From e74f3f4aa6830be073d637b65fc1a1be965424a5 Mon Sep 17 00:00:00 2001 From: LeMagnesium Date: Sun, 16 Aug 2015 11:04:11 +0200 Subject: [PATCH] Updated 3d_armor and removed whitespaces - Solves #218 --- minetestforfun_game/mods/default/mapgen.lua | 4 ++-- mods/3d_armor/3d_armor/armor.lua | 20 +++++++++----------- mods/3d_armor/3d_armor/depends.txt | 3 +++ mods/3d_armor/3d_armor/init.lua | 1 + mods/3d_armor/README.md | 10 +++++++++- mods/3d_armor/shields/init.lua | 1 + mods/3d_armor/technic_armor/README.txt | 3 +++ mods/biome_lib/init.lua | 14 +++++++------- 8 files changed, 35 insertions(+), 21 deletions(-) diff --git a/minetestforfun_game/mods/default/mapgen.lua b/minetestforfun_game/mods/default/mapgen.lua index 365fafc5..7d5dc23f 100755 --- a/minetestforfun_game/mods/default/mapgen.lua +++ b/minetestforfun_game/mods/default/mapgen.lua @@ -53,7 +53,7 @@ function default.register_ores() -- Clay - minetest.register_ore({ + minetest.register_ore({ ore_type = "blob", ore = "default:clay", wherein = {"default:sand"}, @@ -74,7 +74,7 @@ function default.register_ores() -- Sand - minetest.register_ore({ + minetest.register_ore({ ore_type = "blob", ore = "default:sand", wherein = {"default:stone"}, diff --git a/mods/3d_armor/3d_armor/armor.lua b/mods/3d_armor/3d_armor/armor.lua index 382d17bd..7531351a 100755 --- a/mods/3d_armor/3d_armor/armor.lua +++ b/mods/3d_armor/3d_armor/armor.lua @@ -68,13 +68,11 @@ end -- override hot nodes so they do not hurt player anywhere but mod if ARMOR_FIRE_PROTECT == true then - minetest.after(2, function() - for _, row in ipairs(ARMOR_FIRE_NODES) do - if minetest.registered_nodes[row[1]] then - minetest.override_item(row[1], {damage_per_second = 0}) - end + for _, row in ipairs(ARMOR_FIRE_NODES) do + if minetest.registered_nodes[row[1]] then + minetest.override_item(row[1], {damage_per_second = 0}) end - end) + end end local time = 0 @@ -90,7 +88,7 @@ armor = { .."list[current_player;craftpreview;7,2;1,1;]", textures = {}, default_skin = "character", - version = "0.4.3", + version = "0.4.4", } if minetest.get_modpath("inventory_plus") then @@ -254,13 +252,13 @@ armor.set_player_armor = function(self, player) self:update_player_visuals(player) end -armor.update_armor = function(self, player, dtime) +armor.update_armor = function(self, player) local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[update_armor]") if not name then return end local hp = player:get_hp() or 0 - if ARMOR_FIRE_PROTECT == true and dtime then + if ARMOR_FIRE_PROTECT == true then pos.y = pos.y + 1.4 -- head level local node_head = minetest.get_node(pos).name pos.y = pos.y - 1.2 -- feet level @@ -270,7 +268,7 @@ armor.update_armor = function(self, player, dtime) -- check for fire protection, if not enough then get hurt if row[1] == node_head or row[1] == node_feet then if hp > 0 and armor.def[name].fire < row[2] then - hp = hp - row[3] * dtime + hp = hp - row[3] * ARMOR_UPDATE_TIME player:set_hp(hp) break end @@ -634,7 +632,7 @@ minetest.register_globalstep(function(dtime) time = time + dtime if time > ARMOR_UPDATE_TIME then for _,player in ipairs(minetest.get_connected_players()) do - armor:update_armor(player, time) + armor:update_armor(player) end time = 0 end diff --git a/mods/3d_armor/3d_armor/depends.txt b/mods/3d_armor/3d_armor/depends.txt index 3a7e4999..3acf737c 100755 --- a/mods/3d_armor/3d_armor/depends.txt +++ b/mods/3d_armor/3d_armor/depends.txt @@ -1,3 +1,6 @@ default inventory_plus? unified_inventory? +fire? +ethereal? +bakedclay? diff --git a/mods/3d_armor/3d_armor/init.lua b/mods/3d_armor/3d_armor/init.lua index 2b99ac5f..495f2bf0 100755 --- a/mods/3d_armor/3d_armor/init.lua +++ b/mods/3d_armor/3d_armor/init.lua @@ -251,3 +251,4 @@ for k, v in pairs(ARMOR_MATERIALS) do }, }) end + diff --git a/mods/3d_armor/README.md b/mods/3d_armor/README.md index 556f1a7c..0f7eae70 100755 --- a/mods/3d_armor/README.md +++ b/mods/3d_armor/README.md @@ -33,10 +33,18 @@ depends: 3d_armor Makes hand wielded items visible to other players. [mod] Shields [shields] -------------------------------------- +----------------------- depends: 3d_armor Originally a part of 3d_armor, shields have been re-included as an optional extra. If you do not want shields then simply remove the shields folder from the modpack. +[mod] Technic Armor [technic_armor] +----------------------------------- + +depends: 3d_armor + +Adds tin, silver and technic materials to 3d_armor. +Requires technic mod to be installed for craft registration. + diff --git a/mods/3d_armor/shields/init.lua b/mods/3d_armor/shields/init.lua index bf697cdf..fb5e7bd3 100755 --- a/mods/3d_armor/shields/init.lua +++ b/mods/3d_armor/shields/init.lua @@ -132,3 +132,4 @@ end minetest.after(0, function() table.insert(armor.elements, "shield") end) + diff --git a/mods/3d_armor/technic_armor/README.txt b/mods/3d_armor/technic_armor/README.txt index dff22554..7876af04 100755 --- a/mods/3d_armor/technic_armor/README.txt +++ b/mods/3d_armor/technic_armor/README.txt @@ -1,3 +1,6 @@ +[mod] Technic Armor [technic_armor] +=================================== + Adds tin, silver and technic materials to 3d_armor. Requires technic mod to be installed for craft registration. diff --git a/mods/biome_lib/init.lua b/mods/biome_lib/init.lua index e68901db..73042b49 100644 --- a/mods/biome_lib/init.lua +++ b/mods/biome_lib/init.lua @@ -127,7 +127,7 @@ end function biome_lib:register_generate_plant(biomedef, nodes_or_function_or_model) - -- if calling code passes an undefined node for a surface or + -- if calling code passes an undefined node for a surface or -- as a node to be spawned, don't register an action for it. if type(nodes_or_function_or_model) == "string" @@ -142,7 +142,7 @@ function biome_lib:register_generate_plant(biomedef, nodes_or_function_or_model) biome_lib:dbg("Warning: Registered function call using deprecated string method: "..dump(nodes_or_function_or_model)) end - if biomedef.check_air == false then + if biomedef.check_air == false then biome_lib:dbg("Register no-air-check mapgen hook: "..dump(nodes_or_function_or_model)) biome_lib.actionslist_no_aircheck[#biome_lib.actionslist_no_aircheck + 1] = { biomedef, nodes_or_function_or_model } local s = biomedef.surface @@ -218,7 +218,7 @@ function biome_lib:populate_surfaces(biome, nodes_or_function_or_model, snodes, else if string.find(biome_surfaces_string, "group:") then for j = 1, #biome.surface do - if string.find(biome.surface[j], "^group:") + if string.find(biome.surface[j], "^group:") and minetest.get_item_group(dest_node.name, biome.surface[j]) then surface_ok = true break @@ -497,13 +497,13 @@ function biome_lib:spawn_on_surfaces(sd,sp,sr,sc,ss,sa) chance = biome.spawn_chance, neighbors = biome.neighbors, action = function(pos, node, active_object_count, active_object_count_wider) - local p_top = { x = pos.x, y = pos.y + 1, z = pos.z } + local p_top = { x = pos.x, y = pos.y + 1, z = pos.z } local n_top = minetest.get_node(p_top) local perlin_fertile_area = minetest.get_perlin(biome.seed_diff, perlin_octaves, perlin_persistence, perlin_scale) local noise1 = perlin_fertile_area:get2d({x=p_top.x, y=p_top.z}) local noise2 = biome_lib.perlin_temperature:get2d({x=p_top.x, y=p_top.z}) local noise3 = biome_lib.perlin_humidity:get2d({x=p_top.x+150, y=p_top.z+50}) - if noise1 > biome.plantlife_limit + if noise1 > biome.plantlife_limit and noise2 <= biome.temp_min and noise2 >= biome.temp_max and noise3 <= biome.humidity_min @@ -546,7 +546,7 @@ function biome_lib:spawn_on_surfaces(sd,sp,sr,sc,ss,sa) elseif biome.spawn_on_side then local onside = biome_lib:find_open_side(pos) - if onside then + if onside then minetest.set_node(onside.newpos, { name = plant_to_spawn, param2 = onside.facedir }) end elseif biome.spawn_on_bottom then @@ -652,7 +652,7 @@ function biome_lib:find_adjacent_wall(pos, verticals, randomflag) local verts = dump(verticals) if randomflag then local walltab = {} - + if string.find(verts, minetest.get_node({ x=pos.x-1, y=pos.y, z=pos.z }).name) then walltab[#walltab + 1] = 3 end if string.find(verts, minetest.get_node({ x=pos.x+1, y=pos.y, z=pos.z }).name) then walltab[#walltab + 1] = 2 end if string.find(verts, minetest.get_node({ x=pos.x , y=pos.y, z=pos.z-1 }).name) then walltab[#walltab + 1] = 5 end