forked from VoxeLibre/VoxeLibre
fix many codestyle errors
This commit is contained in:
parent
457f61a532
commit
5f076d372a
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@ -1,6 +1,7 @@
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unused_args = false
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allow_defined_top = true
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max_line_length = false
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redefined = false
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globals = {
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"minetest", "core",
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@ -11,7 +12,7 @@ read_globals = {
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"dump", "dump2",
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"vector",
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"VoxelManip", "VoxelArea",
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"PseudoRandom", "PcgRandom",
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"PseudoRandom", "PcgRandom", "PerlinNoise",
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"ItemStack",
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"Settings",
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"unpack",
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@ -12,19 +12,19 @@ function settlements.build_schematic(vm, data, va, pos, building, replace_wall,
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-- pick random material
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local material = wallmaterial[math.random(1,#wallmaterial)]
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-- schematic conversion to lua
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local schem_lua = minetest.serialize_schematic(building,
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"lua",
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local schem_lua = minetest.serialize_schematic(building,
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"lua",
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{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
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-- replace material
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if replace_wall == "y" then
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schem_lua = schem_lua:gsub("mcl_core:cobble", material)
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end
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schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass",
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schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass",
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platform_material)
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-- Disable special junglewood for now.
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-- special material for spawning npcs
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-- schem_lua = schem_lua:gsub("mcl_core:junglewood",
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-- schem_lua = schem_lua:gsub("mcl_core:junglewood",
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-- "settlements:junglewood")
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--
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@ -37,25 +37,25 @@ function settlements.build_schematic(vm, data, va, pos, building, replace_wall,
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local possible_rotations = {"0", "90", "180", "270"}
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local rotation = possible_rotations[ math.random( #possible_rotations ) ]
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settlements.foundation(
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pos,
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width,
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depth,
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height,
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pos,
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width,
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depth,
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height,
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rotation)
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vm:set_data(data)
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-- place schematic
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minetest.place_schematic_on_vmanip(
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vm,
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pos,
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schematic,
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rotation,
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nil,
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vm,
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pos,
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schematic,
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rotation,
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nil,
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true)
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vm:write_to_map(true)
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end]]
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-------------------------------------------------------------------------------
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-- initialize settlement_info
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-- initialize settlement_info
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-------------------------------------------------------------------------------
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function settlements.initialize_settlement_info(pr)
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local count_buildings = {}
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@ -81,8 +81,8 @@ function settlements.create_site_plan(maxp, minp, pr)
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local possible_rotations = {"0", "90", "180", "270"}
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-- find center of chunk
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local center = {
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x=math.floor((minp.x+maxp.x)/2),
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y=maxp.y,
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x=math.floor((minp.x+maxp.x)/2),
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y=maxp.y,
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z=math.floor((minp.z+maxp.z)/2)
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}
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-- find center_surface of chunk
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@ -105,8 +105,8 @@ function settlements.create_site_plan(maxp, minp, pr)
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-- add to settlement info table
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local index = 1
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settlement_info[index] = {
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pos = center_surface,
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name = building_all_info["name"],
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pos = center_surface,
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name = building_all_info["name"],
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hsize = building_all_info["hsize"],
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rotat = rotation,
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surface_mat = surface_material
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@ -149,8 +149,8 @@ function settlements.create_site_plan(maxp, minp, pr)
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rotation = possible_rotations[ pr:next(1, #possible_rotations ) ]
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number_built = number_built + 1
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settlement_info[index] = {
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pos = pos_surface,
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name = building_all_info["name"],
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pos = pos_surface,
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name = building_all_info["name"],
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hsize = building_all_info["hsize"],
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rotat = rotation,
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surface_mat = surface_material
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@ -215,10 +215,10 @@ function settlements.place_schematics(settlement_info, pr)
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end
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end
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local pos = settlement_info[i]["pos"]
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local rotation = settlement_info[i]["rotat"]
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local pos = settlement_info[i]["pos"]
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local rotation = settlement_info[i]["rotat"]
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-- get building node material for better integration to surrounding
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local platform_material = settlement_info[i]["surface_mat"]
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local platform_material = settlement_info[i]["surface_mat"]
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--platform_material_name = minetest.get_name_from_content_id(platform_material)
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-- pick random material
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--local material = wallmaterial[pr:next(1,#wallmaterial)]
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@ -226,8 +226,8 @@ function settlements.place_schematics(settlement_info, pr)
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local building = building_all_info["mts"]
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local replace_wall = building_all_info["rplc"]
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-- schematic conversion to lua
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local schem_lua = minetest.serialize_schematic(building,
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"lua",
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local schem_lua = minetest.serialize_schematic(building,
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"lua",
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{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
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schem_lua = schem_lua:gsub("mcl_core:stonebrickcarved", "mcl_villages:stonebrickcarved")
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-- replace material
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@ -269,10 +269,10 @@ function settlements.place_schematics(settlement_info, pr)
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-- build foundation for the building an make room above
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-- place schematic
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mcl_structures.place_schematic(
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pos,
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schematic,
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rotation,
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nil,
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pos,
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schematic,
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rotation,
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nil,
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true,
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nil,
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init_nodes,
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@ -8,15 +8,15 @@ end
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--[[ Manually set in 'buildings.lua'
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-- material to replace cobblestone with
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wallmaterial = {
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"mcl_core:junglewood",
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"mcl_core:sprucewood",
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"mcl_core:wood",
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"mcl_core:birchwood",
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"mcl_core:acaciawood",
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"mcl_core:stonebrick",
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"mcl_core:cobble",
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"mcl_core:sandstonecarved",
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"mcl_core:sandstone",
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"mcl_core:junglewood",
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"mcl_core:sprucewood",
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"mcl_core:wood",
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"mcl_core:birchwood",
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"mcl_core:acaciawood",
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"mcl_core:stonebrick",
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"mcl_core:cobble",
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"mcl_core:sandstonecarved",
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"mcl_core:sandstone",
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"mcl_core:sandstonesmooth2"
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}
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--]]
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@ -78,4 +78,4 @@ max_height_difference = 56
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--
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--
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half_map_chunk_size = 40
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quarter_map_chunk_size = 20
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--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
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local s = sign
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local ud = false -- Up or down
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local udn = false -- Up or down is next
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local udp = false -- Up or down was previous
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local udp -- Up or down was previous
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local up = false -- true if going up
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local upp = false -- true if was going up previously
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for i=1,length do
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@ -911,7 +911,7 @@ local function create_corridor_line(waypoint, axis, sign, length, wood, post, da
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a="z"
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elseif a=="z" then
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a="x"
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end;
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end;
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s = pr:next(1, 2) == 1
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end
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end
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@ -119,7 +119,7 @@ local function find_biome(pos, biomes)
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local edge_dist = 0
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local dir_step = 0
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local dir_ind = 1
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local success = false
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local success
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local spawn_pos
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local biome_ids
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@ -166,7 +166,7 @@ local function find_biome(pos, biomes)
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spawn_pos = {x = spos.x, y = spos.y, z = spos.z}
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end
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if spawn_pos then
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local adjusted_pos, outside = adjust_pos_to_biome_limits(spawn_pos, biome_id)
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local _,outside = adjust_pos_to_biome_limits(spawn_pos, biome_id)
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if is_in_world(spawn_pos) and not outside then
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return true
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end
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@ -22,7 +22,6 @@ local math = math
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-- Internal player state
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local mcl_playerplus_internal = {}
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local def = {}
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local time = 0
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local look_pitch = 0
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@ -376,9 +375,6 @@ minetest.register_globalstep(function(dtime)
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return
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end
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-- set defaults
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def.speed = 1
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-- Standing on soul sand? If so, walk slower (unless player wears Soul Speed boots)
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if node_stand == "mcl_nether:soul_sand" then
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-- TODO: Tweak walk speed
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@ -500,10 +500,8 @@ function mcl_spawn.shadow_worker()
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if success then
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local wsp_node = minetest.get_node(wsp)
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if wsp_node and wsp_node.name == "ignore" then
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-- special case - respawn area unloaded from memory - it's okay, skip for now
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elseif ((not good_for_respawn(wsp)) or ((no_trees_area_counter >= 0) and not can_find_tree(wsp))) then
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if not (wsp_node and wsp_node.name == "ignore")
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and ((not good_for_respawn(wsp)) or ((no_trees_area_counter >= 0) and not can_find_tree(wsp))) then
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success = false
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minetest.log("action", "[mcl_spawn] World spawn position isn't safe anymore: "..minetest.pos_to_string(wsp))
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mcl_spawn.search()
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