mirror of
https://github.com/pandorabox-io/banners.git
synced 2025-01-04 23:20:36 +01:00
ea0a0fe6c4
* 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
54 lines
1.7 KiB
Lua
54 lines
1.7 KiB
Lua
-- Due to some engine troubles there are sometimes stray
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-- banner entities and more rarely there are banner nodes without entities.
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-- Calling this command fixes both situations.
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core.register_chatcommand("banners_fix", {
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description = "recreates the banner-visuals in your area",
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func = function(name)
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local player = core.get_player_by_name(name)
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if not player then
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return
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end
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local pos = player:get_pos()
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local t1 = core.get_us_time()
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local radius = 10
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local entity_count = 0
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local objects = core.get_objects_inside_radius(pos, radius)
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for _, v in ipairs(objects) do
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local e = v:get_luaentity()
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if e and e.name == "banners:banner_ent" then
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entity_count = entity_count + 1
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v:remove()
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end
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end
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local pos1 = vector.subtract(pos, radius)
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local pos2 = vector.add(pos, radius)
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local nodes = {
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"banners:wooden_banner",
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"banners:steel_banner",
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}
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if core.get_modpath("factions") then
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table.insert_all(nodes, {
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"banners:power_banner",
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"banners:death_banner",
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})
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end
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local pos_list = core.find_nodes_in_area(pos1, pos2, nodes)
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for _, node_pos in ipairs(pos_list) do
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core.add_entity(node_pos, "banners:banner_ent")
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end
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local t2 = core.get_us_time()
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local diff = t2 - t1
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local millis = diff / 1000
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return true, "Removed " .. entity_count .. " banner entities and restored "
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.. #pos_list .. " banners in " .. millis .. " ms"
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end
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})
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