Divergent/mods/Nitpicker's Modpack/gamedata/scripts/ish_char_name_saves.script

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2024-03-17 20:18:03 -04:00
-- CharacterNameSaves - Nitpicker's Modpack
-- Last modified: 2021.07.26
-- https://github.com/Ishmaeel/NitpickerModpack
local base_user_name = nil
local fs = getFS()
local function actor_character_name()
return db.actor:character_name()
end
local function news(str)
printf("# " .. str)
end
if d and d.news then
news = d.news
end
function on_game_start()
if new_name then
news("not compatible with 'new_name.script'.")
return
end
RegisterScriptCallback("on_game_load", on_game_load)
base_user_name = _G.user_name
_G.user_name = actor_character_name
end
function on_game_load()
rename_saves()
end
function rename_saves()
-- This forces a refresh of file system cache I guess.
fs:file_list_open_ex("$game_saves$", bit_or(FS.FS_ListFiles, FS.FS_RootOnly), "*")
local user_save = fs:update_path('$game_saves$', base_user_name() .. " - autosave")
local char_save = fs:update_path('$game_saves$', actor_character_name() .. " - autosave")
local level_name = level.name()
if level_name then
local level_title = game.translate_string(level_name)
if level_title then
level_title = string.lower(level_title:gsub("[()]", ""))
char_save = char_save .. " - " .. level_title
end
end
rename_save(user_save, char_save)
return true
end
function rename_save(first, second)
local ready = check(first, ".scop") and check(first, ".scoc")
if not ready then
news("Autosave not found.")
return
end
rename(first, second, ".scop")
rename(first, second, ".scoc")
printf("# Renaming %s -> %s", first, second)
local done = check(second, ".scop") and check(second, ".scoc")
news(done and "Autosave updated." or "Autosave update failed.")
end
function check(first, ext)
first = first .. ext
local exists = fs:exist(first) and true or false
return exists
end
function rename(first, second, ext)
first = first .. ext
second = second .. ext
fs:file_rename(first, second, true)
end