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https://github.com/sys4-fr/server-nalc.git
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passage de variables global en local
passage de variables global en local
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7e58605553
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@ -236,15 +236,15 @@ local is_daytime = function()
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end
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local nodes_in_range = function(pos, search_distance, node_name)
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minp = {x=pos.x-search_distance,y=pos.y-search_distance, z=pos.z-search_distance}
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maxp = {x=pos.x+search_distance,y=pos.y+search_distance, z=pos.z+search_distance}
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nodes = minetest.find_nodes_in_area(minp, maxp, node_name)
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local minp = {x=pos.x-search_distance,y=pos.y-search_distance, z=pos.z-search_distance}
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local maxp = {x=pos.x+search_distance,y=pos.y+search_distance, z=pos.z+search_distance}
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local nodes = minetest.find_nodes_in_area(minp, maxp, node_name)
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--minetest.chat_send_all("Found (" .. node_name .. ": " .. #nodes .. ")")
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return #nodes
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end
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local nodes_in_coords = function(minp, maxp, node_name)
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nodes = minetest.find_nodes_in_area(minp, maxp, node_name)
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local nodes = minetest.find_nodes_in_area(minp, maxp, node_name)
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--minetest.chat_send_all("Found (" .. node_name .. ": " .. #nodes .. ")")
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return #nodes
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end
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@ -394,11 +394,11 @@ local get_ambience = function(player)
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-- minetest.chat_send_all("n3uf:" ..node_3_under_feet)
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--
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local air_or_ignore = {air=true,ignore=true}
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minp = {x=pos.x-3,y=pos.y-4, z=pos.z-3}
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maxp = {x=pos.x+3,y=pos.y-1, z=pos.z+3}
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local minp = {x=pos.x-3,y=pos.y-4, z=pos.z-3}
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local maxp = {x=pos.x+3,y=pos.y-1, z=pos.z+3}
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local air_under_player = nodes_in_coords(minp, maxp, "air")
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local ignore_under_player = nodes_in_coords(minp, maxp, "ignore")
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air_plus_ignore_under = air_under_player + ignore_under_player
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local air_plus_ignore_under = air_under_player + ignore_under_player
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-- minetest.chat_send_all("airUnder:" ..air_under_player)
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-- minetest.chat_send_all("ignoreUnder:" ..ignore_under_player)
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-- minetest.chat_send_all("a+i:" ..air_plus_ignore_under)
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@ -448,7 +448,7 @@ local get_ambience = function(player)
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end
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desert_in_range = (nodes_in_range(pos, 6, "default:desert_sand")+nodes_in_range(pos, 6, "default:desert_stone"))
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local desert_in_range = (nodes_in_range(pos, 6, "default:desert_sand")+nodes_in_range(pos, 6, "default:desert_stone"))
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--minetest.chat_send_all("desertcount: " .. desert_in_range .. ",".. pos.y )
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if desert_in_range >250 then
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if music then
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@ -1,6 +1,6 @@
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function spawn_falling_node(p, node, owners)
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obj = minetest.add_entity(p, "__builtin:falling_node")
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local obj = minetest.add_entity(p, "__builtin:falling_node")
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obj:get_luaentity():set_node(node)
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obj:get_luaentity():set_owner(owners)
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end
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@ -52,10 +52,10 @@ end
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--
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function nodeupdate_single(p, delay)
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n = minetest.get_node(p)
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local n = minetest.get_node(p)
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if minetest.get_item_group(n.name, "falling_node") ~= 0 then
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p_bottom = {x=p.x, y=p.y-1, z=p.z}
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n_bottom = minetest.get_node(p_bottom)
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local p_bottom = {x=p.x, y=p.y-1, z=p.z}
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local n_bottom = minetest.get_node(p_bottom)
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-- Note: walkable is in the node definition, not in item groups
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if minetest.registered_nodes[n_bottom.name] and
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(minetest.get_item_group(n.name, "float") == 0 or
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@ -29,7 +29,7 @@ minetest.register_entity(":__builtin:falling_node", {
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item_texture = minetest.registered_items[itemname].inventory_image
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item_type = minetest.registered_items[itemname].type
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end
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prop = {
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local prop = {
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is_visible = true,
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textures = {node.name},
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}
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@ -30,7 +30,7 @@ minetest.register_entity(":__builtin:item", {
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item_texture = minetest.registered_items[itemname].inventory_image
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item_type = minetest.registered_items[itemname].type
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end
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prop = {
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local prop = {
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is_visible = true,
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visual = "sprite",
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textures = {"unknown_item.png"}
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@ -19,8 +19,8 @@ function hp_bar:on_step(dtime)
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self.object:remove()
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return
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end
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hp = wielder:get_hp()
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breath = wielder:get_breath()
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local hp = wielder:get_hp()
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local breath = wielder:get_breath()
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self.object:set_properties({textures = {"health_" .. tostring(hp) .. ".png^breath_" .. tostring(breath) .. ".png"}})
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end
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@ -3,13 +3,13 @@
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minetest.register_globalstep(function(dtime)
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local players = minetest.get_connected_players()
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for i,player in ipairs(players) do
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target = lavatemple.mapgen_data.pos;
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local target = lavatemple.mapgen_data.pos;
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if not target then return end
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pos = player:getpos()
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dir = player:get_look_yaw()
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local pos = player:getpos()
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local dir = player:get_look_yaw()
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local angle_north = math.deg(math.atan2(target.x - pos.x, target.z - pos.z))
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if angle_north < 0 then angle_north = angle_north + 360 end
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angle_dir = 90 - math.deg(dir)
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local angle_dir = 90 - math.deg(dir)
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local angle_relative = (angle_north - angle_dir) % 360
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local compass_image = math.floor((angle_relative/30) + 0.5)%12
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