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bones: bones are now holding 150 item slots and register_transfer_inventory_to_bones_on_player_death callback
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parent
316c0c7224
commit
b0545dc5c2
10
game_api.txt
10
game_api.txt
@ -83,6 +83,16 @@ in `bones.player_inventory_lists`.
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e.g. `table.insert(bones.player_inventory_lists, "backpack")`
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e.g. `table.insert(bones.player_inventory_lists, "backpack")`
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Additionally, callbacks can be registered to transfer items into the bones on death:
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`bones.public.register_transfer_inventory_to_bones_on_player_death(function(player){})`
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In the above functions this routine should be used to add itmes to the bones inventory:
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`bones.public.transfer_stack_to_bones(stack)`
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please note that the inventory these items were taken from still need to be disposed of.
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Creative API
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Creative API
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------------
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------------
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@ -5,8 +5,22 @@
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-- Load support for MT game translation.
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-- Load support for MT game translation.
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local S = minetest.get_translator("bones")
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local S = minetest.get_translator("bones")
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-- bones are supposed to hold up to 4*8+6+4*3*8+4+3*3 item slots:
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-- 4*8 for the main inventory
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-- 6 for the 3d_armor
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-- (at most) 4*3*8 for 4 backpack worth of items (unified inventory)
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-- 4 more for the actual backpacks
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-- 3*3 more for the crafting grid
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-- that adds up to 147, so 150 slots would be sufficient
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local cols=15
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local rows=10
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bones = {}
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bones = {
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private={
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dead_player_callbacks={}
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},
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public={}
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}
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local function is_owner(pos, name)
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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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local owner = minetest.get_meta(pos):get_string("owner")
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@ -17,10 +31,10 @@ local function is_owner(pos, name)
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end
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end
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local bones_formspec =
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local bones_formspec =
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"size[8,9]" ..
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"size["..cols..","..(rows+5).."]" ..
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"list[current_name;main;0,0.3;8,4;]" ..
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"list[current_name;main;0,0.3;"..cols..","..rows..";]" ..
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"list[current_player;main;0,4.85;8,1;]" ..
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"list[current_player;main;"..((cols-8)/2)..","..rows..".85;8,1;]" ..
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"list[current_player;main;0,6.08;8,3;8]" ..
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"list[current_player;main;"..((cols-8)/2)..","..(rows+2)..".08;8,3;8]" ..
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"listring[current_name;main]" ..
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"listring[current_name;main]" ..
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"listring[current_player;main]" ..
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"listring[current_player;main]" ..
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default.get_hotbar_bg(0,4.85)
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default.get_hotbar_bg(0,4.85)
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@ -194,15 +208,68 @@ local function is_all_empty(player_inv)
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return true
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return true
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end
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end
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--functions registered this way won't becalled if bones_mode is keep
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function bones.public.register_transfer_inventory_to_bones_on_player_death(func)
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bones.private.dead_player_callbacks[#(bones.private.dead_player_callbacks)]=func
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end
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--drop or put into bones based on config and free slots in the bones
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--supposed to be called from functions registered to bones.public.register_transfer_inventory_to_bones_on_player_death
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function bones.public.transfer_stack_to_bones(stk)
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-- check if it's possible to place bones, if not find space near player
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if ( ( bones.private.current_dead_player.bones_mode == "bones" ) and ( bones.private.current_dead_player.bones_pos == nil ) ) then
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bones.private.current_dead_player.bones_pos = bones.private.current_dead_player.player_pos
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local air
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if ( may_replace(bones.private.current_dead_player.bones_pos, bones.private.current_dead_player.player) ) then
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air = bones.private.current_dead_player.bones_pos
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else
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air = minetest.find_node_near(bones.private.current_dead_player.bones_pos, 1, {"air"})
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end
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if air and not minetest.is_protected(air, bones.private.current_dead_player.player_name) then
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bones.private.current_dead_player.bones_pos = air
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local param2 = minetest.dir_to_facedir(bones.private.current_dead_player.player:get_look_dir())
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minetest.set_node(bones.private.current_dead_player.bones_pos, {name = "bones:bones", param2 = param2})
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local meta = minetest.get_meta(bones.private.current_dead_player.bones_pos)
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bones.private.current_dead_player.bones_inv = meta:get_inventory()
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bones.private.current_dead_player.bones_inv:set_size("main", cols * rows)
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else
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bones.private.current_dead_player.bones_mode = "drop"
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bones.private.current_dead_player.bones_pos = nil
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end
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end
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if ( ( bones.private.current_dead_player.bones_mode == "bones" ) and ( bones.private.current_dead_player.bones_inv:room_for_item("main", stk) ) ) then
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bones.private.current_dead_player.bones_inv:add_item("main", stk)
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else
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drop(bones.private.current_dead_player.player_pos, stk)
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bones.private.current_dead_player.dropped=true
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end
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end
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local function player_dies_transfer_inventory(player)
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local player_inv = player:get_inventory()
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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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bones.public.transfer_stack_to_bones(stack)
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end
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player_inv:set_list(list_name, {})
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end
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end
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bones.public.register_transfer_inventory_to_bones_on_player_death(player_dies_transfer_inventory)
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minetest.register_on_dieplayer(function(player)
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minetest.register_on_dieplayer(function(player)
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local pos = vector.round(player:get_pos())
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local bones_mode = minetest.settings:get("bones_mode") or "bones"
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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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if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
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bones_mode = "bones"
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bones_mode = "bones"
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end
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end
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local player_name = player:get_player_name()
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bones.private.current_dead_player={player=player, player_name=player_name, bones_inv=nil, bones_pos=nil, bones_mode=bones_mode, player_pos=pos, dropped=false}
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local bones_position_message = minetest.settings:get_bool("bones_position_message") == true
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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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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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-- return if keep inventory set or in creative mode
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@ -215,67 +282,43 @@ minetest.register_on_dieplayer(function(player)
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return
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return
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end
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end
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local player_inv = player:get_inventory()
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for i=0,#bones.private.dead_player_callbacks do
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if is_all_empty(player_inv) then
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local fun=bones.private.dead_player_callbacks[i]
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minetest.log("action", player_name .. " dies at " .. pos_string ..
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fun(player)
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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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end
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-- check if it's possible to place bones, if not find space near player
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local bones_conclusion=""
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if bones_mode == "bones" and not may_replace(pos, player) then
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local public_conclusion=""
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local air = minetest.find_node_near(pos, 1, {"air"})
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if air then
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if(not(bones.private.current_dead_player.bones_pos))then
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pos = air
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drop(bones.private.current_dead_player.player_pos, ItemStack("bones:bones"))
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if(not(bones.private.current_dead_player.dropped))then
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bones_conclusion="No bones placed"
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else
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else
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bones_mode = "drop"
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bones_conclusion="Inventory dropped"
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public_conclusion="dropped their inventory"
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end
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else
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if(not(bones.private.current_dead_player.dropped))then
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bones_conclusion="Bones placed"
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public_conclusion="bones were placed"
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else
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bones_conclusion="Inventory partially dropped"
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public_conclusion="partially dropped their inventory"
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end
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end
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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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minetest.log("action", player_name .. " dies at " .. pos_string ..
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". Bones placed")
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". " .. bones_conclusion)
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if bones_position_message then
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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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if(public_conclusion~="")then
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end
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public_conclusion=", and "..public_conclusion
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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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end
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player_inv:set_list(list_name, {})
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minetest.chat_send_player(player_name, S("@1 died at @2@3.", player_name, pos_string, public_conclusion))
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end
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end
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local meta = minetest.get_meta(bones.private.current_dead_player.bones_pos)
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meta:set_string("formspec", bones_formspec)
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meta:set_string("formspec", bones_formspec)
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meta:set_string("owner", player_name)
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meta:set_string("owner", player_name)
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@ -292,4 +335,5 @@ minetest.register_on_dieplayer(function(player)
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else
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else
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meta:set_string("infotext", S("@1's bones", player_name))
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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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bones.private.current_dead_player=nil
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end)
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end)
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