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coding style fix
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e62cfaafd4
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@ -11,10 +11,12 @@ local min_inv_size = 4 * 8 -- display and provide at least this many slots
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bones = {}
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local function NS(s)
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return s
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end
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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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@ -23,12 +25,14 @@ local function is_owner(pos, name)
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return false
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end
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local function appendmulti(tbl,...)
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for _, v in pairs({...}) do
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table.insert(tbl, v)
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end
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end
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local function get_bones_formspec_for_size(numitems)
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local cols, rows
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local scroll=false
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@ -61,9 +65,11 @@ local function get_bones_formspec_for_size(numitems)
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return table.concat(output)
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end
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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 function find_next_empty(inv,listname,start)
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while start <= inv:get_size(listname) do
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if inv:get_stack(listname, start):get_count() == 0 then
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@ -74,6 +80,7 @@ local function find_next_empty(inv,listname,start)
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return -1
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end
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local function find_next_populated(inv, listname, start)
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while start <= inv:get_size(listname) do
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if inv:get_stack(listname, start):get_count() > 0 then
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@ -84,6 +91,7 @@ local function find_next_populated(inv, listname, start)
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return -1
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end
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-- slot reordering to make sure the first rows of the bone are always populated
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local function bones_inv_reorder(meta)
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local next_empty = 1 -- there are no empty slots inside the bones before this
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@ -103,6 +111,7 @@ local function bones_inv_reorder(meta)
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end
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end
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local bones_def = {
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description = S("Bones"),
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tiles = {
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@ -213,10 +222,12 @@ local bones_def = {
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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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@ -252,7 +263,8 @@ local function may_replace(pos, player)
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return node_definition.buildable_to
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end
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local drop = function(pos, itemstack)
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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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@ -263,14 +275,17 @@ local drop = function(pos, itemstack)
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end
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end
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bones.player_inventory_lists = { "main", "craft" }
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local collect_items_callbacks = {}
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function bones.register_collect_items(func)
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table.insert(collect_items_callbacks, func)
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end
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bones.register_collect_items(function(player)
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local items = {}
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local player_inv = player:get_inventory()
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@ -291,6 +306,7 @@ bones.register_collect_items(function(player)
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return items
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end)
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local function collect_items(player, player_name)
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if minetest.is_creative_enabled(player_name) then
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return {}
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@ -303,6 +319,7 @@ local function collect_items(player, player_name)
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return items
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end
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-- Try to find the closest space near the player to place bones
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local function find_bones_pos(player)
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local rounded_player_pos = vector.round(player:get_pos())
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@ -315,6 +332,7 @@ local function find_bones_pos(player)
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return bones_pos
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end
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local function place_bones(player, bones_pos, items)
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local param2 = minetest.dir_to_facedir(player:get_look_dir())
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minetest.set_node(bones_pos, {name = "bones:bones", param2 = param2})
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@ -356,6 +374,7 @@ local function place_bones(player, bones_pos, items)
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return leftover_items
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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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