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init.lua
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104 lines (96 loc) · 2.92 KB
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bones = {
redo = true,
share_time = tonumber(core.settings:get("bones_share_time")) or 1800,
waypoint_time = tonumber(core.settings:get("bones_waypoint_time")) or 3600,
mode = core.settings:get("bones_mode") or "bones",
fallback = core.settings:get("bones_fallback_mode") or "entity",
position_message = core.settings:get_bool("bones_position_message", true),
pickup = core.settings:get_bool("bones_pickup", true),
obituary = core.settings:get_bool("bones_obituary", true),
}
bones.waypoints = bones.waypoint_time > 0
bones.sharing = bones.share_time > 0
-- Some checks for bad settings
if bones.mode ~= "bones" and bones.mode ~= "entity" and bones.mode ~= "drop" and bones.mode ~= "keep" then
bones.mode = "bones"
end
if bones.fallback ~= "entity" and bones.fallback ~= "drop" and bones.fallback ~= "keep" then
bones.fallback = "entity"
end
if bones.mode == "entity" and bones.fallback ~= "keep" then
bones.fallback = "drop"
end
if bones.mode == "drop" then
bones.fallback = "keep"
end
local MP = core.get_modpath("bones")
if bones.waypoints then
dofile(MP.."/waypoints.lua")
end
dofile(MP.."/bones.lua")
dofile(MP.."/entity.lua")
dofile(MP.."/obituary.lua")
dofile(MP.."/death.lua")
dofile(MP.."/inventories.lua")
dofile(MP.."/functions.lua")
bones.register_inventory("main")
bones.register_inventory("craft")
if core.get_modpath("3d_armor") then
-- Remove 3d_armor's on_dieplayer function
-- Uses the undocumented (but very useful) core.callback_origins to find the correct function
for i,func in pairs(core.registered_on_dieplayers) do
if core.callback_origins[func].mod == "3d_armor" then
core.callback_origins[func] = nil
table.remove(core.registered_on_dieplayers, i)
break
end
end
-- Register the armor inventory
bones.register_inventory("armor", {
has_items = function(player)
local name, inv = armor:get_valid_player(player)
if not name then
return
end
for i, stack in ipairs(inv:get_list("armor")) do
if not stack:is_empty() and core.get_item_group(stack:get_name(), "soulbound") == 0 then
return true
end
end
return false
end,
take_items = function(player)
local name, inv = armor:get_valid_player(player)
if not name then
return
end
local items = inv:get_list("armor")
inv:set_list("armor", {})
for i, stack in ipairs(items) do
if not stack:is_empty() then
if core.get_item_group(stack:get_name(), "soulbound") ~= 0 then
inv:set_stack("armor", i, stack)
items[i] = ItemStack()
else
armor:run_callbacks("on_unequip", player, i, stack)
end
end
end
armor:save_armor_inventory(player)
armor:set_player_armor(player)
return items
end,
restore_items = function(player, items)
local name = armor:get_valid_player(player)
if not name then
return items
end
for i, stack in ipairs(items) do
if not stack:is_empty() then
items[i] = armor:equip(player, stack)
end
end
return items
end
})
end