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On move support aka jumpdrive compat (#9)
* whitespace and minetest. -> core. - use same whitespace style throughout and fix some indents. - change from minetest. to core. namespace. * Update Readme: Minetest -> Luanti * add luacheck * update optional depends * luacheck cleanups - unused arguments - shaddowed vars - var redeclarations - some whitespace involved in above lines * clean close of file after reading * avoid duplicate code save some lines and some extra method calls. * avoid error: "unknown global" * stray whitespace fixups * whitespace: switch all files to same indent character tabs -> spaces * refactor weird declaration * whitespace: two stray spaces ...that slipped through the cracks on previous whitespace edit * fix shaddowing global table * reduce amount of times transformation string is calculated * use ipairs feature or use the faster repeat-until-loop * cap max amount of layers fixes #5 * fix #5 make transform history non-global fixes #5 transformation history was shared by all users and kept growing as it was never truely reset. Every time a user used a banner a white background was dumped on top of the stack making it possible to crash the server through an overflow to core.serialize() function. * minimize metadata size also changed banners.max_transformations to banners.max_undo_levels and lowered the value substantially. * add versioning * add recoverable per player history with saved colour * rename update_all -> update_preview_inv since it isn't updating everything, only the preview and the inventory item * dynamically update masks to reflect the currently selected colour. * banner always exists even if only "" it exists and there isn't an error. not adding "" or texture string, causes a non critical error. * use same function declaration style throughout * remove set_banner_texture() only used once and is easy enough to have inline * preserve player undo-history over joins player could have timed-out and thus lost their history. It isn't crucial to remove their history, so let's give them this feature. * refactor: reusable transformation string creation unfortunately the git diff is a bit messy on this one. Nothing changed with: - banners.Banner - banners.Banner:new - banners.Banner:push_transform - banners.Banner:pop_transform content of banners.Banner:get_transform_string was moved to banners.transform_table_to_string with very few changes * add transform_string_to_table allows us to add more features such as: - clean existing banners to slim down data - read transforms from items in inventory -> allow players to change existing patterns without having to start from scratch. * cleanup old banners when their entities are generated * read item meta allowing players to edit existing banners * version bump * oopsie fixes * remove stray debug point * add chatcommand banners_fix fixes #7 provides a work-around for the engine problem with entities. * sensitive github luacheck syntax * version bump * cleanup: compact node definitions * adds [jumpdrive] compat github.com/mt-mods/jumpdrive closes https://github.com/mt-mods/jumpdrive/issues/90 * also make factions banners jump-able just for completeness sake
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8cc1c82717
commit
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35
nodes.lua
35
nodes.lua
@ -10,18 +10,11 @@ core.register_node("banners:wooden_banner", {
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stack_max = 1,
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paramtype = "light",
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paramtype2 = "facedir",
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after_place_node = function (pos, player, itemstack, pointed_thing)
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banners.banner_after_place(pos, player, itemstack, pointed_thing)
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end,
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on_destruct = function(pos)
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banners.banner_on_destruct(pos)
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end,
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on_use = function(i, p, pt)
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banners.banner_on_use(i, p, pt)
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end,
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on_dig = function(pos, n, p)
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banners.banner_on_dig(pos, n, p)
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end
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after_place_node = banners.banner_after_place,
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on_destruct = banners.banner_on_destruct,
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on_use = banners.banner_on_use,
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on_dig = banners.banner_on_dig,
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on_movenode = banners.banner_on_movenode,
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})
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-- steel banner
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@ -36,18 +29,10 @@ core.register_node("banners:steel_banner", {
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stack_max = 1,
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paramtype = "light",
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paramtype2 = "facedir",
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after_place_node = function (pos, player, itemstack, pointed_thing)
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banners.banner_after_place(pos, player, itemstack, pointed_thing)
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end,
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on_destruct = function(pos)
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banners.banner_on_destruct(pos)
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end,
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on_use = function(i, p, pt)
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banners.banner_on_use(i, p, pt)
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end,
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on_dig = function(pos, n, p)
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banners.banner_on_dig(pos, n, p)
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end
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after_place_node = banners.banner_after_place,
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on_destruct = banners.banner_on_destruct,
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on_use = banners.banner_on_use,
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on_dig = banners.banner_on_dig,
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on_movenode = banners.banner_on_movenode,
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})
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