Remove ignore list and fix many warnings

This commit is contained in:
Panquesito7 2020-02-08 01:27:57 -06:00
parent 198cd4b4bc
commit 25aaab20de
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GPG Key ID: 3C482B03FD220E68
10 changed files with 44 additions and 43 deletions

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@ -2,16 +2,6 @@ unused_args = false
allow_defined_top = true
max_line_length = 999
ignore = {
"pos1", "pos2",
"extent1", "extent2",
"header", "count",
"err", "state",
"filename", "def",
"file", "name",
}
read_globals = {
string = {fields = {"split", "trim"}},
table = {fields = {"copy", "getn"}},

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@ -8,7 +8,8 @@ function worldedit.lua(code)
if not func then -- Syntax error
return err
end
local good, err = pcall(func)
local good = pcall(func)
err = pcall(func)
if not good then -- Runtime error
return err
end
@ -37,7 +38,8 @@ function worldedit.luatransform(pos1, pos2, code)
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local good, err = pcall(func, pos)
local good = pcall(func)
err = pcall(func, pos)
if not good then -- Runtime error
return err
end

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@ -23,7 +23,7 @@ end
--- Determines the volume of the region defined by positions `pos1` and `pos2`.
-- @return The volume.
function worldedit.volume(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
return (pos2.x - pos1.x + 1) *
(pos2.y - pos1.y + 1) *
(pos2.z - pos1.z + 1)

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@ -26,8 +26,13 @@ end
function worldedit.metaload(originpos, filename)
deprecated("load")
local file = io.open(filename, "wb")
filename = minetest.get_worldpath() .. "/schems/" .. file .. ".wem"
local file, err = io.open(filename, "wb")
file = io.open(filename, "wb")
local err = io.open(filename, "wb")
if err then return 0 end
local data = file:read("*a")
return worldedit.deserialize(originpos, data)

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@ -66,7 +66,7 @@ end
-- When `inverse` is `true`, replaces all instances that are NOT `search_node`.
-- @return The number of nodes replaced.
function worldedit.replace(pos1, pos2, search_node, replace_node, inverse)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local manip, area = mh.init(pos1, pos2)
local data = manip:get_data()
@ -150,7 +150,7 @@ end
-- @param amount
-- @return The number of nodes copied.
function worldedit.copy(pos1, pos2, axis, amount)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
-- Decide if we need to copy stuff backwards (only applies to metadata)
local backwards = amount > 0 and amount < (pos2[axis] - pos1[axis] + 1)
@ -167,7 +167,7 @@ end
-- @param meta_backwards (not officially part of API)
-- @return The number of nodes copied.
function worldedit.copy2(pos1, pos2, off, meta_backwards)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local src_manip, src_area = mh.init(pos1, pos2)
local src_stride = {x=1, y=src_area.ystride, z=src_area.zstride}
@ -252,7 +252,7 @@ end
-- @param pos2
-- @return The number of nodes that had their meta deleted.
function worldedit.delete_meta(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local meta_positions = minetest.find_nodes_with_meta(pos1, pos2)
local get_meta = minetest.get_meta
@ -266,7 +266,7 @@ end
--- Moves a region along `axis` by `amount` nodes.
-- @return The number of nodes moved.
function worldedit.move(pos1, pos2, axis, amount)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local dim = vector.add(vector.subtract(pos2, pos1), 1)
local overlap = math.abs(amount) < dim[axis]
@ -315,7 +315,7 @@ end
-- @param count
-- @return The number of nodes stacked.
function worldedit.stack(pos1, pos2, axis, count, finished)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local length = pos2[axis] - pos1[axis] + 1
if count < 0 then
count = -count
@ -346,7 +346,7 @@ end
-- @return The new scaled position 1.
-- @return The new scaled position 2.
function worldedit.stretch(pos1, pos2, stretch_x, stretch_y, stretch_z)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
-- Prepare schematic of large node
local get_node, get_meta, place_schematic = minetest.get_node,
@ -418,18 +418,18 @@ end
-- @return The new transposed position 1.
-- @return The new transposed position 2.
function worldedit.transpose(pos1, pos2, axis1, axis2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local compare
local extent1, extent2 = pos2[axis1] - pos1[axis1], pos2[axis2] - pos1[axis2]
if extent1 > extent2 then
compare = function(extent1, extent2)
return extent1 > extent2
compare = function(extent1_2, extent2_2)
return extent1_2 > extent2_2
end
else
compare = function(extent1, extent2)
return extent1 < extent2
compare = function(extent1_2, extent2_2)
return extent1_2 < extent2_2
end
end
@ -451,7 +451,7 @@ function worldedit.transpose(pos1, pos2, axis1, axis2)
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local extent1, extent2 = pos[axis1] - pos1[axis1], pos[axis2] - pos1[axis2]
extent1, extent2 = pos[axis1] - pos1[axis1], pos[axis2] - pos1[axis2]
if compare(extent1, extent2) then -- Transpose only if below the diagonal
local node1 = get_node(pos)
local meta1 = get_meta(pos):to_table()
@ -478,7 +478,7 @@ end
--- Flips a region along `axis`.
-- @return The number of nodes flipped.
function worldedit.flip(pos1, pos2, axis)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)
@ -523,7 +523,7 @@ end
-- @return The new first position.
-- @return The new second position.
function worldedit.rotate(pos1, pos2, axis, angle)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local other1, other2 = worldedit.get_axis_others(axis)
angle = angle % 360
@ -551,7 +551,7 @@ end
-- @param angle Angle in degrees (90 degree increments only).
-- @return The number of nodes oriented.
function worldedit.orient(pos1, pos2, angle)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local registered_nodes = minetest.registered_nodes
local wallmounted = {
@ -621,7 +621,7 @@ end
--- Attempts to fix the lighting in a region.
-- @return The number of nodes updated.
function worldedit.fixlight(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local vmanip = minetest.get_voxel_manip(pos1, pos2)
vmanip:write_to_map()

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@ -148,7 +148,7 @@ end
--- Loads the schematic in `value` into a node list in the latest format.
-- @return A node list in the latest format, or nil on failure.
local function load_schematic(value)
local version, header, content = worldedit.read_header(value)
local version, _, content = worldedit.read_header(value)
local nodes = {}
if version == 1 or version == 2 then -- Original flat table format
local tables = minetest.deserialize(content, true)
@ -240,7 +240,6 @@ function worldedit.deserialize(origin_pos, value)
worldedit.keep_loaded(pos1, pos2)
local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z
local count = 0
local add_node, get_meta = minetest.add_node, minetest.get_meta
for i, entry in ipairs(nodes) do
entry.x, entry.y, entry.z = origin_x + entry.x, origin_y + entry.y, origin_z + entry.z

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@ -111,7 +111,7 @@ end
-- by positions `pos1` and `pos2`.
-- @return The number of nodes restored.
function worldedit.restore(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
worldedit.keep_loaded(pos1, pos2)

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@ -43,7 +43,7 @@ local brush_on_use = function(itemstack, placer)
-- this isn't really clean...
local player_notify_old = worldedit.player_notify
worldedit.player_notify = function(name, msg)
worldedit.player_notify = function(player, msg)
if string.match(msg, "^%d") then return end -- discard "1234 nodes added."
return player_notify_old(name, msg)
end

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@ -82,7 +82,7 @@ end
-- end,
-- }
function worldedit.register_command(name, def)
local def = table.copy(def)
def = table.copy(def)
assert(name and #name > 0)
assert(def.privs)
def.require_pos = def.require_pos or 0
@ -1030,7 +1030,8 @@ worldedit.register_command("stretch", {
end,
func = function(name, stretchx, stretchy, stretchz)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
local count, pos1, pos2 = worldedit.stretch(pos1, pos2, stretchx, stretchy, stretchz)
local count = worldedit.stretch(pos1, pos2, stretchx, stretchy, stretchz)
pos1, pos2 = worldedit.stretch(pos1, pos2, stretchx, stretchy, stretchz)
--reset markers to scaled positions
worldedit.pos1[name] = pos1
@ -1061,7 +1062,9 @@ worldedit.register_command("transpose", {
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if axis1 == "?" then axis1 = worldedit.player_axis(name) end
if axis2 == "?" then axis2 = worldedit.player_axis(name) end
local count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
local count = worldedit.transpose(pos1, pos2, axis1, axis2)
pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
--reset markers to transposed positions
worldedit.pos1[name] = pos1
@ -1112,7 +1115,9 @@ worldedit.register_command("rotate", {
func = function(name, axis, angle)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if axis == "?" then axis = worldedit.player_axis(name) end
local count, pos1, pos2 = worldedit.rotate(pos1, pos2, axis, angle)
local count = worldedit.rotate(pos1, pos2, axis, angle)
pos1, pos2 = worldedit.rotate(pos1, pos2, axis, angle)
--reset markers to rotated positions
worldedit.pos1[name] = pos1
@ -1248,7 +1253,7 @@ worldedit.register_command("restore", {
})
local function detect_misaligned_schematic(name, pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
pos1 = worldedit.sort_pos(pos1, pos2)
-- Check that allocate/save can position the schematic correctly
-- The expected behaviour is that the (0,0,0) corner of the schematic stays
-- sat pos1, this only works when the minimum position is actually present

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@ -4,7 +4,7 @@ worldedit.marker_region = {}
--marks worldedit region position 1
worldedit.mark_pos1 = function(name)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
local pos1 = worldedit.pos1[name]
if pos1 ~= nil then
--make area stay loaded
@ -27,7 +27,7 @@ end
--marks worldedit region position 2
worldedit.mark_pos2 = function(name)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
local pos2 = worldedit.pos2[name]
if pos2 ~= nil then
--make area stay loaded
@ -60,7 +60,7 @@ worldedit.mark_region = function(name)
end
if pos1 ~= nil and pos2 ~= nil then
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local vec = vector.subtract(pos2, pos1)
local maxside = math.max(vec.x, math.max(vec.y, vec.z))