unify code style [1]

This commit is contained in:
AFCMS 2021-05-25 12:52:25 +02:00
parent 388ab6d8df
commit 9e074af07f
27 changed files with 118 additions and 117 deletions

@ -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:

@ -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

@ -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

@ -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

@ -1,5 +1,5 @@
--these are lua locals, used for higher performance
local minetest,math,vector,ipairs = minetest,math,vector,ipairs
local minetest, math, vector, ipairs = minetest, math, vector, ipairs
--this is used for the player pool in the sound buffer
local pool = {}
@ -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()

@ -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 }

@ -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

@ -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
@ -420,8 +419,7 @@ local swim_turn_check = function(self,dtime)
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()
@ -452,7 +450,7 @@ local swim_state_execution = function(self,dtime)
end
--turn gravity on or off
swim_physics_swapper(self,inside_swim_node)
swim_physics_swapper(self, inside_swim_node)
--swim properly if inside swim node
if inside_swim_node then
@ -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
@ -565,7 +563,7 @@ local fly_turn_check = function(self,dtime)
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

@ -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)

@ -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

@ -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)

@ -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

@ -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

@ -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 = ""

@ -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()
ent.player = self._thrower
ent.child = true
end
make_child(minetest.add_entity(self._lastpos, "mcl_fishing:bobber_entity"))
local ent = minetest.add_entity(self._lastpos, "mcl_fishing:bobber_entity"):get_luaentity()
ent.player = self._thrower
ent.child = true
self.object:remove()
return
end

@ -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

@ -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

@ -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.

@ -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

@ -1,5 +1,9 @@
local S = minetest.get_translator("mcl_structures")
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",
@ -14,7 +18,8 @@ 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)
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
@ -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

@ -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)

@ -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

@ -681,11 +681,11 @@ local function create_corridor_section(waypoint, axis, sign, up_or_down, up_or_d
railsegcount = segcount
end
for i=1,railsegcount do
local p = {x=waypoint.x+vek.x*i, y=waypoint.y+vek.y*i-1, z=waypoint.z+vek.z*i}
local p = {x = waypoint.x + vek.x * i, y = waypoint.y + vek.y * i-1, z = waypoint.z + vek.z * i}
-- 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}

@ -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?

@ -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()
@ -48,7 +48,6 @@ local player_collision = function(player)
z = z + (vec.z * force)
end
end
return {x,z}
end
@ -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)

@ -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:"))) .. "]"

@ -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