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https://github.com/minetest-mods/mesecons.git
synced 2024-12-26 15:37:27 +01:00
Spell-check and clarify item names
* Fix inconsistent insulated mesecon names * Clarify lightstone names * Rename meselamp to "Mesecon Lamp" * Use capitalization "Luacontroller" consistently * Cleanup / improvements for logic gate naming
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@ -77,7 +77,7 @@ end
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-- Vertical wire
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mesecon.register_node("mesecons_extrawires:vertical", {
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description = "Vertical mesecon",
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description = "Vertical Mesecon",
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drawtype = "nodebox",
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walkable = false,
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paramtype = "light",
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@ -1 +1 @@
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And gates power their output if both inputs (from left and right) are powered.
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AND gates power their output if both inputs (from left and right) are powered.
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@ -1 +1 @@
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Mesecon diodes, just like real ones, only transfer power (signals) in one direction only.
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Diodes conduct signals in one direction only.
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@ -1 +1 @@
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Nand gates do not power their output if both inputs (from left and right) are powered, but power it in every other case.
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NAND gates do not power their output if both inputs (from left and right) are powered, but power it in every other case.
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@ -1 +1 @@
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Nor gates only power their output if none of their two inputs is powered. They are basically or gates with a not gate at their output.
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NOR gates only power their output if none of their two inputs is powered. They are basically OR gates with a NOT gate at their output.
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@ -1 +1 @@
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Not gates invert signals, just like a mesecon torch does, but faster. The input is at the opposite side of the output.
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NOT gates invert signals, just like a mesecon torch does, but faster. The input is at the opposite side of the output.
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@ -1 +1 @@
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Or gates power their output if either of their inputs (or both) are powered. You could basically get the same behaviour with two diodes, but or gates save some space.
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OR gates power their output if either of their inputs (or both) are powered. You could basically get the same behaviour with two diodes, but OR gates save some space.
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@ -54,10 +54,10 @@ local function update_gate(pos, node, link, newstate)
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end
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end
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local function register_gate(name, inputnumber, assess, recipe)
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local function register_gate(name, inputnumber, assess, recipe, description)
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local get_inputrules = inputnumber == 2 and gate_get_input_rules_twoinputs or
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gate_get_input_rules_oneinput
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local description = "Mesecons Logic Gate: "..name
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description = "Logic Gate: "..name
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local basename = "mesecons_gates:"..name
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mesecon.register_node(basename, {
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@ -103,32 +103,39 @@ local function register_gate(name, inputnumber, assess, recipe)
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end
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register_gate("diode", 1, function (input) return input end,
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{{"mesecons:mesecon", "mesecons_torch:mesecon_torch_on", "mesecons_torch:mesecon_torch_on"}})
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{{"mesecons:mesecon", "mesecons_torch:mesecon_torch_on", "mesecons_torch:mesecon_torch_on"}},
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"Diode")
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register_gate("not", 1, function (input) return not input end,
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{{"mesecons:mesecon", "mesecons_torch:mesecon_torch_on", "mesecons:mesecon"}})
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{{"mesecons:mesecon", "mesecons_torch:mesecon_torch_on", "mesecons:mesecon"}},
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"NOT Gate")
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register_gate("and", 2, function (val1, val2) return val1 and val2 end,
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{{"mesecons:mesecon", "", ""},
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{"", "mesecons_materials:silicon", "mesecons:mesecon"},
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{"mesecons:mesecon", "", ""}})
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{"mesecons:mesecon", "", ""}},
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"AND Gate")
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register_gate("nand", 2, function (val1, val2) return not (val1 and val2) end,
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{{"mesecons:mesecon", "", ""},
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{"", "mesecons_materials:silicon", "mesecons_torch:mesecon_torch_on"},
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{"mesecons:mesecon", "", ""}})
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{"mesecons:mesecon", "", ""}},
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"NAND Gate")
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register_gate("xor", 2, function (val1, val2) return (val1 or val2) and not (val1 and val2) end,
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{{"mesecons:mesecon", "", ""},
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{"", "mesecons_materials:silicon", "mesecons_materials:silicon"},
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{"mesecons:mesecon", "", ""}})
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{"mesecons:mesecon", "", ""}},
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"XOR Gate")
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register_gate("nor", 2, function (val1, val2) return not (val1 or val2) end,
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{{"mesecons:mesecon", "", ""},
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{"", "mesecons:mesecon", "mesecons_torch:mesecon_torch_on"},
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{"mesecons:mesecon", "", ""}})
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{"mesecons:mesecon", "", ""}},
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"NOR Gate")
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register_gate("or", 2, function (val1, val2) return (val1 or val2) end,
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{{"mesecons:mesecon", "", ""},
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{"", "mesecons:mesecon", "mesecons:mesecon"},
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{"mesecons:mesecon", "", ""}})
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{"mesecons:mesecon", "", ""}},
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"OR Gate")
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@ -9,7 +9,7 @@ end
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minetest.register_node("mesecons_insulated:insulated_on", {
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drawtype = "nodebox",
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description = "Insulated Mesecon",
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description = "Straight Insulated Mesecon",
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tiles = {
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"jeija_insulated_wire_sides_on.png",
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"jeija_insulated_wire_sides_on.png",
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@ -41,7 +41,7 @@ minetest.register_node("mesecons_insulated:insulated_on", {
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minetest.register_node("mesecons_insulated:insulated_off", {
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drawtype = "nodebox",
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description = "Insulated Mesecon",
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description = "Straight Insulated Mesecon",
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tiles = {
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"jeija_insulated_wire_sides_off.png",
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"jeija_insulated_wire_sides_off.png",
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@ -1 +1 @@
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Lamps are effectors that if powered emit light.
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Mesecon lamps are effectors that if powered emit light.
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@ -42,7 +42,7 @@ minetest.register_node("mesecons_lamp:lamp_off", {
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node_box = mesecon_lamp_box,
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selection_box = mesecon_lamp_box,
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groups = {dig_immediate=3, mesecon_receptor_off = 1, mesecon_effector_off = 1},
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description="Meselamp",
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description="Mesecon Lamp",
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sounds = default.node_sound_glass_defaults(),
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mesecons = {effector = {
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action_on = function (pos, node)
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@ -14,11 +14,14 @@ local lightstone_rules = {
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{x=0, y=-1, z=0},
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}
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function mesecon.lightstone_add(name, base_item, texture_off, texture_on)
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function mesecon.lightstone_add(name, base_item, texture_off, texture_on, desc)
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if not desc then
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desc = name .. " Lightstone"
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end
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minetest.register_node("mesecons_lightstone:lightstone_" .. name .. "_off", {
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tiles = {texture_off},
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groups = {cracky=2, mesecon_effector_off = 1, mesecon = 2},
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description=name.." Lightstone",
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description = desc,
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sounds = default.node_sound_stone_defaults(),
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mesecons = {effector = {
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rules = lightstone_rules,
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@ -52,9 +55,9 @@ function mesecon.lightstone_add(name, base_item, texture_off, texture_on)
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end
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mesecon.lightstone_add("red", "dye:red", "jeija_lightstone_red_off.png", "jeija_lightstone_red_on.png")
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mesecon.lightstone_add("green", "dye:green", "jeija_lightstone_green_off.png", "jeija_lightstone_green_on.png")
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mesecon.lightstone_add("blue", "dye:blue", "jeija_lightstone_blue_off.png", "jeija_lightstone_blue_on.png")
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mesecon.lightstone_add("gray", "dye:grey", "jeija_lightstone_gray_off.png", "jeija_lightstone_gray_on.png")
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mesecon.lightstone_add("darkgray", "dye:dark_grey", "jeija_lightstone_darkgray_off.png", "jeija_lightstone_darkgray_on.png")
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mesecon.lightstone_add("yellow", "dye:yellow", "jeija_lightstone_yellow_off.png", "jeija_lightstone_yellow_on.png")
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mesecon.lightstone_add("red", "dye:red", "jeija_lightstone_red_off.png", "jeija_lightstone_red_on.png", "Red Lightstone")
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mesecon.lightstone_add("green", "dye:green", "jeija_lightstone_green_off.png", "jeija_lightstone_green_on.png", "Green Lightstone")
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mesecon.lightstone_add("blue", "dye:blue", "jeija_lightstone_blue_off.png", "jeija_lightstone_blue_on.png", "Blue Lightstone")
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mesecon.lightstone_add("gray", "dye:grey", "jeija_lightstone_gray_off.png", "jeija_lightstone_gray_on.png", "Grey Lightstone")
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mesecon.lightstone_add("darkgray", "dye:dark_grey", "jeija_lightstone_darkgray_off.png", "jeija_lightstone_darkgray_on.png", "Dark Grey Lightstone")
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mesecon.lightstone_add("yellow", "dye:yellow", "jeija_lightstone_yellow_off.png", "jeija_lightstone_yellow_on.png", "Yellow Lightstone")
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@ -1,5 +1,5 @@
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The luacontroller is an advanced programmable component.
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You can simply code it in the language mesecons uses itself: Lua!
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The Luacontroller is an advanced programmable component.
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You can simply code it in the language Mesecons uses itself: Lua!
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All the code runs in a sandbox, so it's completely safe (but I won't guarantee that for absolute certainty!).
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<a href="http://mesecons.net/luacontroller/">Documentation is available here!</a>
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@ -12,7 +12,7 @@
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-- ports = get_real_port_states(pos): gets if inputs are powered from outside
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-- newport = merge_port_states(state1, state2): just does result = state1 or state2 for every port
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-- set_port(pos, rule, state): activates/deactivates the mesecons according to the port states
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-- set_port_states(pos, ports): Applies new port states to a LuaController at pos
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-- set_port_states(pos, ports): Applies new port states to a Luacontroller at pos
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-- run(pos): runs the code in the controller at pos
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-- reset_meta(pos, code, errmsg): performs a software-reset, installs new code and prints error messages
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-- resetn(pos): performs a hardware reset, turns off all ports
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@ -219,7 +219,7 @@ end
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local function safe_string_find(...)
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if (select(4, ...)) ~= true then
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debug.sethook() -- Clear hook
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error("string.find: 'plain' (fourth parameter) must always be true in a LuaController")
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error("string.find: 'plain' (fourth parameter) must always be true in a Luacontroller")
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end
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return string.find(...)
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@ -232,7 +232,7 @@ local function remove_functions(x)
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end
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-- Make sure to not serialize the same table multiple times, otherwise
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-- writing mem.test = mem in the LuaController will lead to infinite recursion
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-- writing mem.test = mem in the Luacontroller will lead to infinite recursion
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local seen = {}
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local function rfuncs(x)
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@ -308,8 +308,8 @@ local function create_environment(pos, mem, event)
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for k, v in pairs(vports) do vports_copy[k] = v end
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local rports = get_real_port_states(pos)
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-- Create new library tables on each call to prevent one LuaController
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-- from breaking a library and messing up other LuaControllers.
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-- Create new library tables on each call to prevent one Luacontroller
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-- from breaking a library and messing up other Luacontrollers.
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local env = {
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pin = merge_port_states(vports, rports),
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port = vports_copy,
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@ -595,7 +595,7 @@ for d = 0, 1 do
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}
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minetest.register_node(node_name, {
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description = "LuaController",
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description = "Luacontroller",
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drawtype = "nodebox",
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tiles = {
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top,
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@ -636,7 +636,7 @@ end
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end
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------------------------------
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-- Overheated LuaController --
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-- Overheated Luacontroller --
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------------------------------
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minetest.register_node(BASENAME .. "_burnt", {
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@ -3,7 +3,7 @@
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-- All sides sticky block
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minetest.register_node("mesecons_stickyblocks:sticky_block_all", {
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description = "All-sides sticky block",
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description = "All-Sides Sticky Block",
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tiles = {"default_grass.png^default_footprint.png"},
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groups = {dig_immediate=2},
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mvps_sticky = function (pos, node)
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