[mesecons_delayer] fix code style issues

This commit is contained in:
AFCMS 2021-05-23 11:36:30 +02:00
parent e6f72e0c60
commit 4fd0ea8a88

View File

@ -4,7 +4,7 @@ local DELAYS = { 0.1, 0.2, 0.3, 0.4 }
local DEFAULT_DELAY = DELAYS[1]
-- Function that get the input/output rules of the delayer
local delayer_get_output_rules = function(node)
local function delayer_get_output_rules(node)
local rules = {{x = -1, y = 0, z = 0, spread=true}}
for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules)
@ -12,7 +12,7 @@ local delayer_get_output_rules = function(node)
return rules
end
local delayer_get_input_rules = function(node)
local function delayer_get_input_rules(node)
local rules = {{x = 1, y = 0, z = 0}}
for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules)
@ -22,7 +22,7 @@ end
-- Return the sides of a delayer.
-- Those are used to toggle the lock state.
local delayer_get_sides = function(node)
local function delayer_get_sides(node)
local rules = {
{x = 0, y = 0, z = -1},
{x = 0, y = 0, z = 1},
@ -35,7 +35,7 @@ end
-- Make the repeater at pos try to lock any repeater it faces.
-- Returns true if a repeater was locked.
local check_lock_repeater = function(pos, node)
local function check_lock_repeater(pos, node)
-- Check the repeater at pos and look if it faces
-- a repeater placed sideways.
-- If yes, lock the second repeater.
@ -67,7 +67,7 @@ end
-- Make the repeater at pos try to unlock any repeater it faces.
-- Returns true if a repeater was unlocked.
local check_unlock_repeater = function(pos, node)
local function check_unlock_repeater(pos, node)
-- Check the repeater at pos and look if it faces
-- a repeater placed sideways.
-- If yes, also check if the second repeater doesn't receive
@ -119,21 +119,19 @@ local check_unlock_repeater = function(pos, node)
end
-- Functions that are called after the delay time
local delayer_activate = function(pos, node)
local function delayer_activate(pos, node)
local def = minetest.registered_nodes[node.name]
local time = def.delayer_time
minetest.set_node(pos, {name=def.delayer_onstate, param2=node.param2})
mesecon.queue:add_action(pos, "receptor_on", {delayer_get_output_rules(node)}, time, nil)
check_lock_repeater(pos, node)
end
local delayer_deactivate = function(pos, node)
local function delayer_deactivate(pos, node)
local def = minetest.registered_nodes[node.name]
local time = def.delayer_time
minetest.set_node(pos, {name=def.delayer_offstate, param2=node.param2})
mesecon.queue:add_action(pos, "receptor_off", {delayer_get_output_rules(node)}, time, nil)
check_unlock_repeater(pos, node)
end
@ -145,236 +143,230 @@ end
-- Register the 2 (states) x 4 (delay times) delayers
for i = 1, 4 do
local groups
if i == 1 then
groups = {dig_immediate=3,dig_by_water=1,destroy_by_lava_flow=1,dig_by_piston=1,attached_node=1,redstone_repeater=i}
else
groups = {dig_immediate=3,dig_by_water=1,destroy_by_lava_flow=1,dig_by_piston=1,attached_node=1,redstone_repeater=i,not_in_creative_inventory=1}
end
local groups
if i == 1 then
groups = {dig_immediate=3,dig_by_water=1,destroy_by_lava_flow=1,dig_by_piston=1,attached_node=1,redstone_repeater=i}
else
groups = {dig_immediate=3,dig_by_water=1,destroy_by_lava_flow=1,dig_by_piston=1,attached_node=1,redstone_repeater=i,not_in_creative_inventory=1}
end
local delaytime = DELAYS[i]
local delaytime = DELAYS[i]
local boxes
if i == 1 then
boxes = {
{ -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 }, -- the main slab
{ -1/16, -6/16, 6/16, 1/16, -1/16, 4/16}, -- still torch
{ -1/16, -6/16, 0/16, 1/16, -1/16, 2/16}, -- moved torch
}
elseif i == 2 then
boxes = {
{ -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 }, -- the main slab
{ -1/16, -6/16, 6/16, 1/16, -1/16, 4/16}, -- still torch
{ -1/16, -6/16, -2/16, 1/16, -1/16, 0/16}, -- moved torch
}
elseif i == 3 then
boxes = {
{ -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 }, -- the main slab
{ -1/16, -6/16, 6/16, 1/16, -1/16, 4/16}, -- still torch
{ -1/16, -6/16, -4/16, 1/16, -1/16, -2/16}, -- moved torch
}
elseif i == 4 then
boxes = {
{ -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 }, -- the main slab
{ -1/16, -6/16, 6/16, 1/16, -1/16, 4/16}, -- still torch
{ -1/16, -6/16, -6/16, 1/16, -1/16, -4/16}, -- moved torch
}
end
local boxes
if i == 1 then
boxes = {
{ -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 }, -- the main slab
{ -1/16, -6/16, 6/16, 1/16, -1/16, 4/16}, -- still torch
{ -1/16, -6/16, 0/16, 1/16, -1/16, 2/16}, -- moved torch
}
elseif i == 2 then
boxes = {
{ -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 }, -- the main slab
{ -1/16, -6/16, 6/16, 1/16, -1/16, 4/16}, -- still torch
{ -1/16, -6/16, -2/16, 1/16, -1/16, 0/16}, -- moved torch
}
elseif i == 3 then
boxes = {
{ -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 }, -- the main slab
{ -1/16, -6/16, 6/16, 1/16, -1/16, 4/16}, -- still torch
{ -1/16, -6/16, -4/16, 1/16, -1/16, -2/16}, -- moved torch
}
elseif i == 4 then
boxes = {
{ -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 }, -- the main slab
{ -1/16, -6/16, 6/16, 1/16, -1/16, 4/16}, -- still torch
{ -1/16, -6/16, -6/16, 1/16, -1/16, -4/16}, -- moved torch
}
end
local help, tt, longdesc, usagehelp, icon, on_construct
if i == 1 then
help = true
tt = S("Transmits redstone power only in one direction").."\n"..
S("Delays signal").."\n"..
S("Output locks when getting active redstone repeater signal from the side")
longdesc = S("Redstone repeaters are versatile redstone components with multiple purposes: 1. They only allow signals to travel in one direction. 2. They delay the signal. 3. Optionally, they can lock their output in one state.")
usagehelp = S("To power a redstone repeater, send a signal in “arrow” direction (the input). The signal goes out on the opposite side (the output) with a delay. To change the delay, use the redstone repeater. The delay is between 0.1 and 0.4 seconds long and can be changed in steps of 0.1 seconds. It is indicated by the position of the moving redstone torch.").."\n"..
S("To lock a repeater, send a signal from an adjacent repeater into one of its sides. While locked, the moving redstone torch disappears, the output doesn't change and the input signal is ignored.")
icon = "mesecons_delayer_item.png"
-- Check sides of constructed repeater and lock it, if required
on_construct = function(pos)
local node = minetest.get_node(pos)
local sides = delayer_get_sides(node)
for s=1, #sides do
local spos = vector.add(pos, sides[s])
local snode = minetest.get_node(spos)
-- Is there a powered repeater at one of our sides?
local g = minetest.get_item_group(snode.name, "redstone_repeater")
if g ~= 0 and mesecon.is_receptor_on(snode.name) then
-- The other repeater must also face towards the constructed node
local sface = delayer_get_output_rules(snode)[1]
local sface_pos = vector.add(spos, sface)
if vector.equals(sface_pos, pos) then
-- Repeater is facing towards us! Now we just need to lock the costructed node
if mesecon.is_powered(pos, delayer_get_input_rules(node)[1]) ~= false then
local newnode = {name="mesecons_delayer:delayer_on_locked", param2 = node.param2}
minetest.set_node(pos, newnode)
mesecon.queue:add_action(pos, "receptor_on", {delayer_get_output_rules(newnode)}, DEFAULT_DELAY, nil)
else
minetest.set_node(pos, {name="mesecons_delayer:delayer_off_locked", param2 = node.param2})
local help, tt, longdesc, usagehelp, icon, on_construct
if i == 1 then
help = true
tt = S("Transmits redstone power only in one direction").."\n"..
S("Delays signal").."\n"..
S("Output locks when getting active redstone repeater signal from the side")
longdesc = S("Redstone repeaters are versatile redstone components with multiple purposes: 1. They only allow signals to travel in one direction. 2. They delay the signal. 3. Optionally, they can lock their output in one state.")
usagehelp = S("To power a redstone repeater, send a signal in “arrow” direction (the input). The signal goes out on the opposite side (the output) with a delay. To change the delay, use the redstone repeater. The delay is between 0.1 and 0.4 seconds long and can be changed in steps of 0.1 seconds. It is indicated by the position of the moving redstone torch.").."\n"..
S("To lock a repeater, send a signal from an adjacent repeater into one of its sides. While locked, the moving redstone torch disappears, the output doesn't change and the input signal is ignored.")
icon = "mesecons_delayer_item.png"
-- Check sides of constructed repeater and lock it, if required
on_construct = function(pos)
local node = minetest.get_node(pos)
local sides = delayer_get_sides(node)
for s=1, #sides do
local spos = vector.add(pos, sides[s])
local snode = minetest.get_node(spos)
-- Is there a powered repeater at one of our sides?
local g = minetest.get_item_group(snode.name, "redstone_repeater")
if g ~= 0 and mesecon.is_receptor_on(snode.name) then
-- The other repeater must also face towards the constructed node
local sface = delayer_get_output_rules(snode)[1]
local sface_pos = vector.add(spos, sface)
if vector.equals(sface_pos, pos) then
-- Repeater is facing towards us! Now we just need to lock the costructed node
if mesecon.is_powered(pos, delayer_get_input_rules(node)[1]) ~= false then
local newnode = {name="mesecons_delayer:delayer_on_locked", param2 = node.param2}
minetest.set_node(pos, newnode)
mesecon.queue:add_action(pos, "receptor_on", {delayer_get_output_rules(newnode)}, DEFAULT_DELAY, nil)
else
minetest.set_node(pos, {name="mesecons_delayer:delayer_off_locked", param2 = node.param2})
end
break
end
break
end
end
end
else
help = false
end
else
help = false
end
local desc_off
if i == 1 then
desc_off = S("Redstone Repeater")
else
desc_off = S("Redstone Repeater (Delay @1)", i)
end
local desc_off
if i == 1 then
desc_off = S("Redstone Repeater")
else
desc_off = S("Redstone Repeater (Delay @1)", i)
end
minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), {
description = desc_off,
inventory_image = icon,
wield_image = icon,
_tt_help = tt,
_doc_items_create_entry = help,
_doc_items_longdesc = longdesc,
_doc_items_usagehelp = usagehelp,
drawtype = "nodebox",
tiles = {
"mesecons_delayer_off.png",
"mcl_stairs_stone_slab_top.png",
"mesecons_delayer_sides_off.png",
"mesecons_delayer_sides_off.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_ends_off.png",
},
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
--wield_image = "mesecons_delayer_off.png",
walkable = true,
selection_box = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 },
},
collision_box = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 },
},
node_box = {
type = "fixed",
fixed = boxes
},
groups = groups,
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = false,
is_ground_content = false,
drop = 'mesecons_delayer:delayer_off_1',
on_rightclick = function (pos, node, clicker)
local protname = clicker:get_player_name()
if minetest.is_protected(pos, protname) then
minetest.record_protection_violation(pos, protname)
return
end
if node.name=="mesecons_delayer:delayer_off_1" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_off_2", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_off_2" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_off_3", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_off_3" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_off_4", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_off_4" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_off_1", param2=node.param2})
end
end,
on_construct = on_construct,
delayer_time = delaytime,
delayer_onstate = "mesecons_delayer:delayer_on_"..tostring(i),
delayer_lockstate = "mesecons_delayer:delayer_off_locked",
sounds = mcl_sounds.node_sound_stone_defaults(),
mesecons = {
receptor =
{
state = mesecon.state.off,
rules = delayer_get_output_rules
minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), {
description = desc_off,
inventory_image = icon,
wield_image = icon,
_tt_help = tt,
_doc_items_create_entry = help,
_doc_items_longdesc = longdesc,
_doc_items_usagehelp = usagehelp,
drawtype = "nodebox",
tiles = {
"mesecons_delayer_off.png",
"mcl_stairs_stone_slab_top.png",
"mesecons_delayer_sides_off.png",
"mesecons_delayer_sides_off.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_ends_off.png",
},
effector =
{
rules = delayer_get_input_rules,
action_on = delayer_activate
}
},
on_rotate = on_rotate,
})
minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), {
description = S("Redstone Repeater (Delay @1, Powered)", i),
_doc_items_create_entry = false,
drawtype = "nodebox",
tiles = {
"mesecons_delayer_on.png",
"mcl_stairs_stone_slab_top.png",
"mesecons_delayer_sides_on.png",
"mesecons_delayer_sides_on.png",
"mesecons_delayer_ends_on.png",
"mesecons_delayer_ends_on.png",
},
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
walkable = true,
selection_box = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 },
},
collision_box = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 },
},
node_box = {
type = "fixed",
fixed = boxes
},
groups = {dig_immediate = 3, dig_by_water=1,destroy_by_lava_flow=1, dig_by_piston=1, attached_node=1, redstone_repeater=i, not_in_creative_inventory = 1},
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = false,
is_ground_content = false,
drop = 'mesecons_delayer:delayer_off_1',
on_rightclick = function (pos, node, clicker)
local protname = clicker:get_player_name()
if minetest.is_protected(pos, protname) then
minetest.record_protection_violation(pos, protname)
return
end
if node.name=="mesecons_delayer:delayer_on_1" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_on_2",param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_2" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_on_3",param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_3" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_on_4",param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_4" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_on_1",param2=node.param2})
end
end,
after_dig_node = function(pos, oldnode)
check_unlock_repeater(pos, oldnode)
end,
delayer_time = delaytime,
delayer_offstate = "mesecons_delayer:delayer_off_"..tostring(i),
delayer_lockstate = "mesecons_delayer:delayer_on_locked",
sounds = mcl_sounds.node_sound_stone_defaults(),
mesecons = {
receptor =
{
state = mesecon.state.on,
rules = delayer_get_output_rules
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
--wield_image = "mesecons_delayer_off.png",
walkable = true,
selection_box = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 },
},
effector =
{
rules = delayer_get_input_rules,
action_off = delayer_deactivate
}
},
on_rotate = on_rotate,
})
collision_box = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 },
},
node_box = {
type = "fixed",
fixed = boxes
},
groups = groups,
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = false,
is_ground_content = false,
drop = 'mesecons_delayer:delayer_off_1',
on_rightclick = function (pos, node, clicker)
local protname = clicker:get_player_name()
if minetest.is_protected(pos, protname) then
minetest.record_protection_violation(pos, protname)
return
end
if node.name=="mesecons_delayer:delayer_off_1" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_off_2", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_off_2" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_off_3", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_off_3" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_off_4", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_off_4" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_off_1", param2=node.param2})
end
end,
on_construct = on_construct,
delayer_time = delaytime,
delayer_onstate = "mesecons_delayer:delayer_on_"..tostring(i),
delayer_lockstate = "mesecons_delayer:delayer_off_locked",
sounds = mcl_sounds.node_sound_stone_defaults(),
mesecons = {
receptor = {
state = mesecon.state.off,
rules = delayer_get_output_rules,
},
effector = {
rules = delayer_get_input_rules,
action_on = delayer_activate,
},
},
on_rotate = on_rotate,
})
minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), {
description = S("Redstone Repeater (Delay @1, Powered)", i),
_doc_items_create_entry = false,
drawtype = "nodebox",
tiles = {
"mesecons_delayer_on.png",
"mcl_stairs_stone_slab_top.png",
"mesecons_delayer_sides_on.png",
"mesecons_delayer_sides_on.png",
"mesecons_delayer_ends_on.png",
"mesecons_delayer_ends_on.png",
},
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
walkable = true,
selection_box = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 },
},
collision_box = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 },
},
node_box = {
type = "fixed",
fixed = boxes
},
groups = {dig_immediate = 3, dig_by_water=1,destroy_by_lava_flow=1, dig_by_piston=1, attached_node=1, redstone_repeater=i, not_in_creative_inventory = 1},
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = false,
is_ground_content = false,
drop = 'mesecons_delayer:delayer_off_1',
on_rightclick = function (pos, node, clicker)
local protname = clicker:get_player_name()
if minetest.is_protected(pos, protname) then
minetest.record_protection_violation(pos, protname)
return
end
--HACK! we already know the node name, so we should generate the function to avoid multiple checks
if node.name=="mesecons_delayer:delayer_on_1" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_on_2",param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_2" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_on_3",param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_3" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_on_4",param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_4" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_on_1",param2=node.param2})
end
end,
after_dig_node = function(pos, oldnode)
check_unlock_repeater(pos, oldnode)
end,
delayer_time = delaytime,
delayer_offstate = "mesecons_delayer:delayer_off_"..tostring(i),
delayer_lockstate = "mesecons_delayer:delayer_on_locked",
sounds = mcl_sounds.node_sound_stone_defaults(),
mesecons = {
receptor = {
state = mesecon.state.on,
rules = delayer_get_output_rules,
},
effector = {
rules = delayer_get_input_rules,
action_off = delayer_deactivate,
},
},
on_rotate = on_rotate,
})
end