forked from LizzyFleckenstein03/Memeclone
fix some codestyle issues
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981f3d5d74
commit
388ab6d8df
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@ -416,7 +416,7 @@ local swim_turn_check = function(self,dtime)
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local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
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local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
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return(green_flag_1)
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return green_flag_1
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end
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end
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--this is to swap the built in engine acceleration modifier
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--this is to swap the built in engine acceleration modifier
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@ -561,7 +561,7 @@ local fly_turn_check = function(self,dtime)
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local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
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local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
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return(green_flag_1)
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return green_flag_1
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end
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end
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--this is to swap the built in engine acceleration modifier
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--this is to swap the built in engine acceleration modifier
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@ -157,7 +157,7 @@ local calculate_pitch = function(self)
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return false
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return false
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end
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end
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return(minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos.x,0,pos.z),vector_new(pos2.x,0,pos2.z)),0,pos.y - pos2.y)) + HALF_PI)
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return minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos.x,0,pos.z),vector_new(pos2.x,0,pos2.z)),0,pos.y - pos2.y)) + HALF_PI
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end
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end
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--this is a helper function used to make mobs pitch rotation dynamically flow when flying/swimming
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--this is a helper function used to make mobs pitch rotation dynamically flow when flying/swimming
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@ -140,9 +140,7 @@ mobs.look_for_mate = function(self)
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winner_mate = mate
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winner_mate = mate
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end
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end
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end
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end
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return winner_mate
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return(winner_mate)
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end
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end
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--make the baby grow up
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--make the baby grow up
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@ -76,8 +76,7 @@ mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius,
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winner_player = player
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winner_player = 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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return winner_player
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return(winner_player)
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end
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end
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@ -104,14 +103,13 @@ mobs.jump_check = function(self,dtime)
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if green_flag_1 and green_flag_2 then
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if green_flag_1 and green_flag_2 then
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--can jump over node
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--can jump over node
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return(1)
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return 1
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elseif green_flag_1 and not green_flag_2 then
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elseif green_flag_1 and not green_flag_2 then
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--wall in front of mob
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--wall in front of mob
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return(2)
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return 2
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end
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end
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--nothing to jump over
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--nothing to jump over
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return(0)
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return 0
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end
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end
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-- a helper function to quickly turn neutral passive mobs hostile
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-- a helper function to quickly turn neutral passive mobs hostile
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@ -223,12 +221,12 @@ mobs.check_for_player_within_area = function(self, radius)
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local distance = vector_distance(pos1,pos2)
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local distance = vector_distance(pos1,pos2)
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if distance < radius then
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if distance < radius then
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--found a player
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--found a player
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return(true)
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return true
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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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--did not find a player
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--did not find a player
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return(false)
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return false
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end
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end
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@ -236,7 +234,7 @@ end
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mobs.get_2d_distance = function(pos1,pos2)
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mobs.get_2d_distance = function(pos1,pos2)
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pos1.y = 0
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pos1.y = 0
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pos2.y = 0
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pos2.y = 0
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return(vector_distance(pos1, pos2))
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return vector_distance(pos1, pos2)
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end
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end
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-- fall damage onto solid ground
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-- fall damage onto solid ground
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@ -3,7 +3,7 @@ local vector = vector
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--converts yaw to degrees
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--converts yaw to degrees
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local degrees = function(yaw)
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local degrees = function(yaw)
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return(yaw*180.0/math.pi)
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return yaw*180.0/math.pi
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end
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end
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mobs.do_head_logic = function(self,dtime)
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mobs.do_head_logic = function(self,dtime)
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@ -312,7 +312,7 @@ mobs.calculate_pitch = function(pos1, pos2)
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return false
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return false
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end
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end
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return(minetest_dir_to_yaw(vector.new(vector.distance(vector.new(pos1.x,0,pos1.z),vector.new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI)
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return minetest_dir_to_yaw(vector.new(vector.distance(vector.new(pos1.x,0,pos1.z),vector.new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI
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end
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end
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--make mobs fly up or down based on their y difference
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--make mobs fly up or down based on their y difference
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@ -501,7 +501,7 @@ local position_calculation = function(pos)
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pos.z = pos.z + math_random(inner,outer)*int[math_random(1,2)]
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pos.z = pos.z + math_random(inner,outer)*int[math_random(1,2)]
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pos.x = pos.x + math_random(-outer,outer)
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pos.x = pos.x + math_random(-outer,outer)
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end
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end
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return(pos)
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return pos
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end
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end
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--[[
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--[[
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@ -120,9 +120,9 @@ end
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hud_manager.hud_exists = function(player,hud_name)
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hud_manager.hud_exists = function(player,hud_name)
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local name = player:get_player_name()
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local name = player:get_player_name()
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if player_huds[name] and player_huds[name][hud_name] then
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if player_huds[name] and player_huds[name][hud_name] then
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return(true)
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return true
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else
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else
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return(false)
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return false
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end
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end
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end
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end
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-------------------
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-------------------
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@ -150,7 +150,7 @@ end)
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function mcl_experience.get_player_xp_level(player)
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function mcl_experience.get_player_xp_level(player)
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local name = player:get_player_name()
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local name = player:get_player_name()
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return(pool[name].level)
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return pool[name].level
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end
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end
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function mcl_experience.set_player_xp_level(player,level)
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function mcl_experience.set_player_xp_level(player,level)
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@ -7,7 +7,7 @@ end
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function mcl_enchanting.get_enchantments(itemstack)
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function mcl_enchanting.get_enchantments(itemstack)
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if not itemstack then
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if not itemstack 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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return minetest.deserialize(itemstack:get_meta():get_string("mcl_enchanting:enchantments")) or {}
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return minetest.deserialize(itemstack:get_meta():get_string("mcl_enchanting:enchantments")) or {}
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end
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end
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@ -15,7 +15,7 @@ local function ecb_place(blockpos, action, calls_remaining, param)
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end
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end
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end
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end
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mcl_structures.place_schematic = function(pos, schematic, rotation, replacements, force_placement, flags, after_placement_callback, pr, callback_param)
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mcl_structures.place_schematic = function(pos, schematic, rotation, replacements, force_placement, flags, after_placement_callback, pr, callback_param)
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local s = loadstring(minetest.serialize_schematic(schematic, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return(schematic)")()
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local s = loadstring(minetest.serialize_schematic(schematic, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic")()
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if s and s.size then
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if s and s.size then
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local x, z = s.size.x, s.size.z
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local x, z = s.size.x, s.size.z
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if rotation then
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if rotation then
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@ -14,7 +14,7 @@ function settlements.build_schematic(vm, data, va, pos, building, replace_wall,
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-- schematic conversion to lua
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-- schematic conversion to lua
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local schem_lua = minetest.serialize_schematic(building,
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local schem_lua = minetest.serialize_schematic(building,
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"lua",
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"lua",
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{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
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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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-- replace material
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if replace_wall == "y" then
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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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schem_lua = schem_lua:gsub("mcl_core:cobble", material)
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@ -228,7 +228,7 @@ function settlements.place_schematics(settlement_info, pr)
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-- schematic conversion to lua
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-- schematic conversion to lua
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local schem_lua = minetest.serialize_schematic(building,
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local schem_lua = minetest.serialize_schematic(building,
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"lua",
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"lua",
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{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
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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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schem_lua = schem_lua:gsub("mcl_core:stonebrickcarved", "mcl_villages:stonebrickcarved")
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-- replace material
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-- replace material
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if replace_wall then
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if replace_wall then
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@ -49,7 +49,7 @@ local player_collision = function(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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return({x,z})
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return {x,z}
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end
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end
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-- converts yaw to degrees
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-- converts yaw to degrees
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