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
This commit is contained in:
Wuzzy 2017-02-15 19:52:29 +01:00 committed by Jeija
parent d80c788fab
commit 967bde284a
15 changed files with 48 additions and 38 deletions

@ -77,7 +77,7 @@ end
-- Vertical wire -- Vertical wire
mesecon.register_node("mesecons_extrawires:vertical", { mesecon.register_node("mesecons_extrawires:vertical", {
description = "Vertical mesecon", description = "Vertical Mesecon",
drawtype = "nodebox", drawtype = "nodebox",
walkable = false, walkable = false,
paramtype = "light", paramtype = "light",

@ -1 +1 @@
And gates power their output if both inputs (from left and right) are powered. AND gates power their output if both inputs (from left and right) are powered.

@ -1 +1 @@
Mesecon diodes, just like real ones, only transfer power (signals) in one direction only. Diodes conduct signals in one direction only.

@ -1 +1 @@
Nand gates do not power their output if both inputs (from left and right) are powered, but power it in every other case. NAND gates do not power their output if both inputs (from left and right) are powered, but power it in every other case.

@ -1 +1 @@
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. 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.

@ -1 +1 @@
Not gates invert signals, just like a mesecon torch does, but faster. The input is at the opposite side of the output. NOT gates invert signals, just like a mesecon torch does, but faster. The input is at the opposite side of the output.

@ -1 +1 @@
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. 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.

@ -54,10 +54,10 @@ local function update_gate(pos, node, link, newstate)
end end
end end
local function register_gate(name, inputnumber, assess, recipe) local function register_gate(name, inputnumber, assess, recipe, description)
local get_inputrules = inputnumber == 2 and gate_get_input_rules_twoinputs or local get_inputrules = inputnumber == 2 and gate_get_input_rules_twoinputs or
gate_get_input_rules_oneinput gate_get_input_rules_oneinput
local description = "Mesecons Logic Gate: "..name description = "Logic Gate: "..name
local basename = "mesecons_gates:"..name local basename = "mesecons_gates:"..name
mesecon.register_node(basename, { mesecon.register_node(basename, {
@ -103,32 +103,39 @@ local function register_gate(name, inputnumber, assess, recipe)
end end
register_gate("diode", 1, function (input) return input end, register_gate("diode", 1, function (input) return input end,
{{"mesecons:mesecon", "mesecons_torch:mesecon_torch_on", "mesecons_torch:mesecon_torch_on"}}) {{"mesecons:mesecon", "mesecons_torch:mesecon_torch_on", "mesecons_torch:mesecon_torch_on"}},
"Diode")
register_gate("not", 1, function (input) return not input end, register_gate("not", 1, function (input) return not input end,
{{"mesecons:mesecon", "mesecons_torch:mesecon_torch_on", "mesecons:mesecon"}}) {{"mesecons:mesecon", "mesecons_torch:mesecon_torch_on", "mesecons:mesecon"}},
"NOT Gate")
register_gate("and", 2, function (val1, val2) return val1 and val2 end, register_gate("and", 2, function (val1, val2) return val1 and val2 end,
{{"mesecons:mesecon", "", ""}, {{"mesecons:mesecon", "", ""},
{"", "mesecons_materials:silicon", "mesecons:mesecon"}, {"", "mesecons_materials:silicon", "mesecons:mesecon"},
{"mesecons:mesecon", "", ""}}) {"mesecons:mesecon", "", ""}},
"AND Gate")
register_gate("nand", 2, function (val1, val2) return not (val1 and val2) end, register_gate("nand", 2, function (val1, val2) return not (val1 and val2) end,
{{"mesecons:mesecon", "", ""}, {{"mesecons:mesecon", "", ""},
{"", "mesecons_materials:silicon", "mesecons_torch:mesecon_torch_on"}, {"", "mesecons_materials:silicon", "mesecons_torch:mesecon_torch_on"},
{"mesecons:mesecon", "", ""}}) {"mesecons:mesecon", "", ""}},
"NAND Gate")
register_gate("xor", 2, function (val1, val2) return (val1 or val2) and not (val1 and val2) end, register_gate("xor", 2, function (val1, val2) return (val1 or val2) and not (val1 and val2) end,
{{"mesecons:mesecon", "", ""}, {{"mesecons:mesecon", "", ""},
{"", "mesecons_materials:silicon", "mesecons_materials:silicon"}, {"", "mesecons_materials:silicon", "mesecons_materials:silicon"},
{"mesecons:mesecon", "", ""}}) {"mesecons:mesecon", "", ""}},
"XOR Gate")
register_gate("nor", 2, function (val1, val2) return not (val1 or val2) end, register_gate("nor", 2, function (val1, val2) return not (val1 or val2) end,
{{"mesecons:mesecon", "", ""}, {{"mesecons:mesecon", "", ""},
{"", "mesecons:mesecon", "mesecons_torch:mesecon_torch_on"}, {"", "mesecons:mesecon", "mesecons_torch:mesecon_torch_on"},
{"mesecons:mesecon", "", ""}}) {"mesecons:mesecon", "", ""}},
"NOR Gate")
register_gate("or", 2, function (val1, val2) return (val1 or val2) end, register_gate("or", 2, function (val1, val2) return (val1 or val2) end,
{{"mesecons:mesecon", "", ""}, {{"mesecons:mesecon", "", ""},
{"", "mesecons:mesecon", "mesecons:mesecon"}, {"", "mesecons:mesecon", "mesecons:mesecon"},
{"mesecons:mesecon", "", ""}}) {"mesecons:mesecon", "", ""}},
"OR Gate")

@ -9,7 +9,7 @@ end
minetest.register_node("mesecons_insulated:insulated_on", { minetest.register_node("mesecons_insulated:insulated_on", {
drawtype = "nodebox", drawtype = "nodebox",
description = "Insulated Mesecon", description = "Straight Insulated Mesecon",
tiles = { tiles = {
"jeija_insulated_wire_sides_on.png", "jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_sides_on.png", "jeija_insulated_wire_sides_on.png",
@ -41,7 +41,7 @@ minetest.register_node("mesecons_insulated:insulated_on", {
minetest.register_node("mesecons_insulated:insulated_off", { minetest.register_node("mesecons_insulated:insulated_off", {
drawtype = "nodebox", drawtype = "nodebox",
description = "Insulated Mesecon", description = "Straight Insulated Mesecon",
tiles = { tiles = {
"jeija_insulated_wire_sides_off.png", "jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_sides_off.png", "jeija_insulated_wire_sides_off.png",

@ -1 +1 @@
Lamps are effectors that if powered emit light. Mesecon lamps are effectors that if powered emit light.

@ -42,7 +42,7 @@ minetest.register_node("mesecons_lamp:lamp_off", {
node_box = mesecon_lamp_box, node_box = mesecon_lamp_box,
selection_box = mesecon_lamp_box, selection_box = mesecon_lamp_box,
groups = {dig_immediate=3, mesecon_receptor_off = 1, mesecon_effector_off = 1}, groups = {dig_immediate=3, mesecon_receptor_off = 1, mesecon_effector_off = 1},
description="Meselamp", description="Mesecon Lamp",
sounds = default.node_sound_glass_defaults(), sounds = default.node_sound_glass_defaults(),
mesecons = {effector = { mesecons = {effector = {
action_on = function (pos, node) action_on = function (pos, node)

@ -14,11 +14,14 @@ local lightstone_rules = {
{x=0, y=-1, z=0}, {x=0, y=-1, z=0},
} }
function mesecon.lightstone_add(name, base_item, texture_off, texture_on) function mesecon.lightstone_add(name, base_item, texture_off, texture_on, desc)
if not desc then
desc = name .. " Lightstone"
end
minetest.register_node("mesecons_lightstone:lightstone_" .. name .. "_off", { minetest.register_node("mesecons_lightstone:lightstone_" .. name .. "_off", {
tiles = {texture_off}, tiles = {texture_off},
groups = {cracky=2, mesecon_effector_off = 1, mesecon = 2}, groups = {cracky=2, mesecon_effector_off = 1, mesecon = 2},
description=name.." Lightstone", description = desc,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
mesecons = {effector = { mesecons = {effector = {
rules = lightstone_rules, rules = lightstone_rules,
@ -52,9 +55,9 @@ function mesecon.lightstone_add(name, base_item, texture_off, texture_on)
end end
mesecon.lightstone_add("red", "dye:red", "jeija_lightstone_red_off.png", "jeija_lightstone_red_on.png") mesecon.lightstone_add("red", "dye:red", "jeija_lightstone_red_off.png", "jeija_lightstone_red_on.png", "Red Lightstone")
mesecon.lightstone_add("green", "dye:green", "jeija_lightstone_green_off.png", "jeija_lightstone_green_on.png") mesecon.lightstone_add("green", "dye:green", "jeija_lightstone_green_off.png", "jeija_lightstone_green_on.png", "Green Lightstone")
mesecon.lightstone_add("blue", "dye:blue", "jeija_lightstone_blue_off.png", "jeija_lightstone_blue_on.png") mesecon.lightstone_add("blue", "dye:blue", "jeija_lightstone_blue_off.png", "jeija_lightstone_blue_on.png", "Blue Lightstone")
mesecon.lightstone_add("gray", "dye:grey", "jeija_lightstone_gray_off.png", "jeija_lightstone_gray_on.png") mesecon.lightstone_add("gray", "dye:grey", "jeija_lightstone_gray_off.png", "jeija_lightstone_gray_on.png", "Grey Lightstone")
mesecon.lightstone_add("darkgray", "dye:dark_grey", "jeija_lightstone_darkgray_off.png", "jeija_lightstone_darkgray_on.png") mesecon.lightstone_add("darkgray", "dye:dark_grey", "jeija_lightstone_darkgray_off.png", "jeija_lightstone_darkgray_on.png", "Dark Grey Lightstone")
mesecon.lightstone_add("yellow", "dye:yellow", "jeija_lightstone_yellow_off.png", "jeija_lightstone_yellow_on.png") mesecon.lightstone_add("yellow", "dye:yellow", "jeija_lightstone_yellow_off.png", "jeija_lightstone_yellow_on.png", "Yellow Lightstone")

@ -1,5 +1,5 @@
The luacontroller is an advanced programmable component. The Luacontroller is an advanced programmable component.
You can simply code it in the language mesecons uses itself: Lua! You can simply code it in the language Mesecons uses itself: Lua!
All the code runs in a sandbox, so it's completely safe (but I won't guarantee that for absolute certainty!). All the code runs in a sandbox, so it's completely safe (but I won't guarantee that for absolute certainty!).
<a href="http://mesecons.net/luacontroller/">Documentation is available here!</a> <a href="http://mesecons.net/luacontroller/">Documentation is available here!</a>

@ -12,7 +12,7 @@
-- ports = get_real_port_states(pos): gets if inputs are powered from outside -- ports = get_real_port_states(pos): gets if inputs are powered from outside
-- newport = merge_port_states(state1, state2): just does result = state1 or state2 for every port -- newport = merge_port_states(state1, state2): just does result = state1 or state2 for every port
-- set_port(pos, rule, state): activates/deactivates the mesecons according to the port states -- set_port(pos, rule, state): activates/deactivates the mesecons according to the port states
-- set_port_states(pos, ports): Applies new port states to a LuaController at pos -- set_port_states(pos, ports): Applies new port states to a Luacontroller at pos
-- run(pos): runs the code in the controller at pos -- run(pos): runs the code in the controller at pos
-- reset_meta(pos, code, errmsg): performs a software-reset, installs new code and prints error messages -- reset_meta(pos, code, errmsg): performs a software-reset, installs new code and prints error messages
-- resetn(pos): performs a hardware reset, turns off all ports -- resetn(pos): performs a hardware reset, turns off all ports
@ -219,7 +219,7 @@ end
local function safe_string_find(...) local function safe_string_find(...)
if (select(4, ...)) ~= true then if (select(4, ...)) ~= true then
debug.sethook() -- Clear hook debug.sethook() -- Clear hook
error("string.find: 'plain' (fourth parameter) must always be true in a LuaController") error("string.find: 'plain' (fourth parameter) must always be true in a Luacontroller")
end end
return string.find(...) return string.find(...)
@ -232,7 +232,7 @@ local function remove_functions(x)
end end
-- Make sure to not serialize the same table multiple times, otherwise -- Make sure to not serialize the same table multiple times, otherwise
-- writing mem.test = mem in the LuaController will lead to infinite recursion -- writing mem.test = mem in the Luacontroller will lead to infinite recursion
local seen = {} local seen = {}
local function rfuncs(x) local function rfuncs(x)
@ -308,8 +308,8 @@ local function create_environment(pos, mem, event)
for k, v in pairs(vports) do vports_copy[k] = v end for k, v in pairs(vports) do vports_copy[k] = v end
local rports = get_real_port_states(pos) local rports = get_real_port_states(pos)
-- Create new library tables on each call to prevent one LuaController -- Create new library tables on each call to prevent one Luacontroller
-- from breaking a library and messing up other LuaControllers. -- from breaking a library and messing up other Luacontrollers.
local env = { local env = {
pin = merge_port_states(vports, rports), pin = merge_port_states(vports, rports),
port = vports_copy, port = vports_copy,
@ -595,7 +595,7 @@ for d = 0, 1 do
} }
minetest.register_node(node_name, { minetest.register_node(node_name, {
description = "LuaController", description = "Luacontroller",
drawtype = "nodebox", drawtype = "nodebox",
tiles = { tiles = {
top, top,
@ -636,7 +636,7 @@ end
end end
------------------------------ ------------------------------
-- Overheated LuaController -- -- Overheated Luacontroller --
------------------------------ ------------------------------
minetest.register_node(BASENAME .. "_burnt", { minetest.register_node(BASENAME .. "_burnt", {

@ -3,7 +3,7 @@
-- All sides sticky block -- All sides sticky block
minetest.register_node("mesecons_stickyblocks:sticky_block_all", { minetest.register_node("mesecons_stickyblocks:sticky_block_all", {
description = "All-sides sticky block", description = "All-Sides Sticky Block",
tiles = {"default_grass.png^default_footprint.png"}, tiles = {"default_grass.png^default_footprint.png"},
groups = {dig_immediate=2}, groups = {dig_immediate=2},
mvps_sticky = function (pos, node) mvps_sticky = function (pos, node)