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Mob spawning chatcommand refactoring.

* Put calculations that are only used conditionally inside the
  related `if` block.
* Make code logic more explicit.
* Take logging statement out of return value assignment.
* Remove duplicate assignment.
* Fix a typo in the function's description.
This commit is contained in:
kabou 2022-12-22 03:13:26 +01:00 committed by Gitea
parent 0c454a34c9
commit 6756ee340c
1 changed files with 11 additions and 14 deletions

View File

@ -557,7 +557,7 @@ local S = minetest.get_translator("mcl_mobs")
minetest.register_chatcommand("spawn_mob",{ minetest.register_chatcommand("spawn_mob",{
privs = { debug = true }, privs = { debug = true },
description=S("spawn_mob is a chatcommand that allows you to type in the name of a mob without 'typing mobs_mc:' all the time like so; 'spawn_mob spider'. however, there is more you can do with this special command, currently you can edit any number, boolian, and string variable you choose with this format: spawn_mob 'any_mob:var<mobs_variable=variable_value>:'. any_mob being your mob of choice, mobs_variable being the variable, and variable value being the value of the chosen variable. and example of this format: \n spawn_mob skeleton:var<passive=true>:\n this would spawn a skeleton that wouldn't attack you. REMEMBER-THIS> when changing a number value always prefix it with 'NUM', example: \n spawn_mob skeleton:var<jump_height=NUM10>:\n this setting the skelly's jump height to 10. if you want to make multiple changes to a mob, you can, example: \n spawn_mob skeleton:var<passive=true>::var<jump_height=NUM10>::var<fly_in=air>::var<fly=true>:\n etc."), description=S("spawn_mob is a chatcommand that allows you to type in the name of a mob without 'typing mobs_mc:' all the time like so; 'spawn_mob spider'. however, there is more you can do with this special command, currently you can edit any number, boolean, and string variable you choose with this format: spawn_mob 'any_mob:var<mobs_variable=variable_value>:'. any_mob being your mob of choice, mobs_variable being the variable, and variable value being the value of the chosen variable. and example of this format: \n spawn_mob skeleton:var<passive=true>:\n this would spawn a skeleton that wouldn't attack you. REMEMBER-THIS> when changing a number value always prefix it with 'NUM', example: \n spawn_mob skeleton:var<jump_height=NUM10>:\n this setting the skelly's jump height to 10. if you want to make multiple changes to a mob, you can, example: \n spawn_mob skeleton:var<passive=true>::var<jump_height=NUM10>::var<fly_in=air>::var<fly=true>:\n etc."),
func = function(n,param) func = function(n,param)
local pos = minetest.get_player_by_name(n):get_pos() local pos = minetest.get_player_by_name(n):get_pos()
@ -577,6 +577,7 @@ minetest.register_chatcommand("spawn_mob",{
local mob = mcl_mobs.spawn(pos,mobname) local mob = mcl_mobs.spawn(pos,mobname)
if mob then
for c=1, #modifiers do for c=1, #modifiers do
modifs = modifiers[c] modifs = modifiers[c]
@ -584,8 +585,6 @@ minetest.register_chatcommand("spawn_mob",{
local mod_start = string.find(modifs, "<") local mod_start = string.find(modifs, "<")
local mod_vals = string.find(modifs, "=") local mod_vals = string.find(modifs, "=")
local mod_end = string.find(modifs, ">") local mod_end = string.find(modifs, ">")
local mod_end = string.find(modifs, ">")
if mob then
local mob_entity = mob:get_luaentity() local mob_entity = mob:get_luaentity()
if string.sub(modifs, mod1+1, mod1+3) == "var" then if string.sub(modifs, mod1+1, mod1+3) == "var" then
if mod1 and mod_start and mod_vals and mod_end then if mod1 and mod_start and mod_vals and mod_end then
@ -616,15 +615,13 @@ minetest.register_chatcommand("spawn_mob",{
minetest.log("warning", n.." couldn't modify "..mobname.." at "..minetest.pos_to_string(pos).. ", missing modification type") minetest.log("warning", n.." couldn't modify "..mobname.." at "..minetest.pos_to_string(pos).. ", missing modification type")
end end
end end
end
if mob then
return true, mobname.." spawned at "..minetest.pos_to_string(pos),
minetest.log("action", n.." spawned "..mobname.." at "..minetest.pos_to_string(pos)) minetest.log("action", n.." spawned "..mobname.." at "..minetest.pos_to_string(pos))
end return true, mobname.." spawned at "..minetest.pos_to_string(pos)
else
return false, "Couldn't spawn "..mobname return false, "Couldn't spawn "..mobname
end end
end
}) })
if mobs_spawn then if mobs_spawn then