forked from LizzyFleckenstein03/Memeclone
unify codestyle [2]
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@ -46,6 +46,28 @@ Your commit names should be relatively descriptive, e.g. when saying "Fix #issue
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Contributors will be credited in `CREDITS.md`.
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Contributors will be credited in `CREDITS.md`.
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## Code Style
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Each mod must provide `mod.conf`.
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Each mod which add API functions should store functions inside a global table named like the mod.
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Object oriented API shoud be avoided e.g.:`function mobs.register_mod(self)`
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Functions should be defined in this way:
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```
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function mcl_xyz.stuff(param) end
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```
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Insteed of this way:
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```
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mcl_xyz.stuff = function(param) end
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```
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Indentation must be unified, more likely with tabs.
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Time sensitive mods should make a local copy of most used API functions to improve performances.
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```
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local vector = vector
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local get_node = minetest.get_node
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```
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## Features > 1.12
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## Features > 1.12
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If you want to make a feature that was added in a Minecraft version later than 1.12, you should fork MineClone5 (mineclone5 branch in the repository) and add your changes to this.
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If you want to make a feature that was added in a Minecraft version later than 1.12, you should fork MineClone5 (mineclone5 branch in the repository) and add your changes to this.
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@ -13,7 +13,7 @@ minetest.log("info", "[mcl_moon] Moon phase offset of this world: "..phase_offse
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mcl_moon = {}
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mcl_moon = {}
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mcl_moon.MOON_PHASES = MOON_PHASES
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mcl_moon.MOON_PHASES = MOON_PHASES
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mcl_moon.get_moon_phase = function()
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function mcl_moon.get_moon_phase()
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local after_midday = 0
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local after_midday = 0
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-- Moon phase changes after midday
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-- Moon phase changes after midday
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local tod = minetest.get_timeofday()
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local tod = minetest.get_timeofday()
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@ -23,7 +23,7 @@ mcl_moon.get_moon_phase = function()
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return (minetest.get_day_count() + phase_offset + after_midday) % MOON_PHASES
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return (minetest.get_day_count() + phase_offset + after_midday) % MOON_PHASES
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end
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end
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local get_moon_texture = function()
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local function get_moon_texture()
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local phase = mcl_moon.get_moon_phase()
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local phase = mcl_moon.get_moon_phase()
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local x = phase % MOON_PHASES_HALF
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local x = phase % MOON_PHASES_HALF
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local y
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local y
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@ -20,7 +20,7 @@ mcl_weather.rain = {
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init_done = false,
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init_done = false,
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}
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}
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mcl_weather.rain.sound_handler = function(player)
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function mcl_weather.rain.sound_handler(player)
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return minetest.sound_play("weather_rain", {
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return minetest.sound_play("weather_rain", {
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to_player = player:get_player_name(),
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to_player = player:get_player_name(),
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loop = true,
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loop = true,
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@ -28,7 +28,7 @@ mcl_weather.rain.sound_handler = function(player)
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end
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end
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-- set skybox based on time (uses skycolor api)
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-- set skybox based on time (uses skycolor api)
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mcl_weather.rain.set_sky_box = function()
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function mcl_weather.rain.set_sky_box()
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if mcl_weather.state == "rain" then
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if mcl_weather.state == "rain" then
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mcl_weather.skycolor.add_layer(
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mcl_weather.skycolor.add_layer(
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"weather-pack-rain-sky",
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"weather-pack-rain-sky",
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@ -46,8 +46,7 @@ end
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-- creating manually parctiles instead of particles spawner because of easier to control
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-- creating manually parctiles instead of particles spawner because of easier to control
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-- spawn position.
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-- spawn position.
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mcl_weather.rain.add_rain_particles = function(player)
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function mcl_weather.rain.add_rain_particles(player)
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mcl_weather.rain.last_rp_count = 0
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mcl_weather.rain.last_rp_count = 0
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for i=mcl_weather.rain.particles_count, 1,-1 do
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for i=mcl_weather.rain.particles_count, 1,-1 do
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local random_pos_x, random_pos_y, random_pos_z = mcl_weather.get_random_pos_by_player_look_dir(player)
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local random_pos_x, random_pos_y, random_pos_z = mcl_weather.get_random_pos_by_player_look_dir(player)
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@ -70,7 +69,7 @@ mcl_weather.rain.add_rain_particles = function(player)
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end
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end
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-- Simple random texture getter
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-- Simple random texture getter
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mcl_weather.rain.get_texture = function()
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function mcl_weather.rain.get_texture()
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local texture_name
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local texture_name
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local random_number = math.random()
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local random_number = math.random()
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if random_number > 0.33 then
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if random_number > 0.33 then
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@ -85,7 +84,7 @@ end
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-- register player for rain weather.
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-- register player for rain weather.
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-- basically needs for origin sky reference and rain sound controls.
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-- basically needs for origin sky reference and rain sound controls.
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mcl_weather.rain.add_player = function(player)
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function mcl_weather.rain.add_player(player)
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if mcl_weather.players[player:get_player_name()] == nil then
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if mcl_weather.players[player:get_player_name()] == nil then
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local player_meta = {}
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local player_meta = {}
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player_meta.origin_sky = {player:get_sky()}
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player_meta.origin_sky = {player:get_sky()}
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@ -95,7 +94,7 @@ end
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-- remove player from player list effected by rain.
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-- remove player from player list effected by rain.
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-- be sure to remove sound before removing player otherwise soundhandler reference will be lost.
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-- be sure to remove sound before removing player otherwise soundhandler reference will be lost.
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mcl_weather.rain.remove_player = function(player)
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function mcl_weather.rain.remove_player(player)
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local player_meta = mcl_weather.players[player:get_player_name()]
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local player_meta = mcl_weather.players[player:get_player_name()]
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if player_meta ~= nil and player_meta.origin_sky ~= nil then
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if player_meta ~= nil and player_meta.origin_sky ~= nil then
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player:set_clouds({color="#FFF0F0E5"})
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player:set_clouds({color="#FFF0F0E5"})
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@ -119,7 +118,7 @@ end)
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-- adds and removes rain sound depending how much rain particles around player currently exist.
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-- adds and removes rain sound depending how much rain particles around player currently exist.
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-- have few seconds delay before each check to avoid on/off sound too often
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-- have few seconds delay before each check to avoid on/off sound too often
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-- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance.
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-- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance.
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mcl_weather.rain.update_sound = function(player)
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function mcl_weather.rain.update_sound(player)
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local player_meta = mcl_weather.players[player:get_player_name()]
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local player_meta = mcl_weather.players[player:get_player_name()]
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if player_meta ~= nil then
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if player_meta ~= nil then
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if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > minetest.get_gametime() then
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if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > minetest.get_gametime() then
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@ -140,7 +139,7 @@ mcl_weather.rain.update_sound = function(player)
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end
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end
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-- rain sound removed from player.
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-- rain sound removed from player.
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mcl_weather.rain.remove_sound = function(player)
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function mcl_weather.rain.remove_sound(player)
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local player_meta = mcl_weather.players[player:get_player_name()]
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local player_meta = mcl_weather.players[player:get_player_name()]
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if player_meta ~= nil and player_meta.sound_handler ~= nil then
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if player_meta ~= nil and player_meta.sound_handler ~= nil then
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minetest.sound_fade(player_meta.sound_handler, -0.5, 0.0)
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minetest.sound_fade(player_meta.sound_handler, -0.5, 0.0)
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@ -150,7 +149,7 @@ mcl_weather.rain.remove_sound = function(player)
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end
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end
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-- callback function for removing rain
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-- callback function for removing rain
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mcl_weather.rain.clear = function()
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function mcl_weather.rain.clear()
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mcl_weather.rain.raining = false
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mcl_weather.rain.raining = false
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mcl_weather.rain.sky_last_update = -1
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mcl_weather.rain.sky_last_update = -1
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mcl_weather.rain.init_done = false
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mcl_weather.rain.init_done = false
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@ -166,11 +165,10 @@ minetest.register_globalstep(function(dtime)
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if mcl_weather.state ~= "rain" then
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if mcl_weather.state ~= "rain" then
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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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mcl_weather.rain.make_weather()
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mcl_weather.rain.make_weather()
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end)
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end)
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mcl_weather.rain.make_weather = function()
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function mcl_weather.rain.make_weather()
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if mcl_weather.rain.init_done == false then
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if mcl_weather.rain.init_done == false then
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mcl_weather.rain.raining = true
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mcl_weather.rain.raining = true
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mcl_weather.rain.set_sky_box()
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mcl_weather.rain.set_sky_box()
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@ -190,7 +188,7 @@ mcl_weather.rain.make_weather = function()
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end
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end
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-- Switch the number of raindrops: "thunder" for many raindrops, otherwise for normal raindrops
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-- Switch the number of raindrops: "thunder" for many raindrops, otherwise for normal raindrops
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mcl_weather.rain.set_particles_mode = function(mode)
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function mcl_weather.rain.set_particles_mode(mode)
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if mode == "thunder" then
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if mode == "thunder" then
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mcl_weather.rain.particles_count = PARTICLES_COUNT_THUNDER
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mcl_weather.rain.particles_count = PARTICLES_COUNT_THUNDER
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else
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else
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