Logix fix and some simple optimizations.

* Fix silly and mostly inconsequential logic bug that had gone unnoticed up
  till now.
* Condense a single use variable away by using a slightly more elaborate
  assignment statement.
* Add a few more local aliases for global minetest.* functions.
This commit is contained in:
kabou 2022-03-29 17:34:47 +02:00 committed by cora
parent cd12e1d78c
commit 541a805a48
1 changed files with 13 additions and 9 deletions

View File

@ -39,6 +39,11 @@ minetest.register_craft({
}) })
local get_item_group = minetest.get_item_group local get_item_group = minetest.get_item_group
local is_creative_enabled = minetest.is_creative_enabled
local registered_nodes = minetest.registered_nodes
local swap_node = minetest.swap_node
local get_node_timer = minetest.get_node_timer
local add_item = minetest.add_item
local function composter_add_item(pos, node, player, itemstack, pointed_thing) local function composter_add_item(pos, node, player, itemstack, pointed_thing)
-- --
@ -49,21 +54,20 @@ local function composter_add_item(pos, node, player, itemstack, pointed_thing)
if not player or (player:get_player_control() and player:get_player_control().sneak) then if not player or (player:get_player_control() and player:get_player_control().sneak) then
return itemstack return itemstack
end end
if not itemstack and itemstack:is_empty() then if not itemstack or itemstack:is_empty() then
return itemstack return itemstack
end end
local itemname = itemstack:get_name() local itemname = itemstack:get_name()
local chance = get_item_group(itemname, "compostability") local chance = get_item_group(itemname, "compostability")
if chance > 0 then if chance > 0 then
if not minetest.is_creative_enabled(player:get_player_name()) then if not is_creative_enabled(player:get_player_name()) then
itemstack:take_item() itemstack:take_item()
end end
-- calculate leveling up chance -- calculate leveling up chance
local rand = math.random(0,100) local rand = math.random(0,100)
if chance >= rand then if chance >= rand then
-- get current compost level -- get current compost level
local node_defs = minetest.registered_nodes[node.name] local level = registered_nodes[node.name]["_mcl_compost_level"]
local level = node_defs["_mcl_compost_level"]
-- spawn green particles above new layer -- spawn green particles above new layer
mcl_dye.add_bone_meal_particle(vector.add(pos, vector.new(0, level/8, 0))) mcl_dye.add_bone_meal_particle(vector.add(pos, vector.new(0, level/8, 0)))
-- TODO: play some sounds -- TODO: play some sounds
@ -73,11 +77,11 @@ local function composter_add_item(pos, node, player, itemstack, pointed_thing)
else else
level = "ready" level = "ready"
end end
minetest.swap_node(pos, {name = "mcl_composters:composter_" .. level}) swap_node(pos, {name = "mcl_composters:composter_" .. level})
-- a full composter becomes ready for harvest after one second -- a full composter becomes ready for harvest after one second
-- the block will get updated by the node timer callback set in node reg def -- the block will get updated by the node timer callback set in node reg def
if level == 7 then if level == 7 then
local timer = minetest.get_node_timer(pos) local timer = get_node_timer(pos)
timer:start(1) timer:start(1)
end end
end end
@ -93,7 +97,7 @@ local function composter_ready(pos)
-- --
-- returns false in order to cancel further activity of the timer -- returns false in order to cancel further activity of the timer
-- --
minetest.swap_node(pos, {name = "mcl_composters:composter_ready"}) swap_node(pos, {name = "mcl_composters:composter_ready"})
-- maybe spawn particles again? -- maybe spawn particles again?
-- TODO: play some sounds -- TODO: play some sounds
return false return false
@ -107,9 +111,9 @@ local function composter_harvest(pos, node, player, itemstack, pointed_thing)
return return
end end
-- reset ready type composter to empty type -- reset ready type composter to empty type
minetest.swap_node(pos, {name="mcl_composters:composter"}) swap_node(pos, {name="mcl_composters:composter"})
-- spawn bone meal item (wtf dye?! is this how they make white cocoa) -- spawn bone meal item (wtf dye?! is this how they make white cocoa)
minetest.add_item(pos, "mcl_dye:white") add_item(pos, "mcl_dye:white")
-- TODO play some sounds -- TODO play some sounds
end end