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310
mods/minetest_game/bones/init.lua
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310
mods/minetest_game/bones/init.lua
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-- bones/init.lua
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-- Minetest Game mod: bones
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-- See README.txt for licensing and other information.
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-- Load support for MT game translation.
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local S = minetest.get_translator("bones")
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bones = {}
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local function is_owner(pos, name)
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local owner = minetest.get_meta(pos):get_string("owner")
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if owner == "" or owner == name or minetest.check_player_privs(name, "protection_bypass") then
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return true
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end
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return false
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end
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local function drop(pos, itemstack)
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local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
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if obj then
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obj:set_velocity({
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x = math.random(-10, 10) / 9,
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y = 5,
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z = math.random(-10, 10) / 9,
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})
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end
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end
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local function drop_contents(pos)
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local inv = minetest.get_meta(pos):get_inventory()
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for i = 1, inv:get_size("main") do
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local stk = inv:get_stack("main", i)
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drop(pos, stk)
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end
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minetest.remove_node(pos)
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end
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local bones_formspec =
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"size[8,9]" ..
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"list[current_name;main;0,0.3;8,4;]" ..
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"list[current_player;main;0,4.85;8,1;]" ..
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"list[current_player;main;0,6.08;8,3;8]" ..
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"listring[current_name;main]" ..
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"listring[current_player;main]" ..
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default.get_hotbar_bg(0,4.85)
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local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or 1200
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local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4
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local bones_def = {
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description = S("Bones"),
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tiles = {
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"bones_top.png^[transform2",
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"bones_bottom.png",
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"bones_side.png",
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"bones_side.png",
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"bones_rear.png",
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"bones_front.png"
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},
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paramtype2 = "facedir",
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groups = {dig_immediate = 2},
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sounds = default.node_sound_gravel_defaults(),
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can_dig = function(pos, player)
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local inv = minetest.get_meta(pos):get_inventory()
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local name = ""
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if player then
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name = player:get_player_name()
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end
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return is_owner(pos, name) and inv:is_empty("main")
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end,
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allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
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if is_owner(pos, player:get_player_name()) then
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return count
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end
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return 0
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end,
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allow_metadata_inventory_put = function(pos, listname, index, stack, player)
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return 0
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end,
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allow_metadata_inventory_take = function(pos, listname, index, stack, player)
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if is_owner(pos, player:get_player_name()) then
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return stack:get_count()
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end
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return 0
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end,
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on_metadata_inventory_take = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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if meta:get_inventory():is_empty("main") then
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local inv = player:get_inventory()
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if inv:room_for_item("main", {name = "bones:bones"}) then
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inv:add_item("main", {name = "bones:bones"})
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else
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minetest.add_item(pos, "bones:bones")
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end
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minetest.remove_node(pos)
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end
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end,
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on_punch = function(pos, node, player)
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if not is_owner(pos, player:get_player_name()) then
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return
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end
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if not player:is_player() then
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drop_contents(pos)
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return
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end
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if minetest.get_meta(pos):get_string("infotext") == "" then
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return
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end
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local inv = minetest.get_meta(pos):get_inventory()
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local player_inv = player:get_inventory()
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local has_space = true
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for i = 1, inv:get_size("main") do
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local stk = inv:get_stack("main", i)
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if player_inv:room_for_item("main", stk) then
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inv:set_stack("main", i, nil)
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player_inv:add_item("main", stk)
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else
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has_space = false
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break
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end
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end
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-- remove bones if player emptied them
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if has_space then
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if player_inv:room_for_item("main", {name = "bones:bones"}) then
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player_inv:add_item("main", {name = "bones:bones"})
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else
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minetest.add_item(pos,"bones:bones")
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end
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minetest.remove_node(pos)
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end
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end,
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on_timer = function(pos, elapsed)
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local meta = minetest.get_meta(pos)
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local time = meta:get_int("time") + elapsed
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if time >= share_bones_time then
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meta:set_string("infotext", S("@1's old bones", meta:get_string("owner")))
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meta:set_string("owner", "")
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else
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meta:set_int("time", time)
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return true
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end
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end,
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on_blast = function(pos)
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end,
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}
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default.set_inventory_action_loggers(bones_def, "bones")
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minetest.register_node("bones:bones", bones_def)
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local function may_replace(pos, player)
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local node_name = minetest.get_node(pos).name
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local node_definition = minetest.registered_nodes[node_name]
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-- if the node is unknown, we return false
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if not node_definition then
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return false
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end
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-- allow replacing air
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if node_name == "air" then
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return true
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end
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-- don't replace nodes inside protections
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if minetest.is_protected(pos, player:get_player_name()) then
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return false
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end
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-- allow replacing liquids
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if node_definition.liquidtype ~= "none" then
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return true
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end
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-- don't replace filled chests and other nodes that don't allow it
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local can_dig_func = node_definition.can_dig
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if can_dig_func and not can_dig_func(pos, player) then
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return false
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end
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-- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones?
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-- flowers being squished by bones are more realistical than a squished stone, too
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return node_definition.buildable_to
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end
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local player_inventory_lists = { "main", "craft" }
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bones.player_inventory_lists = player_inventory_lists
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local function is_all_empty(player_inv)
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for _, list_name in ipairs(player_inventory_lists) do
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if not player_inv:is_empty(list_name) then
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return false
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end
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end
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return true
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end
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minetest.register_on_dieplayer(function(player)
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local bones_mode = minetest.settings:get("bones_mode") or "bones"
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if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
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bones_mode = "bones"
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end
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local bones_position_message = minetest.settings:get_bool("bones_position_message") == true
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local player_name = player:get_player_name()
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local pos = vector.round(player:get_pos())
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local pos_string = minetest.pos_to_string(pos)
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-- return if keep inventory set or in creative mode
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if bones_mode == "keep" or minetest.is_creative_enabled(player_name) then
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minetest.log("action", player_name .. " dies at " .. pos_string ..
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". No bones placed")
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if bones_position_message then
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minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
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end
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return
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end
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local player_inv = player:get_inventory()
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if is_all_empty(player_inv) then
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minetest.log("action", player_name .. " dies at " .. pos_string ..
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". No bones placed")
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if bones_position_message then
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minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
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end
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return
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end
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-- check if it's possible to place bones, if not find space near player
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if bones_mode == "bones" and not may_replace(pos, player) then
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local air = minetest.find_node_near(pos, 1, {"air"})
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if air then
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pos = air
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else
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bones_mode = "drop"
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end
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end
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if bones_mode == "drop" then
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for _, list_name in ipairs(player_inventory_lists) do
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for i = 1, player_inv:get_size(list_name) do
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drop(pos, player_inv:get_stack(list_name, i))
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end
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player_inv:set_list(list_name, {})
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end
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drop(pos, ItemStack("bones:bones"))
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minetest.log("action", player_name .. " dies at " .. pos_string ..
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". Inventory dropped")
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if bones_position_message then
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minetest.chat_send_player(player_name, S("@1 died at @2, and dropped their inventory.", player_name, pos_string))
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end
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return
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end
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local param2 = minetest.dir_to_facedir(player:get_look_dir())
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minetest.set_node(pos, {name = "bones:bones", param2 = param2})
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minetest.log("action", player_name .. " dies at " .. pos_string ..
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". Bones placed")
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if bones_position_message then
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minetest.chat_send_player(player_name, S("@1 died at @2, and bones were placed.", player_name, pos_string))
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end
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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inv:set_size("main", 8 * 4)
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for _, list_name in ipairs(player_inventory_lists) do
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for i = 1, player_inv:get_size(list_name) do
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local stack = player_inv:get_stack(list_name, i)
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if inv:room_for_item("main", stack) then
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inv:add_item("main", stack)
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else -- no space left
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drop(pos, stack)
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end
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end
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player_inv:set_list(list_name, {})
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end
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meta:set_string("formspec", bones_formspec)
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meta:set_string("owner", player_name)
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if share_bones_time ~= 0 then
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meta:set_string("infotext", S("@1's fresh bones", player_name))
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if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then
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meta:set_int("time", 0)
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else
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meta:set_int("time", (share_bones_time - share_bones_time_early))
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end
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minetest.get_node_timer(pos):start(10)
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else
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meta:set_string("infotext", S("@1's bones", player_name))
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end
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end)
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