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doc-refactoring^2
Elias Fleckenstein 2021-05-26 20:48:07 +02:00
commit 079cedaa34
46 changed files with 274 additions and 250 deletions

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@ -1,5 +1,5 @@
# Contributing to MineClone 2
So you want to MineClone 2?
So you want to contribute to MineClone 2?
Wow, thank you! :-)
But first, some things to note:
@ -46,6 +46,28 @@ Your commit names should be relatively descriptive, e.g. when saying "Fix #issue
Contributors will be credited in `CREDITS.md`.
## Code Style
Each mod must provide `mod.conf`.
Each mod which add API functions should store functions inside a global table named like the mod.
Public functions should not use self references but rather just access the table directly.
Functions should be defined in this way:
```
function mcl_xyz.stuff(param) end
```
Insteed of this way:
```
mcl_xyz.stuff = function(param) end
```
Indentation must be unified, more likely with tabs.
Time sensitive mods should make a local copy of most used API functions to improve performances.
```
local vector = vector
local get_node = minetest.get_node
```
## Features > 1.12
If you want to make a feature that was added in a Minecraft version later than 1.12, you should fork MineClone5 (mineclone5 branch in the repository) and add your changes to this.

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@ -298,7 +298,7 @@ function mcl_autogroup.get_wear(toolname, diggroup)
return math.ceil(65535 / uses)
end
local overwrite = function()
local function overwrite()
for nname, ndef in pairs(minetest.registered_nodes) do
local newgroups = table.copy(ndef.groups)
if (nname ~= "ignore" and ndef.diggable) then

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@ -1,17 +1,21 @@
local vector = vector
local facedir_to_dir = minetest.facedir_to_dir
local get_item_group = minetest.get_item_group
local remove_node = minetest.remove_node
local get_node = minetest.get_node
local original_function = minetest.check_single_for_falling
minetest.check_single_for_falling = function(pos)
function minetest.check_single_for_falling(pos)
local ret_o = original_function(pos)
local ret = false
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "attached_node_facedir") ~= 0 then
local dir = minetest.facedir_to_dir(node.param2)
if get_item_group(node.name, "attached_node_facedir") ~= 0 then
local dir = facedir_to_dir(node.param2)
if dir then
local cpos = vector.add(pos, dir)
local cnode = minetest.get_node(cpos)
if minetest.get_item_group(cnode.name, "solid") == 0 then
minetest.remove_node(pos)
if get_item_group(get_node(vector.add(pos, dir)).name, "solid") == 0 then
remove_node(pos)
local drops = minetest.get_node_drops(node.name, "")
for dr=1, #drops do
minetest.add_item(pos, drops[dr])
@ -20,7 +24,6 @@ minetest.check_single_for_falling = function(pos)
end
end
end
return ret_o or ret
end

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@ -150,7 +150,7 @@ function mcl_util.get_eligible_transfer_item_slot(src_inventory, src_list, dst_i
end
-- Returns true if itemstack is a shulker box
local is_not_shulker_box = function(itemstack)
local function is_not_shulker_box(itemstack)
local g = minetest.get_item_group(itemstack:get_name(), "shulker_box")
return g == 0 or g == nil
end
@ -212,7 +212,7 @@ function mcl_util.move_item_container(source_pos, destination_pos, source_list,
end
-- Normalize double container by forcing to always use the left segment first
local normalize_double_container = function(pos, node, ctype)
local function normalize_double_container(pos, node, ctype)
if ctype == 6 then
pos = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
if not pos then

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@ -38,7 +38,7 @@ item_drop_settings.drop_single_item = false --if true, the drop control dro
item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up
local get_gravity = function()
local function get_gravity()
return tonumber(minetest.settings:get("movement_gravity")) or 9.81
end
@ -60,7 +60,7 @@ mcl_item_entity.register_pickup_achievement("mcl_mobitems:blaze_rod", "mcl:blaze
mcl_item_entity.register_pickup_achievement("mcl_mobitems:leather", "mcl:killCow")
mcl_item_entity.register_pickup_achievement("mcl_core:diamond", "mcl:diamonds")
local check_pickup_achievements = function(object, player)
local function check_pickup_achievements(object, player)
if has_awards then
local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
local playername = player:get_player_name()
@ -72,7 +72,7 @@ local check_pickup_achievements = function(object, player)
end
end
local enable_physics = function(object, luaentity, ignore_check)
local function enable_physics(object, luaentity, ignore_check)
if luaentity.physical_state == false or ignore_check == true then
luaentity.physical_state = true
object:set_properties({
@ -83,7 +83,7 @@ local enable_physics = function(object, luaentity, ignore_check)
end
end
local disable_physics = function(object, luaentity, ignore_check, reset_movement)
local function disable_physics(object, luaentity, ignore_check, reset_movement)
if luaentity.physical_state == true or ignore_check == true then
luaentity.physical_state = false
object:set_properties({
@ -98,13 +98,11 @@ end
minetest.register_globalstep(function(dtime)
tick = not tick
for _,player in pairs(minetest.get_connected_players()) do
if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
local name = player:get_player_name()
local pos = player:get_pos()

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@ -496,7 +496,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
end
-- Place a minecart at pointed_thing
mcl_minecarts.place_minecart = function(itemstack, pointed_thing, placer)
function mcl_minecarts.place_minecart(itemstack, pointed_thing, placer)
if not pointed_thing.type == "node" then
return
end
@ -540,7 +540,7 @@ mcl_minecarts.place_minecart = function(itemstack, pointed_thing, placer)
end
local register_craftitem = function(itemstring, entity_id, description, tt_help, longdesc, usagehelp, icon, creative)
local function register_craftitem(itemstring, entity_id, description, tt_help, longdesc, usagehelp, icon, creative)
entity_mapping[itemstring] = entity_id
local groups = { minecart = 1, transport = 1 }

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@ -1,7 +1,7 @@
local S = minetest.get_translator("mcl_minecarts")
-- Template rail function
local register_rail = function(itemstring, tiles, def_extras, creative)
local function register_rail(itemstring, tiles, def_extras, creative)
local groups = {handy=1,pickaxey=1, attached_node=1,rail=1,connect_to_raillike=minetest.raillike_group("rail"),dig_by_water=1,destroy_by_lava_flow=1, transport=1}
if creative == false then
groups.not_in_creative_inventory = 1

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@ -13,9 +13,8 @@ local minetest_get_node_light = minetest.get_node_light
local DOUBLE_PI = math.pi * 2
local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
--a simple helper function which is too small to move into movement.lua
local quick_rotate = function(self,dtime)
local function quick_rotate(self,dtime)
self.yaw = self.yaw + THIRTY_SECONDTH_PI
if self.yaw > DOUBLE_PI then
self.yaw = self.yaw - DOUBLE_PI
@ -39,7 +38,7 @@ end
]]--
--this is basically reverse jump_check
local cliff_check = function(self,dtime)
local function cliff_check(self,dtime)
--mobs will flip out if they are falling without this
if self.object:get_velocity().y ~= 0 then
return false
@ -115,7 +114,7 @@ local function land_state_switch(self, dtime)
end
-- states are executed here
local land_state_execution = function(self,dtime)
local function land_state_execution(self, dtime)
--[[ -- this is a debug which shows the timer and makes mobs breed 100 times faster
print(self.breed_timer)
@ -391,7 +390,7 @@ end
-- state switching logic (stand, walk, run, attacks)
local swim_state_list_wandering = {"stand", "swim"}
local swim_state_switch = function(self, dtime)
local function swim_state_switch(self, dtime)
self.state_timer = self.state_timer - dtime
if self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random()
@ -401,7 +400,7 @@ end
--check if a mob needs to turn while swimming
local swim_turn_check = function(self,dtime)
local function swim_turn_check(self,dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
@ -416,12 +415,11 @@ local swim_turn_check = function(self,dtime)
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
return(green_flag_1)
return green_flag_1
end
--this is to swap the built in engine acceleration modifier
local swim_physics_swapper = function(self,inside_swim_node)
local function swim_physics_swapper(self, inside_swim_node)
--should be swimming, gravity is applied, switch to floating
if inside_swim_node and self.object:get_acceleration().y ~= 0 then
self.object:set_acceleration(vector.new(0,0,0))
@ -435,7 +433,7 @@ end
local random_pitch_multiplier = {-1,1}
-- states are executed here
local swim_state_execution = function(self,dtime)
local function swim_state_execution(self, dtime)
local pos = self.object:get_pos()
@ -530,7 +528,7 @@ ______ _
-- state switching logic (stand, walk, run, attacks)
local fly_state_list_wandering = {"stand", "fly"}
local fly_state_switch = function(self, dtime)
local function fly_state_switch(self, dtime)
if self.hostile and self.attacking then
self.state = "attack"
@ -546,7 +544,7 @@ end
--check if a mob needs to turn while flying
local fly_turn_check = function(self,dtime)
local function fly_turn_check(self, dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
@ -561,11 +559,11 @@ local fly_turn_check = function(self,dtime)
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
return(green_flag_1)
return green_flag_1
end
--this is to swap the built in engine acceleration modifier
local fly_physics_swapper = function(self,inside_fly_node)
local function fly_physics_swapper(self, inside_fly_node)
--should be flyming, gravity is applied, switch to floating
if inside_fly_node and self.object:get_acceleration().y ~= 0 then
@ -580,7 +578,7 @@ end
local random_pitch_multiplier = {-1,1}
-- states are executed here
local fly_state_execution = function(self,dtime)
local function fly_state_execution(self, dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
local current_node = minetest_get_node(pos).name
@ -794,7 +792,7 @@ ___ ___ _ _ _
]]--
--the main loop
mobs.mob_step = function(self, dtime)
function mobs.mob_step(self, dtime)
--do not continue if non-existent
if not self or not self.object or not self.object:get_luaentity() then

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@ -157,7 +157,7 @@ local calculate_pitch = function(self)
return false
end
return(minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos.x,0,pos.z),vector_new(pos2.x,0,pos2.z)),0,pos.y - pos2.y)) + HALF_PI)
return minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos.x,0,pos.z),vector_new(pos2.x,0,pos2.z)),0,pos.y - pos2.y)) + HALF_PI
end
--this is a helper function used to make mobs pitch rotation dynamically flow when flying/swimming

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@ -140,9 +140,7 @@ mobs.look_for_mate = function(self)
winner_mate = mate
end
end
return(winner_mate)
return winner_mate
end
--make the baby grow up

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@ -76,8 +76,7 @@ mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius,
winner_player = player
end
end
return(winner_player)
return winner_player
end
@ -104,14 +103,13 @@ mobs.jump_check = function(self,dtime)
if green_flag_1 and green_flag_2 then
--can jump over node
return(1)
return 1
elseif green_flag_1 and not green_flag_2 then
--wall in front of mob
return(2)
return 2
end
--nothing to jump over
return(0)
return 0
end
-- a helper function to quickly turn neutral passive mobs hostile
@ -223,12 +221,12 @@ mobs.check_for_player_within_area = function(self, radius)
local distance = vector_distance(pos1,pos2)
if distance < radius then
--found a player
return(true)
return true
end
end
end
--did not find a player
return(false)
return false
end
@ -236,7 +234,7 @@ end
mobs.get_2d_distance = function(pos1,pos2)
pos1.y = 0
pos2.y = 0
return(vector_distance(pos1, pos2))
return vector_distance(pos1, pos2)
end
-- fall damage onto solid ground

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@ -3,7 +3,7 @@ local vector = vector
--converts yaw to degrees
local degrees = function(yaw)
return(yaw*180.0/math.pi)
return yaw*180.0/math.pi
end
mobs.do_head_logic = function(self,dtime)

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@ -312,7 +312,7 @@ mobs.calculate_pitch = function(pos1, pos2)
return false
end
return(minetest_dir_to_yaw(vector.new(vector.distance(vector.new(pos1.x,0,pos1.z),vector.new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI)
return minetest_dir_to_yaw(vector.new(vector.distance(vector.new(pos1.x,0,pos1.z),vector.new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI
end
--make mobs fly up or down based on their y difference

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@ -167,7 +167,7 @@ Overworld regular:
-- count how many mobs are in an area
local count_mobs = function(pos)
local function count_mobs(pos)
local num = 0
for _,object in pairs(get_objects_inside_radius(pos, aoc_range)) do
if object and object:get_luaentity() and object:get_luaentity()._cmi_is_mob then
@ -242,8 +242,7 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
end
--[[
local spawn_action
spawn_action = function(pos, node, active_object_count, active_object_count_wider, name)
local function spawn_action(pos, node, active_object_count, active_object_count_wider, name)
local orig_pos = table.copy(pos)
-- is mob actually registered?
@ -486,7 +485,8 @@ local axis
local inner = 15
local outer = 64
local int = {-1,1}
local position_calculation = function(pos)
local function position_calculation(pos)
pos = vector_floor(pos)
@ -501,7 +501,7 @@ local position_calculation = function(pos)
pos.z = pos.z + math_random(inner,outer)*int[math_random(1,2)]
pos.x = pos.x + math_random(-outer,outer)
end
return(pos)
return pos
end
--[[

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@ -13,7 +13,7 @@ minetest.log("info", "[mcl_moon] Moon phase offset of this world: "..phase_offse
mcl_moon = {}
mcl_moon.MOON_PHASES = MOON_PHASES
mcl_moon.get_moon_phase = function()
function mcl_moon.get_moon_phase()
local after_midday = 0
-- Moon phase changes after midday
local tod = minetest.get_timeofday()
@ -23,7 +23,7 @@ mcl_moon.get_moon_phase = function()
return (minetest.get_day_count() + phase_offset + after_midday) % MOON_PHASES
end
local get_moon_texture = function()
local function get_moon_texture()
local phase = mcl_moon.get_moon_phase()
local x = phase % MOON_PHASES_HALF
local y

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@ -20,7 +20,7 @@ mcl_weather.rain = {
init_done = false,
}
mcl_weather.rain.sound_handler = function(player)
function mcl_weather.rain.sound_handler(player)
return minetest.sound_play("weather_rain", {
to_player = player:get_player_name(),
loop = true,
@ -28,7 +28,7 @@ mcl_weather.rain.sound_handler = function(player)
end
-- set skybox based on time (uses skycolor api)
mcl_weather.rain.set_sky_box = function()
function mcl_weather.rain.set_sky_box()
if mcl_weather.state == "rain" then
mcl_weather.skycolor.add_layer(
"weather-pack-rain-sky",
@ -46,8 +46,7 @@ end
-- creating manually parctiles instead of particles spawner because of easier to control
-- spawn position.
mcl_weather.rain.add_rain_particles = function(player)
function mcl_weather.rain.add_rain_particles(player)
mcl_weather.rain.last_rp_count = 0
for i=mcl_weather.rain.particles_count, 1,-1 do
local random_pos_x, random_pos_y, random_pos_z = mcl_weather.get_random_pos_by_player_look_dir(player)
@ -70,7 +69,7 @@ mcl_weather.rain.add_rain_particles = function(player)
end
-- Simple random texture getter
mcl_weather.rain.get_texture = function()
function mcl_weather.rain.get_texture()
local texture_name
local random_number = math.random()
if random_number > 0.33 then
@ -85,7 +84,7 @@ end
-- register player for rain weather.
-- basically needs for origin sky reference and rain sound controls.
mcl_weather.rain.add_player = function(player)
function mcl_weather.rain.add_player(player)
if mcl_weather.players[player:get_player_name()] == nil then
local player_meta = {}
player_meta.origin_sky = {player:get_sky()}
@ -95,7 +94,7 @@ end
-- remove player from player list effected by rain.
-- be sure to remove sound before removing player otherwise soundhandler reference will be lost.
mcl_weather.rain.remove_player = function(player)
function mcl_weather.rain.remove_player(player)
local player_meta = mcl_weather.players[player:get_player_name()]
if player_meta ~= nil and player_meta.origin_sky ~= nil then
player:set_clouds({color="#FFF0F0E5"})
@ -119,7 +118,7 @@ end)
-- adds and removes rain sound depending how much rain particles around player currently exist.
-- have few seconds delay before each check to avoid on/off sound too often
-- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance.
mcl_weather.rain.update_sound = function(player)
function mcl_weather.rain.update_sound(player)
local player_meta = mcl_weather.players[player:get_player_name()]
if player_meta ~= nil then
if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > minetest.get_gametime() then
@ -140,7 +139,7 @@ mcl_weather.rain.update_sound = function(player)
end
-- rain sound removed from player.
mcl_weather.rain.remove_sound = function(player)
function mcl_weather.rain.remove_sound(player)
local player_meta = mcl_weather.players[player:get_player_name()]
if player_meta ~= nil and player_meta.sound_handler ~= nil then
minetest.sound_fade(player_meta.sound_handler, -0.5, 0.0)
@ -150,7 +149,7 @@ mcl_weather.rain.remove_sound = function(player)
end
-- callback function for removing rain
mcl_weather.rain.clear = function()
function mcl_weather.rain.clear()
mcl_weather.rain.raining = false
mcl_weather.rain.sky_last_update = -1
mcl_weather.rain.init_done = false
@ -166,11 +165,10 @@ minetest.register_globalstep(function(dtime)
if mcl_weather.state ~= "rain" then
return false
end
mcl_weather.rain.make_weather()
end)
mcl_weather.rain.make_weather = function()
function mcl_weather.rain.make_weather()
if mcl_weather.rain.init_done == false then
mcl_weather.rain.raining = true
mcl_weather.rain.set_sky_box()
@ -190,7 +188,7 @@ mcl_weather.rain.make_weather = function()
end
-- Switch the number of raindrops: "thunder" for many raindrops, otherwise for normal raindrops
mcl_weather.rain.set_particles_mode = function(mode)
function mcl_weather.rain.set_particles_mode(mode)
if mode == "thunder" then
mcl_weather.rain.particles_count = PARTICLES_COUNT_THUNDER
else

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@ -1,17 +1,22 @@
local S = minetest.get_translator("hudbars")
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local S = minetest.get_translator(modname)
local N = function(s) return s end
hb = {}
hb.hudtables = {}
local math = math
local table = table
hb = {
hudtables = {},
-- number of registered HUD bars
hb.hudbars_count = 0
hudbars_count = 0,
-- table which records which HUD bar slots have been “registered” so far; used for automatic positioning
hb.registered_slots = {}
hb.settings = {}
registered_slots = {},
settings = {},
-- Table which contains all players with active default HUD bars (only for internal use)
players = {},
}
function hb.load_setting(sname, stype, defaultval, valid_values)
local sval
@ -45,7 +50,8 @@ function hb.load_setting(sname, stype, defaultval, valid_values)
end
-- Load default settings
dofile(minetest.get_modpath("hudbars").."/default_settings.lua")
dofile(modpath.."/default_settings.lua")
if minetest.get_modpath("mcl_experience") and not minetest.is_creative_enabled("") then
-- reserve some space for experience bar:
hb.settings.start_offset_left.y = hb.settings.start_offset_left.y - 20
@ -85,9 +91,6 @@ local function make_label(format_string, format_string_config, label, start_valu
return ret
end
-- Table which contains all players with active default HUD bars (only for internal use)
hb.players = {}
function hb.value_to_barlength(value, max)
if max == 0 then
return 0

View File

@ -120,9 +120,9 @@ end
hud_manager.hud_exists = function(player,hud_name)
local name = player:get_player_name()
if player_huds[name] and player_huds[name][hud_name] then
return(true)
return true
else
return(false)
return false
end
end
-------------------
@ -150,7 +150,7 @@ end)
function mcl_experience.get_player_xp_level(player)
local name = player:get_player_name()
return(pool[name].level)
return pool[name].level
end
function mcl_experience.set_player_xp_level(player,level)

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@ -1,31 +1,34 @@
local S = minetest.get_translator("mcl_hbarmor")
local S = minetest.get_translator(minetest.get_current_modname())
local mcl_hbarmor = {}
local math = math
local tonumber = tonumber
local get_connected_players = minetest.get_connected_players
local mcl_hbarmor = {
-- HUD statbar values
mcl_hbarmor.armor = {}
armor = {},
-- Stores if player's HUD bar has been initialized so far.
mcl_hbarmor.player_active = {}
player_active = {},
-- Time difference in seconds between updates to the HUD armor bar.
-- Increase this number for slow servers.
mcl_hbarmor.tick = 0.1
tick = 0.1,
-- If true, the armor bar is hidden when the player does not wear any armor
mcl_hbarmor.autohide = true
autohide = true,
}
set = minetest.settings:get("mcl_hbarmor_tick")
if tonumber(set) ~= nil then
mcl_hbarmor.tick = tonumber(set)
local tick_config = minetest.settings:get("mcl_hbarmor_tick")
if tonumber(tick_config) ~= nil then
mcl_hbarmor.tick = tonumber(tick_config)
end
local must_hide = function(playername, arm)
local function must_hide(playername, arm)
return arm == 0
end
local arm_printable = function(arm)
local function arm_printable(arm)
return math.ceil(math.floor(arm+0.5))
end
@ -106,12 +109,13 @@ end)
local main_timer = 0
local timer = 0
minetest.register_globalstep(function(dtime)
--TODO: replace this by playerglobalstep API then implemented
main_timer = main_timer + dtime
timer = timer + dtime
if main_timer > mcl_hbarmor.tick or timer > 4 then
if minetest.settings:get_bool("enable_damage") then
if main_timer > mcl_hbarmor.tick then main_timer = 0 end
for _,player in pairs(minetest.get_connected_players()) do
for _,player in pairs(get_connected_players()) do
local name = player:get_player_name()
if mcl_hbarmor.player_active[name] == true then
local ret = mcl_hbarmor.get_armor(player)

View File

@ -96,12 +96,12 @@ local function rules_from_dir(ruleset, dir)
if dir.z == -1 then return ruleset.zn end
end
mesecon.rules.buttonlike_get = function(node)
function mesecon.rules.buttonlike_get(node)
local dir = minetest.facedir_to_dir(node.param2)
return rules_from_dir(rules_buttonlike, dir)
end
mesecon.rules.wallmounted_get = function(node)
function mesecon.rules.wallmounted_get(node)
local dir = minetest.wallmounted_to_dir(node.param2)
return rules_from_dir(rules_wallmounted, dir)
end

View File

@ -1,6 +1,6 @@
-- Dig and place services
mesecon.on_placenode = function(pos, node)
function mesecon.on_placenode(pos, node)
mesecon.execute_autoconnect_hooks_now(pos, node)
-- Receptors: Send on signal when active
@ -70,7 +70,7 @@ mesecon.on_placenode = function(pos, node)
end
end
mesecon.on_dignode = function(pos, node)
function mesecon.on_dignode(pos, node)
if mesecon.is_conductor_on(node) then
mesecon.receptor_off(pos, mesecon.conductor_get_rules(node))
elseif mesecon.is_receptor_on(node.name) then
@ -95,7 +95,7 @@ mesecon.on_dignode = function(pos, node)
mesecon.execute_autoconnect_hooks_queue(pos, node)
end
mesecon.on_blastnode = function(pos, node)
function mesecon.on_blastnode(pos, node)
local node = minetest.get_node(pos)
minetest.remove_node(pos)
mesecon.on_dignode(pos, node)

View File

@ -21,7 +21,7 @@ local boxes_on = {
}
-- Push the button
mesecon.push_button = function(pos, node)
function mesecon.push_button(pos, node)
-- No-op if button is already pushed
if mesecon.is_receptor_on(node) then
return

View File

@ -4,7 +4,7 @@
-- Crafting definition
--
local craft_planks = function(output, input)
local function craft_planks(output, input)
minetest.register_craft({
output = "mcl_core:"..output.."wood 4",
recipe = {

View File

@ -53,7 +53,7 @@ minetest.register_abm({
--
-- Functions
mcl_core.grow_cactus = function(pos, node)
function mcl_core.grow_cactus(pos, node)
pos.y = pos.y-1
local name = minetest.get_node(pos).name
if minetest.get_item_group(name, "sand") ~= 0 then
@ -71,7 +71,7 @@ mcl_core.grow_cactus = function(pos, node)
end
end
mcl_core.grow_reeds = function(pos, node)
function mcl_core.grow_reeds(pos, node)
pos.y = pos.y-1
local name = minetest.get_node(pos).name
if minetest.get_item_group(name, "soil_sugarcane") ~= 0 then
@ -114,8 +114,8 @@ local function drop_attached_node(p)
end
-- Helper function for node actions for liquid flow
local liquid_flow_action = function(pos, group, action)
local check_detach = function(pos, xp, yp, zp)
local function liquid_flow_action(pos, group, action)
local function check_detach(pos, xp, yp, zp)
local p = {x=pos.x+xp, y=pos.y+yp, z=pos.z+zp}
local n = minetest.get_node_or_nil(p)
if not n then
@ -594,13 +594,13 @@ function mcl_core.generate_v6_spruce_tree(pos)
vm:write_to_map()
end
mcl_core.generate_spruce_tree = function(pos)
function mcl_core.generate_spruce_tree(pos)
local r = math.random(1, 3)
local path = minetest.get_modpath("mcl_core") .. "/schematics/mcl_core_spruce_"..r..".mts"
minetest.place_schematic({ x = pos.x - 3, y = pos.y - 1, z = pos.z - 3 }, path, "0", nil, false)
end
mcl_core.generate_huge_spruce_tree = function(pos)
function mcl_core.generate_huge_spruce_tree(pos)
local r1 = math.random(1, 2)
local r2 = math.random(1, 4)
local path
@ -911,7 +911,7 @@ minetest.register_lbm({
--------------------------
local treelight = 9
local sapling_grow_action = function(tree_id, soil_needed, one_by_one, two_by_two, sapling)
local function sapling_grow_action(tree_id, soil_needed, one_by_one, two_by_two, sapling)
return function(pos)
local meta = minetest.get_meta(pos)
if meta:get("grown") then return end
@ -953,7 +953,7 @@ local sapling_grow_action = function(tree_id, soil_needed, one_by_one, two_by_tw
-- This sapling grows in a special way when there are 4 saplings in a 2×2 pattern
if two_by_two then
-- Check 8 surrounding saplings and try to find a 2×2 pattern
local is_sapling = function(pos, sapling)
local function is_sapling(pos, sapling)
return minetest.get_node(pos).name == sapling
end
local p2 = {x=pos.x+1, y=pos.y, z=pos.z}
@ -1040,7 +1040,7 @@ local grow_birch = sapling_grow_action(BIRCH_TREE_ID, 1, true, false)
-- pos: Position
-- node: Node table of the node at this position, from minetest.get_node
-- Returns true on success and false on failure
mcl_core.grow_sapling = function(pos, node)
function mcl_core.grow_sapling(pos, node)
local grow
if node.name == "mcl_core:sapling" then
grow = grow_oak
@ -1245,7 +1245,7 @@ minetest.register_abm({
end
-- Add vines below pos (if empty)
local spread_down = function(origin, target, dir, node)
local function spread_down(origin, target, dir, node)
if math.random(1, 2) == 1 then
if minetest.get_node(target).name == "air" then
minetest.add_node(target, {name = "mcl_core:vine", param2 = node.param2})
@ -1254,7 +1254,7 @@ minetest.register_abm({
end
-- Add vines above pos if it is backed up
local spread_up = function(origin, target, dir, node)
local function spread_up(origin, target, dir, node)
local vines_in_area = minetest.find_nodes_in_area({x=origin.x-4, y=origin.y-1, z=origin.z-4}, {x=origin.x+4, y=origin.y+1, z=origin.z+4}, "mcl_core:vine")
-- Less then 4 vines blocks around the ticked vines block (remember the ticked block is counted by above function as well)
if #vines_in_area < 5 then
@ -1273,7 +1273,7 @@ minetest.register_abm({
end
end
local spread_horizontal = function(origin, target, dir, node)
local function spread_horizontal(origin, target, dir, node)
local vines_in_area = minetest.find_nodes_in_area({x=origin.x-4, y=origin.y-1, z=origin.z-4}, {x=origin.x+4, y=origin.y+1, z=origin.z+4}, "mcl_core:vine")
-- Less then 4 vines blocks around the ticked vines block (remember the ticked block is counted by above function as well)
if #vines_in_area < 5 then
@ -1310,7 +1310,7 @@ minetest.register_abm({
})
-- Returns true of the node supports vines
mcl_core.supports_vines = function(nodename)
function mcl_core.supports_vines(nodename)
local def = minetest.registered_nodes[nodename]
-- Rules: 1) walkable 2) full cube
return def.walkable and
@ -1530,7 +1530,7 @@ end
--
-- The snowable nodes also MUST have _mcl_snowed defined to contain the name
-- of the snowed node.
mcl_core.register_snowed_node = function(itemstring_snowed, itemstring_clear, tiles, sounds, clear_colorization, desc)
function mcl_core.register_snowed_node(itemstring_snowed, itemstring_clear, tiles, sounds, clear_colorization, desc)
local def = table.copy(minetest.registered_nodes[itemstring_clear])
local create_doc_alias
if def.description then
@ -1593,7 +1593,7 @@ end
-- Reverts a snowed dirtlike node at pos to its original snow-less form.
-- This function assumes there is no snow cover node above. This function
-- MUST NOT be called if there is a snow cover node above pos.
mcl_core.clear_snow_dirt = function(pos, node)
function mcl_core.clear_snow_dirt(pos, node)
local def = minetest.registered_nodes[node.name]
if def._mcl_snowless then
minetest.swap_node(pos, {name = def._mcl_snowless, param2=node.param2})
@ -1605,7 +1605,7 @@ end
-- on_construct
-- Makes constructed snowable node snowed if placed below a snow cover node.
mcl_core.on_snowable_construct = function(pos)
function mcl_core.on_snowable_construct(pos)
-- Myself
local node = minetest.get_node(pos)
@ -1633,7 +1633,7 @@ end
-- on_construct
-- Makes snowable node below snowed.
mcl_core.on_snow_construct = function(pos)
function mcl_core.on_snow_construct(pos)
local npos = {x=pos.x, y=pos.y-1, z=pos.z}
local node = minetest.get_node(npos)
local def = minetest.registered_nodes[node.name]
@ -1643,7 +1643,7 @@ mcl_core.on_snow_construct = function(pos)
end
-- after_destruct
-- Clears snowed dirtlike node below.
mcl_core.after_snow_destruct = function(pos)
function mcl_core.after_snow_destruct(pos)
local nn = minetest.get_node(pos).name
-- No-op if snow was replaced with snow
if minetest.get_item_group(nn, "snow_cover") == 1 then

View File

@ -86,7 +86,7 @@ minetest.register_node("mcl_core:stone_with_gold", {
})
local redstone_timer = 68.28
local redstone_ore_activate = function(pos)
local function redstone_ore_activate(pos)
minetest.swap_node(pos, {name="mcl_core:stone_with_redstone_lit"})
local t = minetest.get_node_timer(pos)
t:start(redstone_timer)
@ -124,7 +124,7 @@ minetest.register_node("mcl_core:stone_with_redstone", {
}
})
local redstone_ore_reactivate = function(pos)
local function redstone_ore_reactivate(pos)
local t = minetest.get_node_timer(pos)
t:start(redstone_timer)
end
@ -864,7 +864,7 @@ minetest.register_node("mcl_core:packed_ice", {
-- Frosted Ice (4 nodes)
for i=0,3 do
local ice = {}
ice.increase_age = function(pos, ice_near, first_melt)
function ice.increase_age(pos, ice_near, first_melt)
-- Increase age of frosted age or turn to water source if too old
local nn = minetest.get_node(pos).name
local age = tonumber(string.sub(nn, -1))

View File

@ -1,7 +1,7 @@
-- Climbable nodes
local S = minetest.get_translator("mcl_core")
local rotate_climbable = function(pos, node, user, mode)
local function rotate_climbable(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
local r = screwdriver.rotate.wallmounted(pos, node, mode)
node.param2 = r

View File

@ -212,7 +212,7 @@ S("• When lava is directly above water, the water turns into stone."),
_mcl_hardness = -1,
})
local emit_lava_particle = function(pos)
local function emit_lava_particle(pos)
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "lava_source") == 0 then
return

View File

@ -8,7 +8,7 @@ if mod_screwdriver then
end
-- Register tree trunk (wood) and bark
local register_tree_trunk = function(subname, description_trunk, description_bark, longdesc, tile_inner, tile_bark, stripped_varient)
local function register_tree_trunk(subname, description_trunk, description_bark, longdesc, tile_inner, tile_bark, stripped_varient)
minetest.register_node("mcl_core:"..subname, {
description = description_trunk,
_doc_items_longdesc = longdesc,
@ -91,7 +91,7 @@ local register_stripped_trunk = function(subname, description_stripped_trunk, de
})
end
local register_wooden_planks = function(subname, description, tiles)
local function register_wooden_planks(subname, description, tiles)
minetest.register_node("mcl_core:"..subname, {
description = description,
_doc_items_longdesc = doc.sub.items.temp.build,
@ -106,7 +106,7 @@ local register_wooden_planks = function(subname, description, tiles)
})
end
local register_leaves = function(subname, description, longdesc, tiles, sapling, drop_apples, sapling_chances, leafdecay_distance)
local function register_leaves(subname, description, longdesc, tiles, sapling, drop_apples, sapling_chances, leafdecay_distance)
if leafdecay_distance == nil then
leafdecay_distance = 4
end
@ -173,7 +173,7 @@ local register_leaves = function(subname, description, longdesc, tiles, sapling,
})
end
local register_sapling = function(subname, description, longdesc, tt_help, texture, selbox)
local function register_sapling(subname, description, longdesc, tt_help, texture, selbox)
minetest.register_node("mcl_core:"..subname, {
description = description,
_tt_help = tt_help,

View File

@ -7,7 +7,7 @@ end
function mcl_enchanting.get_enchantments(itemstack)
if not itemstack then
return({})
return {}
end
return minetest.deserialize(itemstack:get_meta():get_string("mcl_enchanting:enchantments")) or {}
end

View File

@ -20,7 +20,7 @@ local cz2 = {-2/16, -0.5, 2/16, 2/16, 1.01, 0.5} --unten(quer) z
mcl_fences = {}
mcl_fences.register_fence = function(id, fence_name, texture, groups, hardness, blast_resistance, connects_to, sounds)
function mcl_fences.register_fence(id, fence_name, texture, groups, hardness, blast_resistance, connects_to, sounds)
local cgroups = table.copy(groups)
if cgroups == nil then cgroups = {} end
cgroups.fence = 1
@ -72,7 +72,7 @@ mcl_fences.register_fence = function(id, fence_name, texture, groups, hardness,
return fence_id
end
mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, groups, hardness, blast_resistance, sounds, sound_open, sound_close, sound_gain_open, sound_gain_close)
function mcl_fences.register_fence_gate(id, fence_gate_name, texture, groups, hardness, blast_resistance, sounds, sound_open, sound_close, sound_gain_open, sound_gain_close)
local meta2
local state2 = 0

View File

@ -522,7 +522,7 @@ end
-- * pointed_thing: Pointed thing to ignite
-- * player: Player who sets fire or nil if nobody
-- * allow_on_fire: If false, can't ignite fire on fire (default: true)
mcl_fire.set_fire = function(pointed_thing, player, allow_on_fire)
function mcl_fire.set_fire(pointed_thing, player, allow_on_fire)
local pname
if player == nil then
pname = ""

View File

@ -305,7 +305,7 @@ local flying_bobber_ENTITY={
}
-- Movement function of flying bobber
local flying_bobber_on_step = function(self, dtime)
local function flying_bobber_on_step(self, dtime)
self.timer=self.timer+dtime
local pos = self.object:get_pos()
local node = minetest.get_node(pos)
@ -315,12 +315,9 @@ local flying_bobber_on_step = function(self, dtime)
-- Destroy when hitting a solid node
if self._lastpos.x~=nil then
if (def and (def.walkable or def.liquidtype == "flowing" or def.liquidtype == "source")) or not def then
local make_child= function(object)
local ent = object:get_luaentity()
local ent = minetest.add_entity(self._lastpos, "mcl_fishing:bobber_entity"):get_luaentity()
ent.player = self._thrower
ent.child = true
end
make_child(minetest.add_entity(self._lastpos, "mcl_fishing:bobber_entity"))
self.object:remove()
return
end

View File

@ -170,7 +170,7 @@ end
local canonical_color = "yellow"
-- Register glass pane (stained and unstained)
local pane = function(description, node, append)
local function pane(description, node, append)
local texture1, longdesc, entry_name, create_entry
local is_canonical = true
-- Special case: Default (unstained) glass texture

View File

@ -1775,7 +1775,7 @@ local function register_biomelike_ores()
-- Mesa strata (registered as sheet ores)
-- Helper function to create strata.
local stratum = function(y_min, height, color, seed, is_perfect)
local function stratum(y_min, height, color, seed, is_perfect)
if not height then
height = 1
end
@ -3079,7 +3079,7 @@ local function register_decorations()
})
-- Doubletall grass
local register_doubletall_grass = function(offset, scale, biomes)
local function register_doubletall_grass(offset, scale, biomes)
for b=1, #biomes do
local param2 = minetest.registered_biomes[biomes[b]]._mcl_palette_index
@ -3115,7 +3115,7 @@ local function register_decorations()
register_doubletall_grass(-0.0005, -0.03, {"Savanna", "SavannaM"})
-- Large ferns
local register_double_fern = function(offset, scale, biomes)
local function register_double_fern(offset, scale, biomes)
for b=1, #biomes do
local param2 = minetest.registered_biomes[biomes[b]]._mcl_palette_index
minetest.register_decoration({
@ -3149,7 +3149,7 @@ local function register_decorations()
register_double_fern(0.15, 0.1, { "JungleM" })
-- Large flowers
local register_large_flower = function(name, biomes, seed, offset, flower_forest_offset)
local function register_large_flower(name, biomes, seed, offset, flower_forest_offset)
local maxi
if flower_forest_offset then
maxi = 2

View File

@ -765,7 +765,7 @@ local function register_mgv6_decorations()
})
-- Large flowers
local register_large_flower = function(name, seed, offset)
local function register_large_flower(name, seed, offset)
minetest.register_decoration({
deco_type = "schematic",
schematic = {
@ -1169,7 +1169,7 @@ end
-- minp and maxp (from an on_generated callback) and returns the real world coordinates
-- as X, Z.
-- Inverse function of xz_to_biomemap
--[[local biomemap_to_xz = function(index, minp, maxp)
--[[local function biomemap_to_xz(index, minp, maxp)
local xwidth = maxp.x - minp.x + 1
local zwidth = maxp.z - minp.z + 1
local x = ((index-1) % xwidth) + minp.x
@ -1180,7 +1180,7 @@ end]]
-- Takes x and z coordinates and minp and maxp of a generated chunk
-- (in on_generated callback) and returns a biomemap index)
-- Inverse function of biomemap_to_xz
local xz_to_biomemap_index = function(x, z, minp, maxp)
local function xz_to_biomemap_index(x, z, minp, maxp)
local xwidth = maxp.x - minp.x + 1
local zwidth = maxp.z - minp.z + 1
local minix = x % xwidth
@ -1404,7 +1404,7 @@ local function generate_structures(minp, maxp, blockseed, biomemap)
-- TODO: Spawn witch in or around hut when the mob sucks less.
local place_tree_if_free = function(pos, prev_result)
local function place_tree_if_free(pos, prev_result)
local nn = minetest.get_node(pos).name
if nn == "mcl_flowers:waterlily" or nn == "mcl_core:water_source" or nn == "mcl_core:water_flowing" or nn == "air" then
minetest.set_node(pos, {name="mcl_core:tree", param2=0})
@ -1720,7 +1720,7 @@ end
-- Generate mushrooms in caves manually.
-- Minetest's API does not support decorations in caves yet. :-(
local generate_underground_mushrooms = function(minp, maxp, seed)
local function generate_underground_mushrooms(minp, maxp, seed)
local pr_shroom = PseudoRandom(seed-24359)
-- Generate rare underground mushrooms
-- TODO: Make them appear in groups, use Perlin noise
@ -1754,7 +1754,7 @@ else
end
-- Generate Nether decorations manually: Eternal fire, mushrooms, nether wart
-- Minetest's API does not support decorations in caves yet. :-(
local generate_nether_decorations = function(minp, maxp, seed)
local function generate_nether_decorations(minp, maxp, seed)
local pr_nether = PseudoRandom(seed+667)
if minp.y > mcl_vars.mg_nether_max or maxp.y < mcl_vars.mg_nether_min then
@ -1771,7 +1771,7 @@ local generate_nether_decorations = function(minp, maxp, seed)
local ssand = minetest.find_nodes_in_area_under_air(minp, maxp, {"mcl_nether:soul_sand"})
-- Helper function to spawn “fake” decoration
local special_deco = function(nodes, spawn_func)
local function special_deco(nodes, spawn_func)
for n = 1, #nodes do
bpos = {x = nodes[n].x, y = nodes[n].y + 1, z = nodes[n].z }
@ -1912,7 +1912,7 @@ end
local bedrock_check
if mcl_vars.mg_bedrock_is_rough then
bedrock_check = function(pos, _, pr)
function bedrock_check(pos, _, pr)
local y = pos.y
-- Bedrock layers with increasing levels of roughness, until a perfecly flat bedrock later at the bottom layer
-- This code assumes a bedrock height of 5 layers.

View File

@ -25,7 +25,7 @@ local superflat = mg_name == "flat" and minetest.get_mapgen_setting("mcl_superfl
-- The stronghold positions are based on the world seed.
-- The actual position might be offset by a few blocks because it might be shifted
-- to make sure the end portal room is completely within the boundaries of a mapchunk.
local init_strongholds = function()
local function init_strongholds()
if strongholds_inited then
return
end
@ -67,7 +67,7 @@ local init_strongholds = function()
end
-- Stronghold generation for register_on_generated.
local generate_strongholds = function(minp, maxp, blockseed)
local function generate_strongholds(minp, maxp, blockseed)
local pr = PseudoRandom(blockseed)
for s=1, #strongholds do
if not strongholds[s].generated then

View File

@ -1,5 +1,9 @@
local S = minetest.get_translator("mcl_structures")
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local modpath = minetest.get_modpath(modname)
mcl_structures = {}
local rotations = {
"0",
"90",
@ -14,8 +18,9 @@ local function ecb_place(blockpos, action, calls_remaining, param)
param.after_placement_callback(param.p1, param.p2, param.size, param.rotation, param.pr, param.callback_param)
end
end
mcl_structures.place_schematic = function(pos, schematic, rotation, replacements, force_placement, flags, after_placement_callback, pr, callback_param)
local s = loadstring(minetest.serialize_schematic(schematic, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return(schematic)")()
function mcl_structures.place_schematic(pos, schematic, rotation, replacements, force_placement, flags, after_placement_callback, pr, callback_param)
local s = loadstring(minetest.serialize_schematic(schematic, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic")()
if s and s.size then
local x, z = s.size.x, s.size.z
if rotation then
@ -37,7 +42,7 @@ mcl_structures.place_schematic = function(pos, schematic, rotation, replacements
end
end
mcl_structures.get_struct = function(file)
function mcl_structures.get_struct(file)
local localfile = minetest.get_modpath("mcl_structures").."/schematics/"..file
local file, errorload = io.open(localfile, "rb")
if errorload ~= nil then
@ -53,7 +58,7 @@ end
-- Call on_construct on pos.
-- Useful to init chests from formspec.
local init_node_construct = function(pos)
local function init_node_construct(pos)
local node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
if def and def.on_construct then
@ -64,7 +69,7 @@ local init_node_construct = function(pos)
end
-- The call of Struct
mcl_structures.call_struct = function(pos, struct_style, rotation, pr)
function mcl_structures.call_struct(pos, struct_style, rotation, pr)
minetest.log("action","[mcl_structures] call_struct " .. struct_style.." at "..minetest.pos_to_string(pos))
if not rotation then
rotation = "random"
@ -96,13 +101,13 @@ mcl_structures.call_struct = function(pos, struct_style, rotation, pr)
end
end
mcl_structures.generate_desert_well = function(pos, rot)
function mcl_structures.generate_desert_well(pos, rot)
local newpos = {x=pos.x,y=pos.y-2,z=pos.z}
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_desert_well.mts"
local path = modpath.."/schematics/mcl_structures_desert_well.mts"
return mcl_structures.place_schematic(newpos, path, rot or "0", nil, true)
end
mcl_structures.generate_igloo = function(pos, rotation, pr)
function mcl_structures.generate_igloo(pos, rotation, pr)
-- Place igloo
local success, rotation = mcl_structures.generate_igloo_top(pos, pr)
-- Place igloo basement with 50% chance
@ -148,7 +153,7 @@ mcl_structures.generate_igloo = function(pos, rotation, pr)
else
return success
end
local set_brick = function(pos)
local function set_brick(pos)
local c = pr:next(1, 3) -- cracked chance
local m = pr:next(1, 10) -- chance for monster egg
local brick
@ -198,11 +203,11 @@ mcl_structures.generate_igloo = function(pos, rotation, pr)
return success
end
mcl_structures.generate_igloo_top = function(pos, pr)
function mcl_structures.generate_igloo_top(pos, pr)
-- FIXME: This spawns bookshelf instead of furnace. Fix this!
-- Furnace does ot work atm because apparently meta is not set. :-(
local newpos = {x=pos.x,y=pos.y-1,z=pos.z}
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_igloo_top.mts"
local path = modpath.."/schematics/mcl_structures_igloo_top.mts"
local rotation = tostring(pr:next(0,3)*90)
return mcl_structures.place_schematic(newpos, path, rotation, nil, true), rotation
end
@ -250,22 +255,22 @@ local function igloo_placement_callback(p1, p2, size, orientation, pr)
mcl_loot.fill_inventory(inv, "main", lootitems, pr)
end
mcl_structures.generate_igloo_basement = function(pos, orientation, pr)
function mcl_structures.generate_igloo_basement(pos, orientation, pr)
-- TODO: Add brewing stand
-- TODO: Add monster eggs
-- TODO: Spawn villager and zombie villager
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_igloo_basement.mts"
local path = modpath.."/schematics/mcl_structures_igloo_basement.mts"
mcl_structures.place_schematic(pos, path, orientation, nil, true, nil, igloo_placement_callback, pr)
end
mcl_structures.generate_boulder = function(pos, rotation, pr)
function mcl_structures.generate_boulder(pos, rotation, pr)
-- Choose between 2 boulder sizes (2×2×2 or 3×3×3)
local r = pr:next(1, 10)
local path
if r <= 3 then
path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_boulder_small.mts"
path = modpath.."/schematics/mcl_structures_boulder_small.mts"
else
path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_boulder.mts"
path = modpath.."/schematics/mcl_structures_boulder.mts"
end
local newpos = {x=pos.x,y=pos.y-1,z=pos.z}
@ -284,22 +289,22 @@ local function hut_placement_callback(p1, p2, size, orientation, pr)
end
end
mcl_structures.generate_witch_hut = function(pos, rotation, pr)
function mcl_structures.generate_witch_hut(pos, rotation, pr)
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_witch_hut.mts"
mcl_structures.place_schematic(pos, path, rotation, nil, true, nil, hut_placement_callback, pr)
end
mcl_structures.generate_ice_spike_small = function(pos, rotation)
function mcl_structures.generate_ice_spike_small(pos, rotation)
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_small.mts"
return minetest.place_schematic(pos, path, rotation or "random", nil, false) -- don't serialize schematics for registered biome decorations, for MT 5.4.0
end
mcl_structures.generate_ice_spike_large = function(pos, rotation)
function mcl_structures.generate_ice_spike_large(pos, rotation)
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_large.mts"
return minetest.place_schematic(pos, path, rotation or "random", nil, false) -- don't serialize schematics for registered biome decorations, for MT 5.4.0
end
mcl_structures.generate_fossil = function(pos, rotation, pr)
function mcl_structures.generate_fossil(pos, rotation, pr)
-- Generates one out of 8 possible fossil pieces
local newpos = {x=pos.x,y=pos.y-1,z=pos.z}
local fossils = {
@ -317,17 +322,17 @@ mcl_structures.generate_fossil = function(pos, rotation, pr)
return mcl_structures.place_schematic(newpos, path, rotation or "random", nil, true)
end
mcl_structures.generate_end_exit_portal = function(pos, rot)
function mcl_structures.generate_end_exit_portal(pos, rot)
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_end_exit_portal.mts"
return mcl_structures.place_schematic(pos, path, rot or "0", {["mcl_portals:portal_end"] = "air"}, true)
end
mcl_structures.generate_end_exit_portal_open = function(pos, rot)
function mcl_structures.generate_end_exit_portal_open(pos, rot)
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_end_exit_portal.mts"
return mcl_structures.place_schematic(pos, path, rot or "0", nil, true)
end
mcl_structures.generate_end_gateway_portal = function(pos, rot)
function mcl_structures.generate_end_gateway_portal(pos, rot)
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_end_gateway_portal.mts"
return mcl_structures.place_schematic(pos, path, rot or "0", nil, true)
end
@ -410,7 +415,7 @@ local function shrine_placement_callback(p1, p2, size, rotation, pr)
end
end
mcl_structures.generate_end_portal_shrine = function(pos, rotation, pr)
function mcl_structures.generate_end_portal_shrine(pos, rotation, pr)
local offset = {x=6, y=4, z=6}
--local size = {x=13, y=8, z=13}
local newpos = { x = pos.x - offset.x, y = pos.y, z = pos.z - offset.z }
@ -493,7 +498,7 @@ local function temple_placement_callback(p1, p2, size, rotation, pr)
end
end
mcl_structures.generate_desert_temple = function(pos, rotation, pr)
function mcl_structures.generate_desert_temple(pos, rotation, pr)
-- No Generating for the temple ... Why using it ? No Change
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_desert_temple.mts"
local newpos = {x=pos.x,y=pos.y-12,z=pos.z}
@ -517,7 +522,7 @@ Format of return value:
TODO: Implement this function for all other structure types as well.
]]
mcl_structures.get_registered_structures = function(structure_type)
function mcl_structures.get_registered_structures(structure_type)
if registered_structures[structure_type] then
return table.copy(registered_structures[structure_type])
else
@ -527,7 +532,7 @@ end
-- Register a structures table for the given type. The table format is the same as for
-- mcl_structures.get_registered_structures.
mcl_structures.register_structures = function(structure_type, structures)
function mcl_structures.register_structures(structure_type, structures)
registered_structures[structure_type] = structures
end

View File

@ -14,7 +14,7 @@ function settlements.build_schematic(vm, data, va, pos, building, replace_wall,
-- schematic conversion to lua
local schem_lua = minetest.serialize_schematic(building,
"lua",
{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
{lua_use_comments = false, lua_num_indent_spaces = 0}).." return schematic"
-- replace material
if replace_wall == "y" then
schem_lua = schem_lua:gsub("mcl_core:cobble", material)
@ -228,7 +228,7 @@ function settlements.place_schematics(settlement_info, pr)
-- schematic conversion to lua
local schem_lua = minetest.serialize_schematic(building,
"lua",
{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
{lua_use_comments = false, lua_num_indent_spaces = 0}).." return schematic"
schem_lua = schem_lua:gsub("mcl_core:stonebrickcarved", "mcl_villages:stonebrickcarved")
-- replace material
if replace_wall then

View File

@ -1,5 +1,5 @@
-- switch for debugging
settlements.debug = function(message)
function settlements.debug(message)
-- minetest.chat_send_all(message)
-- minetest.log("warning", "[mcl_villages] "..message)
minetest.log("verbose", "[mcl_villages] "..message)

View File

@ -27,7 +27,7 @@ if mg_name == "v6" then
}
else
-- This generates dark oak wood in mesa biomes and oak wood everywhere else.
tsm_railcorridors.nodes.corridor_woods_function = function(pos, node)
function tsm_railcorridors.nodes.corridor_woods_function(pos, node)
if minetest.get_item_group(node.name, "hardened_clay") ~= 0 then
return "mcl_core:darkwood", "mcl_fences:dark_oak_fence"
else

View File

@ -685,7 +685,7 @@ local function create_corridor_section(waypoint, axis, sign, up_or_down, up_or_d
-- Randomly returns either the left or right side of the main rail.
-- Also returns offset as second return value.
local left_or_right = function(pos, vek)
local function left_or_right(pos, vek)
local off
if pr:next(1, 2) == 1 then
-- left
@ -765,7 +765,7 @@ local function create_corridor_section(waypoint, axis, sign, up_or_down, up_or_d
-- Place cobwebs left and right in the corridor
if place_cobwebs and tsm_railcorridors.nodes.cobweb then
-- Helper function to place a cobweb at the side (based on chance an Perlin noise)
local cobweb_at_side = function(basepos, vek)
local function cobweb_at_side(basepos, vek)
if pr:next(1,5) == 1 then
local h = pr:next(0, 2) -- 3 possible cobweb heights
local cpos = {x=basepos.x+vek.x, y=basepos.y+h, z=basepos.z+vek.z}

View File

@ -1,3 +1,5 @@
local table = table
-- Player state for public API
mcl_playerinfo = {}
@ -21,7 +23,7 @@ end
local time = 0
local get_player_nodes = function(player_pos)
local function get_player_nodes(player_pos)
local work_pos = table.copy(player_pos)
-- what is around me?

View File

@ -25,7 +25,7 @@ local mcl_playerplus_internal = {}
local time = 0
local look_pitch = 0
local player_collision = function(player)
local function player_collision(player)
local pos = player:get_pos()
--local vel = player:get_velocity()
@ -48,8 +48,7 @@ local player_collision = function(player)
z = z + (vec.z * force)
end
end
return({x,z})
return {x,z}
end
-- converts yaw to degrees
@ -57,7 +56,7 @@ local function degrees(rad)
return rad * 180.0 / math.pi
end
local dir_to_pitch = function(dir)
local function dir_to_pitch(dir)
--local dir2 = vector.normalize(dir)
local xz = math.abs(dir.x) + math.abs(dir.z)
return -math.atan2(-dir.y, xz)

View File

@ -70,7 +70,7 @@ while true do
id = id + 1
end
mcl_skins.cycle_skin = function(player)
function mcl_skins.cycle_skin(player)
local skin_id = tonumber(player:get_meta():get_string("mcl_skins:skin_id"))
if not skin_id then
skin_id = 0
@ -82,7 +82,7 @@ mcl_skins.cycle_skin = function(player)
mcl_skins.set_player_skin(player, skin_id)
end
mcl_skins.set_player_skin = function(player, skin_id)
function mcl_skins.set_player_skin(player, skin_id)
if not player then
return false
end
@ -124,7 +124,7 @@ mcl_skins.set_player_skin = function(player, skin_id)
return true
end
mcl_skins.update_player_skin = function(player)
function mcl_skins.update_player_skin(player)
if not player then
return
end
@ -134,7 +134,6 @@ end
-- load player skin on join
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
local skin_id = player:get_meta():get_string("mcl_skins:skin_id")
local set_skin
@ -156,7 +155,7 @@ end)
mcl_skins.registered_on_set_skins = {}
mcl_skins.register_on_set_skin = function(func)
function mcl_skins.register_on_set_skin(func)
table.insert(mcl_skins.registered_on_set_skins, func)
end
@ -231,7 +230,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
end
end)
mcl_skins.show_formspec = function(playername)
function mcl_skins.show_formspec(playername)
local formspec = "size[7,8.5]"
formspec = formspec .. "label[2,2;" .. minetest.formspec_escape(minetest.colorize("#383838", S("Select player skin:"))) .. "]"

View File

@ -16,7 +16,7 @@ local players = {}
-- Returns true if the player with the given name is sprinting, false if not.
-- Returns nil if player does not exist.
mcl_sprint.is_sprinting = function(playername)
function mcl_sprint.is_sprinting(playername)
if players[playername] then
return players[playername].sprinting
else