mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-25 12:01:06 +01:00
Fix warnings + add type annotations
- fix wrong usage of `mcl_enchanting.get_enchantments` - use new vectors everywhere - simplify code - make code lines less long
This commit is contained in:
parent
589bf75e6a
commit
3bb86fd436
1 changed files with 111 additions and 96 deletions
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@ -14,18 +14,12 @@ local function mcl_log (message)
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end
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end
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end
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end
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minetest.register_on_joinplayer(function(player)
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minetest.register_on_joinplayer(function(player)
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local name
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pool[player:get_player_name()] = 0
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name = player:get_player_name()
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pool[name] = 0
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end)
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end)
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minetest.register_on_leaveplayer(function(player)
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minetest.register_on_leaveplayer(function(player)
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local name
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pool[player:get_player_name()] = nil
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name = player:get_player_name()
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pool[name] = nil
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end)
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end)
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@ -57,9 +51,12 @@ local registered_pickup_achievement = {}
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--TODO: remove limitation of 1 award per itemname
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--TODO: remove limitation of 1 award per itemname
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function mcl_item_entity.register_pickup_achievement(itemname, award)
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function mcl_item_entity.register_pickup_achievement(itemname, award)
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if not has_awards then
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if not has_awards then
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minetest.log("warning", "[mcl_item_entity] Trying to register pickup achievement ["..award.."] for ["..itemname.."] while awards missing")
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minetest.log("warning",
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"[mcl_item_entity] Trying to register pickup achievement [" .. award .. "] for [" ..
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itemname .. "] while awards missing")
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elseif registered_pickup_achievement[itemname] then
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elseif registered_pickup_achievement[itemname] then
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minetest.log("error", "[mcl_item_entity] Trying to register already existing pickup achievement ["..award.."] for ["..itemname.."]")
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minetest.log("error",
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"[mcl_item_entity] Trying to register already existing pickup achievement [" .. award .. "] for [" .. itemname .. "]")
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else
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else
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registered_pickup_achievement[itemname] = award
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registered_pickup_achievement[itemname] = award
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end
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end
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@ -74,6 +71,8 @@ mcl_item_entity.register_pickup_achievement("mcl_nether:ancient_debris", "mcl:hi
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mcl_item_entity.register_pickup_achievement("mcl_end:dragon_egg", "mcl:PickUpDragonEgg")
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mcl_item_entity.register_pickup_achievement("mcl_end:dragon_egg", "mcl:PickUpDragonEgg")
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mcl_item_entity.register_pickup_achievement("mcl_armor:elytra", "mcl:skysTheLimit")
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mcl_item_entity.register_pickup_achievement("mcl_armor:elytra", "mcl:skysTheLimit")
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---@param object ObjectRef
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---@param player ObjectRef
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local function check_pickup_achievements(object, player)
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local function check_pickup_achievements(object, player)
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if has_awards then
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if has_awards then
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local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
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local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
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@ -86,16 +85,23 @@ local function check_pickup_achievements(object, 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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---@param object ObjectRef
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---@param luaentity Luaentity
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---@param ignore_check? boolean
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local function enable_physics(object, luaentity, ignore_check)
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local function enable_physics(object, luaentity, ignore_check)
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if luaentity.physical_state == false or ignore_check == true then
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if luaentity.physical_state == false or ignore_check == true then
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luaentity.physical_state = true
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luaentity.physical_state = true
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object:set_properties({
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object:set_properties({
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physical = true
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physical = true
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})
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})
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object:set_acceleration({x=0,y=-get_gravity(),z=0})
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object:set_acceleration(vector.new(0, -get_gravity(), 0))
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end
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end
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end
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end
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---@param object ObjectRef
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---@param luaentity Luaentity
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---@param ignore_check? boolean
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---@param reset_movement? boolean
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local function disable_physics(object, luaentity, ignore_check, reset_movement)
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local function disable_physics(object, luaentity, ignore_check, reset_movement)
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if luaentity.physical_state == true or ignore_check == true then
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if luaentity.physical_state == true or ignore_check == true then
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luaentity.physical_state = false
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luaentity.physical_state = false
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@ -103,14 +109,13 @@ local function disable_physics(object, luaentity, ignore_check, reset_movement)
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physical = false
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physical = false
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})
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})
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if reset_movement ~= false then
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if reset_movement ~= false then
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object:set_velocity({x=0,y=0,z=0})
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object:set_velocity(vector.zero())
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object:set_acceleration({x=0,y=0,z=0})
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object:set_acceleration(vector.zero())
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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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minetest.register_globalstep(function(_)
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minetest.register_globalstep(function(dtime)
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tick = not tick
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tick = not tick
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for _, player in pairs(minetest.get_connected_players()) do
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for _, player in pairs(minetest.get_connected_players()) do
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@ -135,15 +140,18 @@ minetest.register_globalstep(function(dtime)
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end
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end
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local inv = player:get_inventory()
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local inv = player:get_inventory()
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local checkpos = {x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}
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local checkpos = vector.offset(pos, 0, item_drop_settings.player_collect_height, 0)
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--magnet and collection
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--magnet and collection
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for _, object in pairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.xp_radius_magnet)) do
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for _, object in pairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.xp_radius_magnet)) do
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if not object:is_player() and vector.distance(checkpos, object:get_pos()) < item_drop_settings.radius_magnet and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
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if not object:is_player() and vector.distance(checkpos, object:get_pos()) < item_drop_settings.radius_magnet and
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object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer
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and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
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if object:get_luaentity()._magnet_timer >= 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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if object:get_luaentity()._magnet_timer >= 0 and
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object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and
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inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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-- Collection
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-- Collection
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if not object:get_luaentity()._removed then
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if not object:get_luaentity()._removed then
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@ -158,8 +166,8 @@ minetest.register_globalstep(function(dtime)
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object:get_luaentity().target = checkpos
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object:get_luaentity().target = checkpos
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object:get_luaentity()._removed = true
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object:get_luaentity()._removed = true
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object:set_velocity({x=0,y=0,z=0})
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object:set_velocity(vector.zero())
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object:set_acceleration({x=0,y=0,z=0})
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object:set_acceleration(vector.zero())
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object:move_to(checkpos)
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object:move_to(checkpos)
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@ -179,7 +187,6 @@ minetest.register_globalstep(function(dtime)
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local entity = object:get_luaentity()
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local entity = object:get_luaentity()
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entity.collector = player:get_player_name()
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entity.collector = player:get_player_name()
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entity.collected = true
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entity.collected = 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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@ -194,6 +201,11 @@ end)
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local tmp_id = 0
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local tmp_id = 0
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---@param drop string|drop_definition
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---@param toolname string
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---@param param2 integer
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---@param paramtype2 paramtype2
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---@return string[]
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local function get_drops(drop, toolname, param2, paramtype2)
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local function get_drops(drop, toolname, param2, paramtype2)
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tmp_id = tmp_id + 1
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tmp_id = tmp_id + 1
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local tmp_node_name = "mcl_item_entity:" .. tmp_id
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local tmp_node_name = "mcl_item_entity:" .. tmp_id
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@ -265,7 +277,7 @@ function minetest.handle_node_drops(pos, drops, digger)
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* table: Drop every itemstring in this table when dug by shears _mcl_silk_touch_drop
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* table: Drop every itemstring in this table when dug by shears _mcl_silk_touch_drop
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]]
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]]
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local enchantments = tool and mcl_enchanting.get_enchantments(tool, "silk_touch")
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local enchantments = tool and mcl_enchanting.get_enchantments(tool)
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local silk_touch_drop = false
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local silk_touch_drop = false
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local nodedef = minetest.registered_nodes[dug_node.name]
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local nodedef = minetest.registered_nodes[dug_node.name]
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@ -294,7 +306,8 @@ function minetest.handle_node_drops(pos, drops, digger)
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local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1)
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local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1)
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local chance = fortune_drop.chance or fortune_drop.get_chance and fortune_drop.get_chance(fortune_level)
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local chance = fortune_drop.chance or fortune_drop.get_chance and fortune_drop.get_chance(fortune_level)
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if not chance or math.random() < chance then
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if not chance or math.random() < chance then
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drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count, fortune_drop.cap)
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drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count,
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fortune_drop.cap)
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elseif fortune_drop.override then
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elseif fortune_drop.override then
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drops = {}
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drops = {}
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end
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end
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@ -348,7 +361,7 @@ end
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function minetest.item_drop(itemstack, dropper, pos)
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function minetest.item_drop(itemstack, dropper, pos)
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if dropper and dropper:is_player() then
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if dropper and dropper:is_player() then
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local v = dropper:get_look_dir()
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local v = dropper:get_look_dir()
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local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
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local p = vector.offset(pos, 0, 1.2, 0)
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local cs = itemstack:get_count()
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local cs = itemstack:get_count()
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if dropper:get_player_control().sneak then
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if dropper:get_player_control().sneak then
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cs = 1
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cs = 1
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@ -548,7 +561,7 @@ minetest.register_entity(":__builtin:item", {
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local z = math.random(5, 10) / 10 * v
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local z = math.random(5, 10) / 10 * v
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if math.random(0, 10) < 5 then z = -z end
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if math.random(0, 10) < 5 then z = -z end
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local y = math.random(2, 4)
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local y = math.random(2, 4)
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self.object:set_velocity({x=x, y=y, z=z})
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self.object:set_velocity(vector.new(x, y, z))
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end
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end
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self.random_velocity = 0
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self.random_velocity = 0
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end,
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end,
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@ -696,8 +709,8 @@ minetest.register_entity(":__builtin:item", {
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self._forcetimer = 0
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self._forcetimer = 0
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self.object:set_armor_groups({ immortal = 1 })
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self.object:set_armor_groups({ immortal = 1 })
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-- self.object:set_velocity({x = 0, y = 2, z = 0})
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-- self.object:set_velocity(vector.new(0, 2, 0))
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self.object:set_acceleration({x = 0, y = -get_gravity(), z = 0})
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self.object:set_acceleration(vector.new(0, -get_gravity(), 0))
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self:set_item(self.itemstring)
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self:set_item(self.itemstring)
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end,
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end,
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@ -745,8 +758,8 @@ minetest.register_entity(":__builtin:item", {
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self.object:set_properties({
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self.object:set_properties({
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physical = false
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physical = false
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})
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})
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self.object:set_velocity({x=0,y=0,z=0})
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self.object:set_velocity(vector.zero())
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self.object:set_acceleration({x=0,y=0,z=0})
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self.object:set_acceleration(vector.zero())
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return
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return
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end
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end
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self.age = self.age + dtime
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self.age = self.age + dtime
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@ -761,21 +774,22 @@ minetest.register_entity(":__builtin:item", {
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-- Delete corrupted item entities. The itemstring MUST be non-empty on its first step,
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-- Delete corrupted item entities. The itemstring MUST be non-empty on its first step,
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-- otherwise there might have some data corruption.
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-- otherwise there might have some data corruption.
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if self.itemstring == "" then
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if self.itemstring == "" then
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minetest.log("warning", "Item entity with empty itemstring found at "..minetest.pos_to_string(self.object:get_pos()).. "! Deleting it now.")
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minetest.log("warning",
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"Item entity with empty itemstring found at " .. minetest.pos_to_string(self.object:get_pos()) ..
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"! Deleting it now.")
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self._removed = true
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self._removed = true
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self.object:remove()
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self.object:remove()
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return
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return
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end
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end
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local p = self.object:get_pos()
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local p = self.object:get_pos()
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-- If hopper has taken item, it has gone, and no operations should be conducted on this item
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-- If hopper has taken item, it has gone, and no operations should be conducted on this item
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if hopper_take_item(self, p) then
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if hopper_take_item(self, p) 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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local node = minetest.get_node_or_nil(p)
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local node = minetest.get_node(p)
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local in_unloaded = (node == nil)
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local in_unloaded = node.name == "ignore"
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if in_unloaded then
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if in_unloaded then
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-- Don't infinetly fall into unloaded map
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-- Don't infinetly fall into unloaded map
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@ -791,7 +805,7 @@ minetest.register_entity(":__builtin:item", {
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local nn = node.name
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local nn = node.name
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local is_in_water = (minetest.get_item_group(nn, "liquid") ~= 0)
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local is_in_water = (minetest.get_item_group(nn, "liquid") ~= 0)
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local nn_above = minetest.get_node({x=p.x, y=p.y+0.1, z=p.z}).name
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local nn_above = minetest.get_node(vector.offset(p, 0, 0.1, 0)).name
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-- make sure it's more or less stationary and is at water level
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-- make sure it's more or less stationary and is at water level
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local sleep_threshold = 0.3
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local sleep_threshold = 0.3
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local is_floating = false
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local is_floating = false
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@ -804,8 +818,8 @@ minetest.register_entity(":__builtin:item", {
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end
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end
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if is_floating and self.physical_state == true then
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if is_floating and self.physical_state == true then
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_velocity(vector.zero())
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_acceleration(vector.zero())
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disable_physics(self.object, self)
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disable_physics(self.object, self)
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end
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end
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-- If no collector was found for a long enough time, declare the magnet as disabled
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-- If no collector was found for a long enough time, declare the magnet as disabled
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@ -875,7 +889,7 @@ minetest.register_entity(":__builtin:item", {
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end
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end
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-- If none of the 4 sides is free, shoot upwards
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-- If none of the 4 sides is free, shoot upwards
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if shootdir == nil then
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if shootdir == nil then
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shootdir = { x=0, y=1, z=0 }
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shootdir = vector.new(0, 1, 0)
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local nn = minetest.get_node(vector.add(p, shootdir)).name
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local nn = minetest.get_node(vector.add(p, shootdir)).name
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if nn == "ignore" then
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if nn == "ignore" then
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-- Do not push into ignore
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-- Do not push into ignore
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@ -885,7 +899,7 @@ minetest.register_entity(":__builtin:item", {
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-- Set new item moving speed accordingly
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-- Set new item moving speed accordingly
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local newv = vector.multiply(shootdir, 3)
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local newv = vector.multiply(shootdir, 3)
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_acceleration(vector.zero())
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self.object:set_velocity(newv)
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self.object:set_velocity(newv)
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disable_physics(self.object, self, false, false)
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disable_physics(self.object, self, false, false)
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@ -941,7 +955,7 @@ minetest.register_entity(":__builtin:item", {
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-- Set new item moving speed into the direciton of the liquid
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-- Set new item moving speed into the direciton of the liquid
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local newv = vector.multiply(vec, f)
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local newv = vector.multiply(vec, f)
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-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
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-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
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self.object:set_acceleration({x = newv.x, y = -0.22, z = newv.z})
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self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
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self.physical_state = true
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self.physical_state = true
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||||||
self._flowing = true
|
self._flowing = true
|
||||||
|
@ -956,7 +970,8 @@ minetest.register_entity(":__builtin:item", {
|
||||||
local vec = {
|
local vec = {
|
||||||
x = 0 - cur_vec.x * 0.9,
|
x = 0 - cur_vec.x * 0.9,
|
||||||
y = 3 - cur_vec.y * 0.9,
|
y = 3 - cur_vec.y * 0.9,
|
||||||
z = 0 -cur_vec.z*0.9}
|
z = 0 - cur_vec.z * 0.9
|
||||||
|
}
|
||||||
self.object:set_acceleration(vec)
|
self.object:set_acceleration(vec)
|
||||||
-- slow down the item in water
|
-- slow down the item in water
|
||||||
local vel = self.object:get_velocity()
|
local vel = self.object:get_velocity()
|
||||||
|
@ -980,7 +995,7 @@ minetest.register_entity(":__builtin:item", {
|
||||||
end
|
end
|
||||||
|
|
||||||
-- If node is not registered or node is walkably solid and resting on nodebox
|
-- If node is not registered or node is walkably solid and resting on nodebox
|
||||||
local nn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name
|
local nn = minetest.get_node(vector.offset(p, 0, -0.5, 0)).name
|
||||||
local def = minetest.registered_nodes[nn]
|
local def = minetest.registered_nodes[nn]
|
||||||
local v = self.object:get_velocity()
|
local v = self.object:get_velocity()
|
||||||
local is_on_floor = def and (def.walkable
|
local is_on_floor = def and (def.walkable
|
||||||
|
|
Loading…
Reference in a new issue