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Convert 'strenght' to 'strength' in beacons and guard against no effect string metadata set, fix whitespace in mcl_beacons/init.lua
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@ -159,7 +159,7 @@ local function remove_beacon_beam(pos)
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minetest.get_voxel_manip():read_from_map({x=pos.x,y=y,z=pos.z}, {x=pos.x,y=y,z=pos.z})
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minetest.get_voxel_manip():read_from_map({x=pos.x,y=y,z=pos.z}, {x=pos.x,y=y,z=pos.z})
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node = minetest.get_node({x=pos.x,y=y,z=pos.z})
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node = minetest.get_node({x=pos.x,y=y,z=pos.z})
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end
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end
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if node.name == "mcl_beacons:beacon_beam" then
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if node.name == "mcl_beacons:beacon_beam" then
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minetest.remove_node({x=pos.x,y=y,z=pos.z})
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minetest.remove_node({x=pos.x,y=y,z=pos.z})
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end
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end
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@ -212,24 +212,29 @@ local function effect_player(effect,pos,power_level, effect_level,player)
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end
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end
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local function apply_effects_to_all_players(pos)
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local function apply_effects_to_all_players(pos)
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local meta = minetest.get_meta(pos)
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local meta = minetest.get_meta(pos)
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local effect_string = meta:get_string("effect")
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local effect_string = meta:get_string("effect")
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local effect_level = meta:get_int("effect_level")
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local effect_level = meta:get_int("effect_level")
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local power_level = beacon_blockcheck(pos)
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local power_level = beacon_blockcheck(pos)
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if effect_level == 2 and power_level < 4 then --no need to run loops when beacon is in an invalid setup :P
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if effect_string == "strenght" then
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effect_string = "strength"
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meta:set_string("effect", effect_string)
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end
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if effect_string == "" or ( effect_level == 2 and power_level < 4 ) then --no need to run loops when beacon is in an invalid setup :P
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return
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return
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end
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end
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local beacon_distance = (power_level + 1) * 10
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local beacon_distance = (power_level + 1) * 10
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for _, player in pairs(minetest.get_connected_players()) do
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for _, player in pairs(minetest.get_connected_players()) do
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if vector.distance(pos, player:get_pos()) <= beacon_distance then
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if vector.distance(pos, player:get_pos()) <= beacon_distance then
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if not clear_obstructed_beam(pos) then
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if not clear_obstructed_beam(pos) then
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effect_player(effect_string, pos, power_level, effect_level, player)
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effect_player(effect_string, pos, power_level, effect_level, player)
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end
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end
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end
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end
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end
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end
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end
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end
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@ -271,7 +276,7 @@ minetest.register_node("mcl_beacons:beacon", {
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local meta = minetest.get_meta(pos)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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local inv = meta:get_inventory()
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local input = inv:get_stack("input",1)
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local input = inv:get_stack("input",1)
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if input:is_empty() then
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if input:is_empty() then
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return
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return
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end
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end
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@ -353,7 +358,7 @@ minetest.register_node("mcl_beacons:beacon", {
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awards.unlock(sender:get_player_name(),"mcl:beacon")
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awards.unlock(sender:get_player_name(),"mcl:beacon")
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input:take_item()
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input:take_item()
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inv:set_stack("input",1,input)
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inv:set_stack("input",1,input)
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local beam_palette_index = 0
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local beam_palette_index = 0
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remove_beacon_beam(pos)
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remove_beacon_beam(pos)
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for y = pos.y +1, pos.y + 201 do
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for y = pos.y +1, pos.y + 201 do
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@ -362,7 +367,6 @@ minetest.register_node("mcl_beacons:beacon", {
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minetest.get_voxel_manip():read_from_map({x=pos.x,y=y,z=pos.z}, {x=pos.x,y=y,z=pos.z})
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minetest.get_voxel_manip():read_from_map({x=pos.x,y=y,z=pos.z}, {x=pos.x,y=y,z=pos.z})
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node = minetest.get_node({x=pos.x,y=y,z=pos.z})
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node = minetest.get_node({x=pos.x,y=y,z=pos.z})
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end
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end
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if minetest.get_item_group(node.name, "glass") ~= 0 or minetest.get_item_group(node.name,"material_glass") ~= 0 then
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if minetest.get_item_group(node.name, "glass") ~= 0 or minetest.get_item_group(node.name,"material_glass") ~= 0 then
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beam_palette_index = get_beacon_beam(node.name)
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beam_palette_index = get_beacon_beam(node.name)
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