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Merge (latest .luacheckrc)

production
kay27 2021-04-26 00:28:47 +00:00
commit 7e6abe8398
5 changed files with 45 additions and 47 deletions

View File

@ -12,19 +12,19 @@ function settlements.build_schematic(vm, data, va, pos, building, replace_wall,
-- pick random material -- pick random material
local material = wallmaterial[math.random(1,#wallmaterial)] local material = wallmaterial[math.random(1,#wallmaterial)]
-- schematic conversion to lua -- schematic conversion to lua
local schem_lua = minetest.serialize_schematic(building, local schem_lua = minetest.serialize_schematic(building,
"lua", "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 -- replace material
if replace_wall == "y" then if replace_wall == "y" then
schem_lua = schem_lua:gsub("mcl_core:cobble", material) schem_lua = schem_lua:gsub("mcl_core:cobble", material)
end end
schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass", schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass",
platform_material) platform_material)
-- Disable special junglewood for now. -- Disable special junglewood for now.
-- special material for spawning npcs -- special material for spawning npcs
-- schem_lua = schem_lua:gsub("mcl_core:junglewood", -- schem_lua = schem_lua:gsub("mcl_core:junglewood",
-- "settlements:junglewood") -- "settlements:junglewood")
-- --
@ -37,25 +37,25 @@ function settlements.build_schematic(vm, data, va, pos, building, replace_wall,
local possible_rotations = {"0", "90", "180", "270"} local possible_rotations = {"0", "90", "180", "270"}
local rotation = possible_rotations[ math.random( #possible_rotations ) ] local rotation = possible_rotations[ math.random( #possible_rotations ) ]
settlements.foundation( settlements.foundation(
pos, pos,
width, width,
depth, depth,
height, height,
rotation) rotation)
vm:set_data(data) vm:set_data(data)
-- place schematic -- place schematic
minetest.place_schematic_on_vmanip( minetest.place_schematic_on_vmanip(
vm, vm,
pos, pos,
schematic, schematic,
rotation, rotation,
nil, nil,
true) true)
vm:write_to_map(true) vm:write_to_map(true)
end]] end]]
------------------------------------------------------------------------------- -------------------------------------------------------------------------------
-- initialize settlement_info -- initialize settlement_info
------------------------------------------------------------------------------- -------------------------------------------------------------------------------
function settlements.initialize_settlement_info(pr) function settlements.initialize_settlement_info(pr)
local count_buildings = {} local count_buildings = {}
@ -81,8 +81,8 @@ function settlements.create_site_plan(maxp, minp, pr)
local possible_rotations = {"0", "90", "180", "270"} local possible_rotations = {"0", "90", "180", "270"}
-- find center of chunk -- find center of chunk
local center = { local center = {
x=math.floor((minp.x+maxp.x)/2), x=math.floor((minp.x+maxp.x)/2),
y=maxp.y, y=maxp.y,
z=math.floor((minp.z+maxp.z)/2) z=math.floor((minp.z+maxp.z)/2)
} }
-- find center_surface of chunk -- find center_surface of chunk
@ -105,8 +105,8 @@ function settlements.create_site_plan(maxp, minp, pr)
-- add to settlement info table -- add to settlement info table
local index = 1 local index = 1
settlement_info[index] = { settlement_info[index] = {
pos = center_surface, pos = center_surface,
name = building_all_info["name"], name = building_all_info["name"],
hsize = building_all_info["hsize"], hsize = building_all_info["hsize"],
rotat = rotation, rotat = rotation,
surface_mat = surface_material surface_mat = surface_material
@ -149,8 +149,8 @@ function settlements.create_site_plan(maxp, minp, pr)
rotation = possible_rotations[ pr:next(1, #possible_rotations ) ] rotation = possible_rotations[ pr:next(1, #possible_rotations ) ]
number_built = number_built + 1 number_built = number_built + 1
settlement_info[index] = { settlement_info[index] = {
pos = pos_surface, pos = pos_surface,
name = building_all_info["name"], name = building_all_info["name"],
hsize = building_all_info["hsize"], hsize = building_all_info["hsize"],
rotat = rotation, rotat = rotation,
surface_mat = surface_material surface_mat = surface_material
@ -215,10 +215,10 @@ function settlements.place_schematics(settlement_info, pr)
end end
end end
local pos = settlement_info[i]["pos"] local pos = settlement_info[i]["pos"]
local rotation = settlement_info[i]["rotat"] local rotation = settlement_info[i]["rotat"]
-- get building node material for better integration to surrounding -- get building node material for better integration to surrounding
local platform_material = settlement_info[i]["surface_mat"] local platform_material = settlement_info[i]["surface_mat"]
--platform_material_name = minetest.get_name_from_content_id(platform_material) --platform_material_name = minetest.get_name_from_content_id(platform_material)
-- pick random material -- pick random material
--local material = wallmaterial[pr:next(1,#wallmaterial)] --local material = wallmaterial[pr:next(1,#wallmaterial)]
@ -226,8 +226,8 @@ function settlements.place_schematics(settlement_info, pr)
local building = building_all_info["mts"] local building = building_all_info["mts"]
local replace_wall = building_all_info["rplc"] local replace_wall = building_all_info["rplc"]
-- schematic conversion to lua -- schematic conversion to lua
local schem_lua = minetest.serialize_schematic(building, local schem_lua = minetest.serialize_schematic(building,
"lua", "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") schem_lua = schem_lua:gsub("mcl_core:stonebrickcarved", "mcl_villages:stonebrickcarved")
-- replace material -- replace material
@ -269,10 +269,10 @@ function settlements.place_schematics(settlement_info, pr)
-- build foundation for the building an make room above -- build foundation for the building an make room above
-- place schematic -- place schematic
mcl_structures.place_schematic( mcl_structures.place_schematic(
pos, pos,
schematic, schematic,
rotation, rotation,
nil, nil,
true, true,
nil, nil,
init_nodes, init_nodes,

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@ -8,15 +8,15 @@ end
--[[ Manually set in 'buildings.lua' --[[ Manually set in 'buildings.lua'
-- material to replace cobblestone with -- material to replace cobblestone with
wallmaterial = { wallmaterial = {
"mcl_core:junglewood", "mcl_core:junglewood",
"mcl_core:sprucewood", "mcl_core:sprucewood",
"mcl_core:wood", "mcl_core:wood",
"mcl_core:birchwood", "mcl_core:birchwood",
"mcl_core:acaciawood", "mcl_core:acaciawood",
"mcl_core:stonebrick", "mcl_core:stonebrick",
"mcl_core:cobble", "mcl_core:cobble",
"mcl_core:sandstonecarved", "mcl_core:sandstonecarved",
"mcl_core:sandstone", "mcl_core:sandstone",
"mcl_core:sandstonesmooth2" "mcl_core:sandstonesmooth2"
} }
--]] --]]
@ -78,4 +78,4 @@ max_height_difference = 56
-- --
-- --
half_map_chunk_size = 40 half_map_chunk_size = 40
quarter_map_chunk_size = 20 --quarter_map_chunk_size = 20

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@ -823,7 +823,7 @@ local function create_corridor_line(waypoint, axis, sign, length, wood, post, da
local s = sign local s = sign
local ud = false -- Up or down local ud = false -- Up or down
local udn = false -- Up or down is next local udn = false -- Up or down is next
local udp = false -- Up or down was previous local udp -- Up or down was previous
local up = false -- true if going up local up = false -- true if going up
local upp = false -- true if was going up previously local upp = false -- true if was going up previously
for i=1,length do for i=1,length do
@ -911,7 +911,7 @@ local function create_corridor_line(waypoint, axis, sign, length, wood, post, da
a="z" a="z"
elseif a=="z" then elseif a=="z" then
a="x" a="x"
end; end;
s = pr:next(1, 2) == 1 s = pr:next(1, 2) == 1
end end
end end

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@ -119,7 +119,7 @@ local function find_biome(pos, biomes)
local edge_dist = 0 local edge_dist = 0
local dir_step = 0 local dir_step = 0
local dir_ind = 1 local dir_ind = 1
local success = false local success
local spawn_pos local spawn_pos
local biome_ids local biome_ids
@ -166,7 +166,7 @@ local function find_biome(pos, biomes)
spawn_pos = {x = spos.x, y = spos.y, z = spos.z} spawn_pos = {x = spos.x, y = spos.y, z = spos.z}
end end
if spawn_pos then if spawn_pos then
local adjusted_pos, outside = adjust_pos_to_biome_limits(spawn_pos, biome_id) local _,outside = adjust_pos_to_biome_limits(spawn_pos, biome_id)
if is_in_world(spawn_pos) and not outside then if is_in_world(spawn_pos) and not outside then
return true return true
end end

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@ -500,10 +500,8 @@ function mcl_spawn.shadow_worker()
if success then if success then
local wsp_node = minetest.get_node(wsp) local wsp_node = minetest.get_node(wsp)
if wsp_node and wsp_node.name == "ignore" then if not (wsp_node and wsp_node.name == "ignore")
-- special case - respawn area unloaded from memory - it's okay, skip for now and ((not good_for_respawn(wsp)) or ((no_trees_area_counter >= 0) and not can_find_tree(wsp))) then
elseif ((not good_for_respawn(wsp)) or ((no_trees_area_counter >= 0) and not can_find_tree(wsp))) then
success = false success = false
minetest.log("action", "[mcl_spawn] World spawn position isn't safe anymore: "..minetest.pos_to_string(wsp)) minetest.log("action", "[mcl_spawn] World spawn position isn't safe anymore: "..minetest.pos_to_string(wsp))
mcl_spawn.search() mcl_spawn.search()