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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.
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1 changed files with 11 additions and 14 deletions
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@ -557,7 +557,7 @@ local S = minetest.get_translator("mcl_mobs")
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minetest.register_chatcommand("spawn_mob",{
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privs = { debug = true },
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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."),
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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."),
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func = function(n,param)
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local pos = minetest.get_player_by_name(n):get_pos()
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@ -577,15 +577,14 @@ minetest.register_chatcommand("spawn_mob",{
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local mob = mcl_mobs.spawn(pos,mobname)
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for c=1, #modifiers do
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modifs = modifiers[c]
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if mob then
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for c=1, #modifiers do
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modifs = modifiers[c]
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local mod1 = string.find(modifs, ":")
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local mod_start = string.find(modifs, "<")
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local mod_vals = string.find(modifs, "=")
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local mod_end = string.find(modifs, ">")
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local mod_end = string.find(modifs, ">")
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if mob then
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local mod1 = string.find(modifs, ":")
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local mod_start = string.find(modifs, "<")
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local mod_vals = string.find(modifs, "=")
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local mod_end = string.find(modifs, ">")
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local mob_entity = mob:get_luaentity()
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if string.sub(modifs, mod1+1, mod1+3) == "var" then
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if mod1 and mod_start and mod_vals and mod_end then
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@ -616,14 +615,12 @@ minetest.register_chatcommand("spawn_mob",{
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minetest.log("warning", n.." couldn't modify "..mobname.." at "..minetest.pos_to_string(pos).. ", missing modification type")
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end
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end
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end
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if mob then
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return true, mobname.." spawned at "..minetest.pos_to_string(pos),
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minetest.log("action", n.." spawned "..mobname.." at "..minetest.pos_to_string(pos))
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return true, mobname.." spawned at "..minetest.pos_to_string(pos)
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else
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return false, "Couldn't spawn "..mobname
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end
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return false, "Couldn't spawn "..mobname
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end
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})
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