen
Medium Lime Dye=Teinture citron-vert moyen
Medium Green Dye=Teinture vert moyen
Medium Aqua Dye=Teinture aqua moyen
Medium Cyan Dye=Teinture cyan moyen
Medium Sky-blue=Teinture bleu ciel moyen
Medium Blue Dye=Teinture bleu moyen
Medium Violet Dye=Teinture violet moyen
Medium Magenta Dye=Teinture magenta moyen
Medium Red-violet Dye=Teinture rouge-violet moyen
Red Dye (low saturation)=Teinture rouge (basse saturation)
Orange Dye (low saturation)=Teinture orange (basse saturation)
Yellow Dye (low saturation)=Teinture jaune (basse saturation)
Lime Dye (low saturation)=Teinture citron-vert (basse saturation)
Green Dye (low saturation)=Teinture vert (basse saturation)
Aqua Dye (low saturation)=Teinture aqua (basse saturation)
Cyan Dye (low saturation)=Teinture cyan (basse saturation)
Sky-blue Dye (low saturation)=Teinture bleu ciel (basse saturation)
Blue Dye (low saturation)=Teinture bleu (basse saturation)
Violet Dye (low saturation)=Teinture violet (basse saturation)
Magenta Dye (low saturation)=Teinture magenta (basse saturation)
Red-violet Dye (low saturation)=Teinture rouge-violet (basse saturation)
Red Dye=Teinture rouge
Orange Dye=Teinture orange
Yellow Dye=Teinture jaune
Lime Dye=Teinture citron-vert
Green Dye=Teinture vert
Aqua Dye=Teinture aqua
Cyan Dye=Teinture cyan
Sky-blue Dye=Teinture bleu ciel
Blue Dye=Teinture bleu
Violet Dye=Teinture violet
Magenta Dye=Teinture magenta
Red-violet Dye=Teinture rouge-violet
[UnifiedDyes] Loaded!=[UnifiedDyes] chargé !
Dye Airbrush=Aérographe à colorants
Select a color:=Choisissez une couleur
(Right-clicked a node that supports all 256 colors, showing them all)=(Le bloc supporte toutes les 256 couleurs, affichage de toutes celles-ci)
(Right-clicked a node not supported by the Airbrush, showing all colors)=(Le bloc n’est pas supporté par l’aérographe, affichage de toutes les couleurs)
Dyes=Teintures
Your selection=Votre sélection
Your selection:=Votre sélection :
Cancel=Annuler
Accept=Valider
Show Available=Voir dispo.
(Currently showing all 256 colors)=(Actuellement en train d’afficher toutes les 256 couleurs)
Show All Colors=Voir toutes
(Currently only showing what the right-clicked node can use)=(Actuellement en train d’afficher uniquement ce que le bloc peut utiliser)
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# textdomain: unifieddyes
# Malay translation by MuhdNurHidayat
Lime Dye=Pewarna Hijau Pucuk Pisang
Aqua Dye=Pewarna Akuamarin
Sky-blue Dye=Pewarna Biru Langit
Red-violet Dye=Pewarna Merah Lembayung
Light Grey Dye=Pewarna Kelabu Muda
Dark Red Dye (low saturation)=Pewarna Merah Tua (penepuan rendah)
Dark Orange Dye (low saturation)=Pewarna Jingga Tua (penepuan rendah)
Dark Yellow Dye (low saturation)=Pewarna Kuning Tua (penepuan rendah)
Dark Lime Dye (low saturation)=Pewarna Hijau Pucuk Pisang Tua (penepuan rendah)
Dark Green Dye (low saturation)=Pewarna Hijau Tua (penepuan rendah)
Dark Aqua Dye (low saturation)=Pewarna Akuamarin Tua (penepuan rendah)
Dark Cyan Dye (low saturation)=Pewarna Sian Tua (penepuan rendah)
Dark Sky-blue Dye (low saturation)=Pewarna Biru Langit Tua (penepuan rendah)
Dark Blue Dye (low saturation)=Pewarna Biru Tua (penepuan rendah)
Dark Violet Dye (low saturation)=Pewarna Lembayung Tua (penepuan rendah)
Dark Magenta Dye (low saturation)=Pewarna Magenta Tua (penepuan rendah)
Dark Red-violet Dye (low saturation)=Pewarna Merah Lembayung Tua (penepuan rendah)
Dark Red Dye=Pewarna Merah Tua
Dark Orange Dye=Pewarna Jingga Tua
Dark Yellow Dye=Pewarna Kuning Tua
Dark Lime Dye=Pewarna Hijau Pucuk Pisang Tua
Dark Green Dye=Pewarna Hijau Tua
Dark Aqua Dye=Pewarna Akuamarin Tua
Dark Cyan Dye=Pewarna Sian Tua
Dark Sky-blue Dye=Pewarna Biru Langit Tua
Dark Blue Dye=Pewarna Biru Tua
Dark Violet Dye=Pewarna Lembayung Tua
Dark Magenta Dye=Pewarna Magenta Tua
Dark Red-violet Dye=Pewarna Merah Lembayung Tua
Medium Red Dye (low saturation)=Pewarna Merah Sederhana (penepuan rendah)
Medium Orange Dye (low saturation)=Pewarna Jingga Sederhana (penepuan rendah)
Medium Yellow Dye (low saturation)=Pewarna Kuning Sederhana (penepuan rendah)
Medium Lime Dye (low saturation)=Pewarna Hijau Pucuk Pisang Sederhana (penepuan rendah)
Medium Green Dye (low saturation)=Pewarna Hijau Sederhana (penepuan rendah)
Medium Aqua Dye (low saturation)=Pewarna Akuamarin Sederhana (penepuan rendah)
Medium Cyan Dye (low saturation)=Pewarna Sian Sederhana (penepuan rendah)
Medium Sky-blue Dye (low saturation)=Pewarna Biru Langit Sederhana (penepuan rendah)
Medium Blue Dye (low saturation)=Pewarna Biru Sederhana (penepuan rendah)
Medium Violet Dye (low saturation)=Pewarna Lembayung Sederhana (penepuan rendah)
Medium Magenta Dye (low saturation)=Pewarna Magenta Sederhana (penepuan rendah)
Medium Red-violet Dye (low saturation)=Pewarna Merah Lembayung Sederhana (penepuan rendah)
Medium Red Dye=Pewarna Merah Sederhana
Medium Orange Dye=Pewarna Jingga Sederhana
Medium Yellow Dye=Pewarna Kuning Sederhana
Medium Lime Dye=Pewarna Hijau Pucuk Pisang Sederhana
Medium Green Dye=Pewarna Hijau Sederhana
Medium Aqua Dye=Pewarna Akuamarin Sederhana
Medium Cyan Dye=Pewarna Sian Sederhana
Medium Sky-blue=Pewarna Biru Langit Sederhana
Medium Blue Dye=Pewarna Biru Sederhana
Medium Violet Dye=Pewarna Lembayung Sederhana
Medium Magenta Dye=Pewarna Magenta Sederhana
Medium Red-violet Dye=Pewarna Merah Lembayung Sederhana
Red Dye (low saturation)=Pewarna Merah (penepuan rendah)
Orange Dye (low saturation)=Pewarna Jingga (penepuan rendah)
Yellow Dye (low saturation)=Pewarna Kuning (penepuan rendah)
Lime Dye (low saturation)=Pewarna Hijau Pucuk Pisang (penepuan rendah)
Green Dye (low saturation)=Pewarna Hijau (penepuan rendah)
Aqua Dye (low saturation)=Pewarna Akuamarin (penepuan rendah)
Cyan Dye (low saturation)=Pewarna Sian (penepuan rendah)
Sky-blue Dye (low saturation)=Pewarna Biru Langit (penepuan rendah)
Blue Dye (low saturation)=Pewarna Biru (penepuan rendah)
Violet Dye (low saturation)=Pewarna Lembayung (penepuan rendah)
Magenta Dye (low saturation)=Pewarna Magenta (penepuan rendah)
Red-violet Dye (low saturation)=Pewarna Merah Lembayung(penepuan rendah)
Red Dye=Pewarna Merah
Orange Dye=Pewarna Jingga
Yellow Dye=Pewarna Kuning
Lime Dye=Pewarna Hijau Pucuk Pisang
Green Dye=Pewarna Hijau
Aqua Dye=Pewarna Akuamarin
Cyan Dye=Pewarna Sian
Sky-blue Dye=Pewarna Biru Langit
Blue Dye=Pewarna Biru
Violet Dye=Pewarna Lembayung
Magenta Dye=Pewarna Magenta
Red-violet Dye=Pewarna Merah Lembayung
[UnifiedDyes] Loaded!=[UnifiedDyes] Telah Dimuatkan!
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# textdomain: unifieddyes
Lime Dye=Corante Lima
Aqua Dye=Corante Água
Sky-blue Dye=Corante Azul-Céu
Red-violet Dye=Corante Vermelho-Violeta
Light Grey Dye=Corante Cinza Claro
Dark Red Dye (low saturation)=Corante Vermelho Escuro (baixa saturação)
Dark Orange Dye (low saturation)=Corante Laranja Escuro (baixa saturação)
Dark Yellow Dye (low saturation)=Corante Amarelo Escuro (baixa saturação)
Dark Lime Dye (low saturation)=Corante Lima Escuro (baixa saturação)
Dark Green Dye (low saturation)=Corante Verde Escuro (baixa saturação)
Dark Aqua Dye (low saturation)=Corante Água Escuro (baixa saturação)
Dark Cyan Dye (low saturation)=Corante Ciano Escuro (baixa saturação)
Dark Sky-blue Dye (low saturation)=Corante Azul-Céu Escuro (baixa saturação)
Dark Blue Dye (low saturation)=Corante Azul Escuro (baixa saturação)
Dark Violet Dye (low saturation)=Corante Violeta Escuro (baixa saturação)
Dark Magenta Dye (low saturation)=Corante Magenta Escuro (baixa saturação)
Dark Red-violet Dye (low saturation)=Corante Vermelho-Violeta Escuro (baixa saturação)
Dark Red Dye=Corante Vermelho Escuro
Dark Orange Dye=Corante Laranja Escuro
Dark Yellow Dye=Corante Amarelo Escuro
Dark Lime Dye=Corante Lima Escuro
Dark Green Dye=Corante Verde Escuro
Dark Aqua Dye=Corante Água Escuro
Dark Cyan Dye=Corante Ciano Escuro
Dark Sky-blue Dye=Corante Azul-Céu Escuro
Dark Blue Dye=Corante Azul Escuro
Dark Violet Dye=Corante Violeta Escuro
Dark Magenta Dye=Corante Magenta Escuro
Dark Red-violet Dye=Corante Vermelho-Violeta Escuro
Medium Red Dye (low saturation)=Corante Vermelho Médio (baixa saturação)
Medium Orange Dye (low saturation)=Corante Laranja Médio (baixa saturação)
Medium Yellow Dye (low saturation)=Corante Amarelo Médio (baixa saturação)
Medium Lime Dye (low saturation)=Corante Lima Médio (baixa saturação)
Medium Green Dye (low saturation)=Corante Verde Médio (baixa saturação)
Medium Aqua Dye (low saturation)=Corante Água Médio (baixa saturação)
Medium Cyan Dye (low saturation)=Corante Ciano Médio (baixa saturação)
Medium Sky-blue Dye (low saturation)=Corante Azul-Céu Médio (baixa saturação)
Medium Blue Dye (low saturation)=Corante Azul Médio (baixa saturação)
Medium Violet Dye (low saturation)=Corante Violeta Médio (baixa saturação)
Medium Magenta Dye (low saturation)=Corante Magenta Médio (baixa saturação)
Medium Red-violet Dye (low saturation)=Corante Vermelho-Violeta Médio (baixa saturação)
Medium Red Dye=Corante Vermelho Médio
Medium Orange Dye=Corante Laranja Médio
Medium Yellow Dye=Corante Amarelo Médio
Medium Lime Dye=Corante Lima Médio
Medium Green Dye=Corante Verde Médio
Medium Aqua Dye=Corante Água Médio
Medium Cyan Dye=Corante Ciano Médio
Medium Sky-blue=Corante Azul-Céu Médio
Medium Blue Dye=Corante Azul Médio
Medium Violet Dye=Corante Violeta Médio
Medium Magenta Dye=Corante Magenta Médio
Medium Red-violet Dye=Corante Vermelho-Violeta Médio
Red Dye (low saturation)=Corante Vermelho (baixa saturação)
Orange Dye (low saturation)=Corante Laranja (baixa saturação)
Yellow Dye (low saturation)=Corante Amarelo (baixa saturação)
Lime Dye (low saturation)=Corante Lima (baixa saturação)
Green Dye (low saturation)=Corante Vermelho (baixa saturação)
Aqua Dye (low saturation)=Corante Água (baixa saturação)
Cyan Dye (low saturation)=Corante Ciano (baixa saturação)
Sky-blue Dye (low saturation)=Corante Azul-Céu (baixa saturação)
Blue Dye (low saturation)=Corante Azul (baixa saturação)
Violet Dye (low saturation)=Corante Violeta (baixa saturação)
Magenta Dye (low saturation)=Corante Magenta (baixa saturação)
Red-violet Dye (low saturation)=Corante Vermelho-Violeta (baixa saturação)
Red Dye=Corante Vermelho
Orange Dye=Corante Laranja
Yellow Dye=Corante Amarelo
Lime Dye=Corante Lima
Green Dye=Corante Verde
Aqua Dye=Corante Água
Cyan Dye=Corano Ciano
Sky-blue Dye=Corante Azul-Céu
Blue Dye=Corante Azul
Violet Dye=Corante Violeta
Magenta Dye=Corante Magenta
Red-violet Dye=Corante Vermelho-Violeta
[UnifiedDyes] Loaded!=[UnifiedDyes] Carregado!
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# textdomain: unifieddyes
# Translation by @drakes_journey
Lime Dye=Лаймовая краска
Aqua Dye=Аквамариновая краска
Sky-blue Dye=Голубая краска
Red-violet Dye=Красно-фиолетовая краска
Light Grey Dye=Светло-серая краска
Dark Red Dye (low saturation)=Темная красная краска (низкая насыщенность)
Dark Orange Dye (low saturation)=Темная оранжевая краска (низкая насыщенность)
Dark Yellow Dye (low saturation)=Темная желтая краска (низкая насыщенность)
Dark Lime Dye (low saturation)=Темная лаймовая краска (низкая насыщенность)
Dark Green Dye (low saturation)=Темная зеленая краска (низкая насыщенность)
Dark Aqua Dye (low saturation)=Темная аквамариновая краска (низкая насыщенность)
Dark Cyan Dye (low saturation)=Темная бирюзовая краска (низкая насыщенность)
Dark Sky-blue Dye (low saturation)=Темная голубая краска (низкая насыщенность)
Dark Blue Dye (low saturation)=Темная синяя краска (низкая насыщенность)
Dark Violet Dye (low saturation)=Темная фиолетовая краска (низкая насыщенность)
Dark Magenta Dye (low saturation)=Темная пурпурная краска (низкая насыщенность)
Dark Red-violet Dye (low saturation)=Темная краснофиолетовая краска (низкая насыщенность)
Dark Red Dye=Темная красная краска
Dark Orange Dye=Темная оранжевая краска
Dark Yellow Dye=Темная желтая краска
Dark Lime Dye=Темная зеленая краска
Dark Green Dye=Темная зеленая краска
Dark Aqua Dye=Темная аквамариновая краска
Dark Cyan Dye=Темная бирюзовая краска
Dark Sky-blue Dye=Темная голубая краска
Dark Blue Dye=Темная синяя краска
Dark Violet Dye=Темная фиолетовая краска
Dark Magenta Dye=Темная пурпурная краска
Dark Red-violet Dye=Темная красно-фиолетовая краска
Medium Red Dye (low saturation)=Средне-красная краска (низкая насыщенность)
Medium Orange Dye (low saturation)=Средне-оранжевая краска (низкая насыщенность)
Medium Yellow Dye (low saturation)=Средне-желтая краска (низкая насыщенность)
Medium Lime Dye (low saturation)=Средне-зеленая краска (низкая насыщенность)
Medium Green Dye (low saturation)=Средне-зеленая краска (низкая насыщенность)
Medium Aqua Dye (low saturation)=Средне-аквамариновая краска (низкая насыщенность)
Medium Cyan Dye (low saturation)=Средне-бирюзовая краска (низкая насыщенность)
Medium Sky-blue Dye (low saturation)=Средне-голубая краска (низкая насыщенность)
Medium Blue Dye (low saturation)=Средне-синяя краска (низкая насыщенность)
Medium Violet Dye (low saturation)=Средне-фиолетовая краска (низкая насыщенность)
Medium Magenta Dye (low saturation)=Средне-пурпурная краска (низкая насыщенность)
Medium Red-violet Dye (low saturation)=Средне-краснофиолетовая краска (низкая насыщенность)
Medium Red Dye=Средне-красная краска
Medium Orange Dye=Средне-оранжевая краска
Medium Yellow Dye=Средне-желтая краска
Medium Lime Dye=Средне-лаймовая краска
Medium Green Dye=Средне-зеленая краска
Medium Aqua Dye=Средне-аквамариновая краска
Medium Cyan Dye=Средне-бирюзовая краска
Medium Sky-blue=Средне-голубая краска
Medium Blue Dye=Средне-синяя краска
Medium Violet Dye=Средне-фиолетовая краска
Medium Magenta Dye=Средне-пурпурная краска
Medium Red-violet Dye=Средне-краснофиолетовая краска
Red Dye (low saturation)=Красная краска (низкая насыщенность)
Orange Dye (low saturation)=Оранжевая краска (низкая насыщенность)
Yellow Dye (low saturation)=Желтая краска (низкая насыщенность)
Lime Dye (low saturation)=Лаймовая краска (низкая насыщенность)
Green Dye (low saturation)=Зеленая краска (низкая насыщенность)
Aqua Dye (low saturation)=Аквамариновая краска (низкая насыщенность)
Cyan Dye (low saturation)=Бирюзовая краска (низкая насыщенность)
Sky-blue Dye (low saturation)=Голубая краска (низкая насыщенность)
Blue Dye (low saturation)=Синяя краска (низкая насыщенность)
Violet Dye (low saturation)=Фиолетовая краска (низкая насыщенность)
Magenta Dye (low saturation)=Пурпурная краска (низкая насыщенность)
Red-violet Dye (low saturation)=Краснофиолетовая краска (низкая насыщенность)
[UnifiedDyes] Loaded!=[UnifiedDyes] загружен!
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# textdomain: unifieddyes
# TUrkish translation
# Mahmutelmas06@hotmail.com
Lime Dye=Limon Yeşili Boya
Aqua Dye=Deniz mavisi Boya
Sky-blue Dye=Gök-Mavi Boya
Red-violet Dye=Kırmızılı Boya
Light Grey Dye=Açık Grey Boya
Dark Red Dye (low saturation)=Koyu Kırmızı Boya (düşük doygunluk)
Dark Orange Dye (low saturation)=Koyu Turuncu Boya (düşük doygunluk)
Dark Yellow Dye (low saturation)=Koyu Sarı Boya (düşük doygunluk)
Dark Lime Dye (low saturation)=Koyu Limon Yeşili Boya (düşük doygunluk)
Dark Green Dye (low saturation)=Koyu Yeşil Boya (düşük doygunluk)
Dark Aqua Dye (low saturation)=Koyu Deniz mavisi boya (düşük doygunluk)
Dark Cyan Dye (low saturation)=Koyu Cam göbeği Boya (düşük doygunluk)
Dark Sky-blue Dye (low saturation)=Koyu Gök-Mavi Boya (düşük doygunluk)
Dark Blue Dye (low saturation)=Koyu Mavi Boya (düşük doygunluk)
Dark Violet Dye (low saturation)=Koyu mor Boya (düşük doygunluk)
Dark Magenta Dye (low saturation)=Koyu Kızılımsı Mor Boya (düşük doygunluk)
Dark Red-violet Dye (low saturation)=Koyu Kırmızılı Boya (düşük doygunluk)
Dark Red Dye=Koyu Kırmızı Boya
Dark Orange Dye=Koyu Turuncu Boya
Dark Yellow Dye=Koyu Sarı Boya
Dark Lime Dye=Koyu Limon Yeşili Boya
Dark Green Dye=Koyu Yeşil Boya
Dark Aqua Dye=Koyu Deniz mavisi Boya
Dark Cyan Dye=Koyu Cam göbeği Boya
Dark Sky-blue Dye=Koyu Gök-Mavi Boya
Dark Blue Dye=Koyu Mavi Boya
Dark Violet Dye=Koyu mor Boya
Dark Magenta Dye=Koyu Kızılımsı Mor Boya
Dark Red-violet Dye=Koyu Kırmızılı Boya
Medium Red Dye (low saturation)=Kırmızı Boya (düşük doygunluk)
Medium Orange Dye (low saturation)=Turuncu Boya (düşük doygunluk)
Medium Yellow Dye (low saturation)=Sarı Boya (düşük doygunluk)
Medium Lime Dye (low saturation)=Limon Yeşili Boya (düşük doygunluk)
Medium Green Dye (low saturation)=Yeşil Boya (düşük doygunluk)
Medium Aqua Dye (low saturation)=Deniz mavisi Boya (düşük doygunluk)
Medium Cyan Dye (low saturation)=Cam göbeği Boya (düşük doygunluk)
Medium Sky-blue Dye (low saturation)=Gök-Mavi Boya (düşük doygunluk)
Medium Blue Dye (low saturation)=Mavi Boya (düşük doygunluk)
Medium Violet Dye (low saturation)=Koyu mor Boya (düşük doygunluk)
Medium Magenta Dye (low saturation)=Kızılımsı Mor Boya (düşük doygunluk)
Medium Red-violet Dye (low saturation)=Kırmızılı Boya (düşük doygunluk)
Medium Red Dye=Kırmızı Boya
Medium Orange Dye=Turuncu Boya
Medium Yellow Dye=Sarı Boya
Medium Lime Dye=Limon Yeşili Boya
Medium Green Dye=Yeşil Boya
Medium Aqua Dye=Deniz mavisi Boya
Medium Cyan Dye=Cam göbeği Boya
Medium Sky-blue=Gök-Mavi
Medium Blue Dye=Mavi Boya
Medium Violet Dye=Koyu mor Boya
Medium Magenta Dye=Kızılımsı Mor Boya
Medium Red-violet Dye=Kırmızılı Boya
Red Dye (low saturation)=Kırmızı Boya (düşük doygunluk)
Orange Dye (low saturation)=Turuncu Boya (düşük doygunluk)
Yellow Dye (low saturation)=Sarı Boya (düşük doygunluk)
Lime Dye (low saturation)=Limon Yeşili Boya (düşük doygunluk)
Green Dye (low saturation)=Yeşil Boya (düşük doygunluk)
Aqua Dye (low saturation)=Deniz mavisi Boya (düşük doygunluk)
Cyan Dye (low saturation)=Cam göbeği Boya (düşük doygunluk)
Sky-blue Dye (low saturation)=Gök-Mavi Boya (düşük doygunluk)
Blue Dye (low saturation)=Mavi Boya (düşük doygunluk)
Violet Dye (low saturation)=Koyu mor Boya (düşük doygunluk)
Magenta Dye (low saturation)=Kızılımsı Mor Boya (düşük doygunluk)
Red-violet Dye (low saturation)=Kırmızılı Boya (düşük doygunluk)
Red Dye=Kırmızı Boya
Orange Dye=Turuncu Boya
Yellow Dye=Sarı Boya
Lime Dye=Limon Yeşili Boya
Green Dye=Yeşil Boya
Aqua Dye=Deniz mavisi Boya
Cyan Dye=Cam göbeği Boya
Sky-blue Dye=Gök-Mavi Boya
Blue Dye=Mavi Boya
Violet Dye=Koyu mor Boya
Magenta Dye=Kızılımsı Mor Boya
Red-violet Dye=Kırmızılı Boya
[UnifiedDyes] Loaded!=[UnifiedBoyas] yüklendi!
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# textdomain: unifieddyes
# Translation by W0rr1z
Lime Dye=柠檬黄染料
Aqua Dye=水蓝染料
Sky-blue Dye=天蓝染料
Red-violet Dye=红紫染料
Light Grey Dye=浅灰染料
Dark Red Dye (low saturation)=深红染料(低饱和度)
Dark Orange Dye (low saturation)=深橙染料(低饱和度)
Dark Yellow Dye (low saturation)=深黄染料(低饱和度)
Dark Lime Dye (low saturation)=深柠檬黄染料(低饱和度)
Dark Green Dye (low saturation)=深绿染料(低饱和度)
Dark Aqua Dye (low saturation)=深水蓝染料(低饱和度)
Dark Cyan Dye (low saturation)=深青蓝染料(低饱和度)
Dark Sky-blue Dye (low saturation)=深天蓝染料(低饱和度)
Dark Blue Dye (low saturation)=深蓝染料(低饱和度)
Dark Violet Dye (low saturation)=深紫染料(低饱和度)
Dark Magenta Dye (low saturation)=深品红染料(低饱和度)
Dark Red-violet Dye (low saturation)=深红紫染料(低饱和度)
Dark Red Dye=深红染料
Dark Orange Dye=深橙染料
Dark Yellow Dye=深黄染料
Dark Lime Dye=深柠檬黄染料
Dark Green Dye=深绿染料
Dark Aqua Dye=深水蓝染料
Dark Cyan Dye=深青蓝染料
Dark Sky-blue Dye=深天蓝染料
Dark Blue Dye=深蓝染料
Dark Violet Dye=深紫染料
Dark Magenta Dye=深品红染料
Dark Red-violet Dye=深红紫染料
Medium Red Dye (low saturation)=中红染料(低饱和度)
Medium Orange Dye (low saturation)=中橙染料(低饱和度)
Medium Yellow Dye (low saturation)=中黄染料(低饱和度)
Medium Lime Dye (low saturation)=中柠檬黄染料(低饱和度)
Medium Green Dye (low saturation)=中绿染料(低饱和度)
Medium Aqua Dye (low saturation)=中水蓝染料(低饱和度)
Medium Cyan Dye (low saturation)=中青蓝染料(低饱和度)
Medium Sky-blue Dye (low saturation)=中天蓝染料(低饱和度)
Medium Blue Dye (low saturation)=中蓝染料(低饱和度)
Medium Violet Dye (low saturation)=中紫染料(低饱和度)
Medium Magenta Dye (low saturation)=中品红染料(低饱和度)
Medium Red-violet Dye (low saturation)=中红紫染料(低饱和度)
Medium Red Dye=中红染料
Medium Orange Dye=中橙染料
Medium Yellow Dye=中黄染料
Medium Lime Dye=中柠檬黄染料
Medium Green Dye=中绿染料
Medium Aqua Dye=中水蓝染料
Medium Cyan Dye=中青蓝染料
Medium Sky-blue=中天蓝染料
Medium Blue Dye=中蓝染料
Medium Violet Dye=中紫染料
Medium Magenta Dye=中品红染料
Medium Red-violet Dye=中红紫染料
Red Dye (low saturation)=红染料(低饱和度)
Orange Dye (low saturation)=橙染料(低饱和度)
Yellow Dye (low saturation)=黄染料(低饱和度)
Lime Dye (low saturation)=柠檬黄染料(低饱和度)
Green Dye (low saturation)=绿染料(低饱和度)
Aqua Dye (low saturation)=水蓝染料(低饱和度)
Cyan Dye (low saturation)=青蓝染料(低饱和度)
Sky-blue Dye (low saturation)=天蓝染料(低饱和度)
Blue Dye (low saturation)=蓝染料(低饱和度)
Violet Dye (low saturation)=紫染料(低饱和度)
Magenta Dye (low saturation)=品红染料(低饱和度)
Red-violet Dye (low saturation)=红紫染料(低饱和度)
[UnifiedDyes] Loaded!=[UnifiedDyes] 已加载!
Dye Airbrush=染料喷枪
Select a color:=选择颜色:
(Right-clicked a node that supports all 256 colors, showing them all)=(已右键支持256色的方块,显示全部颜色)
(Right-clicked a node not supported by the Airbrush, showing all colors)=(已右键不支持喷枪的方块,显示全部颜色)
Dyes=染料
Your selection=当前选择
Your selection:=当前选择:
Cancel=取消
Accept=应用
Show Available=显示可用颜色
(Currently showing all 256 colors)=(当前显示全部256色)
Show All Colors=显示所有颜色
(Currently only showing what the right-clicked node can use)=(当前仅显示右键方块可用颜色)
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name = unifieddyes
description = Unified Dyes expands the standard dye set from 15 to 90 colors.
optional_depends = default, dye, basic_materials
min_minetest_version = 5.5.0
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package.path = (arg[0]:match("@?(.*/)") or arg[0]:match("@?(.*\\)")) .. "lib" .. package.config:sub(1, 1) .. "?.lua;" .. package.path
local utility = require "utility"
local mods = {}
local blacklist = { ".DS_Store", }
utility.list("mods", function(file_name)
for _, item in ipairs(blacklist) do
if item == file_name then
return
local data = utility.load_data("info.json")
local check_dependencies = function(pack_name)
local pack_mods = data.packs[pack_name].mods
local provided_mods = {}
for mod_name in pairs(pack_mods) do
local function loop()
local selected_mod = data.mods[mod_name]
if not selected_mod then
print("Error: " .. mod_name .. " is not defined!")
return
end
if selected_mod.provides then
for _, name_provided in ipairs(selected_mod.provides) do
provided_mods[name_provided] = mod_name
end
end
end
loop()
end
mods[file_name] = true
end)
for mod_name in pairs(pack_mods) do
local function loop()
local selected_mod = data.mods[mod_name]
if not selected_mod then return end
local data = {
packs = {
["Unnamed Luanti TechAge Pack"] = {
mods = mods
}
},
mods = mods,
}
if selected_mod.required then
for _, name_required in ipairs(selected_mod.required) do
if not (pack_mods[name_required] or provided_mods[name_required]) then
print("Missing: " .. mod_name .. " requires " .. name_required)
end
end
end
end
loop()
end
end
utility.save_data(data, "info.json")
local standardize_data = function()
for name, data in pairs(data.mods) do
local function loop()
if not (type(data) == "table") then
return
end
if data.optional then table.sort(data.optional) end
if data.provides then table.sort(data.provides) end
if data.required then table.sort(data.required) end
end
loop()
end
end
check_dependencies("Unnamed Luanti TechAge Pack")
standardize_data()
utility.save_data(data)