forked from mtcontrib/homedecor_modpack
reduce some unnecessarily verbose boolean expressions in door_and_gates.lua
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@ -20,12 +20,7 @@ local function countSolids(pos,node,level)
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local solids = 0
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for x = -1, 1 do
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for z = -1, 1 do
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local y = 0
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if node.param2 == 5 then
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y = -level
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else
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y = level
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end
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local y = (node.param2 == 5) and -level or level
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-- special cases when x == z == 0
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if x == 0 and z == 0 then
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if level == 1 then
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@ -76,12 +71,7 @@ local function calculateClosed(pos)
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return true
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end
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end
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local x
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if direction == 1 then
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x = 1
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else
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x = -1
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end
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local x = (direction == 1) and 1 or -1
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if isSolid(pos,{x,0,-1}) and not isSolid(pos,{x,0,0}) and isSolid(pos,{x,0,1}) then
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if string.find(node.name,'_bottom_') then
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return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z})
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@ -99,12 +89,7 @@ local function calculateClosed(pos)
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return true
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end
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end
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local z
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if direction == 3 then
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z = 1
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else
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z = -1
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end
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local z = (direction == 3) and 1 or -1
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if isSolid(pos,{-1,0,z}) and not isSolid(pos,{0,0,z}) and isSolid(pos,{1,0,z}) then
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if string.find(node.name,'_bottom_') then
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return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z})
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@ -122,11 +107,7 @@ end
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local function getClosed(pos)
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local isClosed = minetest.get_meta(pos):get_string('closed')
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if isClosed=='' then
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if calculateClosed(pos) then
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return true
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else
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return false
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end
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return calculateClosed(pos)
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else
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isClosed = tonumber(isClosed)
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-- may be closed or open (1 or 0)
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@ -135,13 +116,8 @@ local function getClosed(pos)
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end
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local function addDoorNode(pos,def,isClosed)
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if isClosed then
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isClosed = 1
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else
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isClosed = 0
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end
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minetest.add_node(pos, def)
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minetest.get_meta(pos):set_int('closed',isClosed)
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minetest.set_node(pos, def)
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minetest.get_meta(pos):set_int('closed', isClosed and 1 or 0)
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end
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local sides = {"left", "right"}
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@ -438,12 +414,7 @@ function homedecor.flip_door(pos, node, player, name, side, isClosed)
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nfdir=ofdir + 1
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if nfdir > 3 then nfdir = 0 end
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end
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local sound;
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if isClosed then
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sound = 'close'
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else
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sound = 'open'
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end
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local sound = isClosed and 'close' or 'open'
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minetest.sound_play("homedecor_door_"..sound, {
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pos=pos,
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max_hear_distance = 5,
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