Fix some warning messages

This commit is contained in:
Brandon 2015-12-12 23:57:59 -06:00
parent 9696246855
commit 8daa1c9a5f
14 changed files with 52 additions and 42 deletions

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@ -3,6 +3,8 @@ default_privs = interact, shout, fast, money
selectionbox_color = 0,0,0 selectionbox_color = 0,0,0
enable_node_highlighting = true enable_node_highlighting = true
debug_log_level = action
# #
# Physics stuff # Physics stuff
# #

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@ -323,7 +323,7 @@ minetest.register_abm({
end end
if not do_preserve then if not do_preserve then
-- Drop stuff other than the node itself -- Drop stuff other than the node itself
itemstacks = minetest.get_node_drops(n0.name) local itemstacks = minetest.get_node_drops(n0.name)
for _, itemname in ipairs(itemstacks) do for _, itemname in ipairs(itemstacks) do
if minetest.get_item_group(n0.name, "leafdecay_drop") ~= 0 or if minetest.get_item_group(n0.name, "leafdecay_drop") ~= 0 or
itemname ~= n0.name then itemname ~= n0.name then

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@ -12,7 +12,7 @@ Details: Adds several items for lighting, made out of glowing crystals - a bette
minetest.register_node( "glowcrystals:glowcrystal_ore", { minetest.register_node( "glowcrystals:glowcrystal_ore", {
description = "Glowing Crystal Ore", description = "Glowing Crystal Ore",
tile_images = { "default_stone.png^glowcrystals_ore_glowcrystal.png" }, tiles = { "default_stone.png^glowcrystals_ore_glowcrystal.png" },
is_ground_content = true, is_ground_content = true,
paramtype = "light", paramtype = "light",
sunlight_propagates = true, sunlight_propagates = true,
@ -24,7 +24,7 @@ minetest.register_node( "glowcrystals:glowcrystal_ore", {
minetest.register_node( "glowcrystals:glowcrystal_block", { minetest.register_node( "glowcrystals:glowcrystal_block", {
description = "Glowing Crystal Block", description = "Glowing Crystal Block",
tile_images = { "glowcrystals_block_glowcrystal.png" }, tiles = { "glowcrystals_block_glowcrystal.png" },
is_ground_content = true, is_ground_content = true,
paramtype = "light", paramtype = "light",
sunlight_propagates = true, sunlight_propagates = true,
@ -104,6 +104,6 @@ minetest.register_ore({
clust_scarcity = 9*9*9, clust_scarcity = 9*9*9,
clust_num_ores = 4, clust_num_ores = 4,
clust_size = 3, clust_size = 3,
height_min = -20000, y_min = -20000,
height_max = -15, y_max = -15,
}) })

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@ -1,6 +1,4 @@
default default
hangle_schematics?
mg_villages?
experience? experience?
farming? farming?
bushes? bushes?

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@ -44,7 +44,6 @@ dofile(mgpath.."/trees.lua")
dofile(mgpath.."/biomes.lua") dofile(mgpath.."/biomes.lua")
dofile(mgpath.."/decorations.lua") dofile(mgpath.."/decorations.lua")
dofile(mgpath.."/flowers.lua") dofile(mgpath.."/flowers.lua")
dofile(mgpath.."/villages.lua")
dofile(mgpath.."/fill_chests.lua") dofile(mgpath.."/fill_chests.lua")
dofile(mgpath.."/dungeons.lua") dofile(mgpath.."/dungeons.lua")
dofile(mgpath.."/ores.lua") dofile(mgpath.."/ores.lua")

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@ -10,7 +10,7 @@ minetest.register_ore({
clust_size = 7, clust_size = 7,
y_min = -15, y_min = -15,
y_max = 0, y_max = 0,
noise_threshhold = 0, noise_threshold = 0,
noise_params = { noise_params = {
offset = 0.35, offset = 0.35,
scale = 0.2, scale = 0.2,

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@ -262,18 +262,18 @@ mg_villages.add_building = function( building_data )
end end
-- add the building to the menu list for the build chest ("single" would be too many houses) -- add the building to the menu list for the build chest ("single" would be too many houses)
-- the empty plots are added to each village and of no intrest here -- the empty plots are added to each village and of no intrest here
if( build_chest and build_chest.add_entry and typ and typ ~= 'single' and (not( building_data.typ ) or building_data.typ ~= 'empty')) then --if( build_chest and build_chest.add_entry and typ and typ ~= 'single' and (not( building_data.typ ) or building_data.typ ~= 'empty')) then
build_chest.add_entry( {'main','mg_villages', typ, building_data.scm, file_name }); -- build_chest.add_entry( {'main','mg_villages', typ, building_data.scm, file_name });
end --end
end end
-- buildings as such may have a type as well -- buildings as such may have a type as well
if( build_chest and build_chest.add_entry and building_data.typ ) then --if( build_chest and build_chest.add_entry and building_data.typ ) then
build_chest.add_entry( {'main','mg_villages', building_data.typ, building_data.scm, file_name }); --build_chest.add_entry( {'main','mg_villages', building_data.typ, building_data.scm, file_name });
end --end
-- store information about all buildings - no matter weather they can be used or not - for later presentation in the build_chest's menu -- store information about all buildings - no matter weather they can be used or not - for later presentation in the build_chest's menu
if( build_chest and build_chest.add_building ) then --if( build_chest and build_chest.add_building ) then
build_chest.add_building( file_name, building_data ); --build_chest.add_building( file_name, building_data );
end --end
if( not( is_used )) then if( not( is_used )) then

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@ -35,7 +35,7 @@ mg_villages.FIRST_VILLAGE_TYPE = 'medieval';
-- the mapgen will disregard mapchunks where min.y > mg_villages.MAX_HEIGHT_TREATED; -- the mapgen will disregard mapchunks where min.y > mg_villages.MAX_HEIGHT_TREATED;
-- you can set this value to 64 if you have a slow machine and a mapgen which does not create extreme mountains -- you can set this value to 64 if you have a slow machine and a mapgen which does not create extreme mountains
-- (or if you don't care if extreme mountains may create burried villages occasionally) -- (or if you don't care if extreme mountains may create burried villages occasionally)
mg_villages.MAX_HEIGHT_TREATED = 200; mg_villages.MAX_HEIGHT_TREATED = 300;
-- choose the debug level you want -- choose the debug level you want
mg_villages.DEBUG_LEVEL = mg_villages.DEBUG_LEVEL_NONE mg_villages.DEBUG_LEVEL = mg_villages.DEBUG_LEVEL_NONE

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@ -3,6 +3,7 @@ handle_schematics
doors doors
farming farming
wool wool
mg?
stairs? stairs?
cottages? cottages?
moretrees? moretrees?

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@ -2,25 +2,35 @@
------------------------------------------------------------------------------ ------------------------------------------------------------------------------
-- Interface for other mdos -- Interface for other mdos
-- this function gets executed only once per village - namely when the first
-- part of a village is generated;
-- relevant data about the vilalge can be found in the following data structure:
-- mg_villages.all_villages[ village_id ]
mg_villages.new_village_spawned = function( village_id ) mg_villages.new_village_spawned = function( village_id )
-- dummy function -- determine whether it's a peaceful or barbarian village
local vx = mg_villages.all_villages[ village_id ].vx
local vz = mg_villages.all_villages[ village_id ].vz
local seed = vx * vz
local pr_vtype = PseudoRandom(seed)
local rptype = pr_vtype:next(1,10)
if mg_villages.anz_villages < 2 then
mg_villages.all_villages[ village_id ].barbarians = false
else
if rptype <= 3 then
mg_villages.all_villages[ village_id ].barbarians = true
else
mg_villages.all_villages[ village_id ].barbarians = false
end
end
end end
-- use this function if you want to i.e. spawn mobs/traders/etc;
-- the village data structure contains information about the entire village;
-- minp, maxp indicates which part has actually been spawned;
-- the function may add information to the village data structure if needed;
-- the voxelmanip data (data, param2_data, a) is just for reading, i.e. finding
-- a good spawning position for the trader
mg_villages.part_of_village_spawned = function( village, minp, maxp, data, param2_data, a, cid ) mg_villages.part_of_village_spawned = function( village, minp, maxp, data, param2_data, a, cid )
-- mobf needs a way to spawn its traders --print("New building around "..minetest.pos_to_string(pos))
if( minetest.get_modpath( 'mobf_trader' )) then for i,bpos in pairs(village.to_add_data.bpos) do
mob_village_traders.part_of_village_spawned( village, minp, maxp, data, param2_data, a, cid ); -- get data about the building
local building_data = mg_villages.BUILDINGS[ bpos.btype ];
-- only handle buildings that are at least partly contained in that part of the
-- village that got spawned in this mapchunk
if not( bpos.x > maxp.x or bpos.x + bpos.bsizex < minp.x or bpos.z > maxp.z or bpos.z + bpos.bsizez < minp.z ) then
mobs.spawn_npc_and_spawner(bpos,village.barbarians)
end
end end
end end
------------------------------------------------------------------------------ ------------------------------------------------------------------------------

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@ -19,9 +19,9 @@ minetest.register_node("mg_villages:road", {
mg_villages.road_node = minetest.get_content_id( 'mg_villages:road' ); mg_villages.road_node = minetest.get_content_id( 'mg_villages:road' );
-- do not drop snow on roads -- do not drop snow on roads
if( moresnow ) then --if( moresnow ) then
moresnow.snow_cover[ mg_villages.road_node ] = moresnow.c_air; -- moresnow.snow_cover[ mg_villages.road_node ] = moresnow.c_air;
end --end
minetest.register_node("mg_villages:soil", { minetest.register_node("mg_villages:soil", {

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@ -15,7 +15,7 @@ function mg_villages.spawnplayer(player)
local min_pos = game_origin local min_pos = game_origin
for bx = -20, 20 do for bx = -20, 20 do
for bz = -20, 20 do for bz = -20, 20 do
local minp = {x = game_origin.x + 80 * bx, y = -32, z = game_origin.z + 80 * bz} local minp = {x = min_pos.x + bx, y = -32, z = min_pos.z + bz}
for _, village in ipairs(mg_villages.villages_at_point(minp, noise1)) do for _, village in ipairs(mg_villages.villages_at_point(minp, noise1)) do
if math.abs(village.vx) + math.abs(village.vz) < min_dist then if math.abs(village.vx) + math.abs(village.vz) < min_dist then
min_pos = {x = village.vx, y = village.vh + 2, z = village.vz} min_pos = {x = village.vx, y = village.vh + 2, z = village.vz}

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@ -29,7 +29,7 @@ dofile(minetest.get_modpath("vendor").."/log.lua")
minetest.register_node("vendor:vendor", { minetest.register_node("vendor:vendor", {
description = "Vending Machine", description = "Vending Machine",
tile_images ={"vendor_side.png", "vendor_side.png", "vendor_side.png", tiles ={"vendor_side.png", "vendor_side.png", "vendor_side.png",
"vendor_side.png", "vendor_side.png", "vendor_vendor_front.png"}, "vendor_side.png", "vendor_side.png", "vendor_vendor_front.png"},
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
@ -43,7 +43,7 @@ minetest.register_node("vendor:vendor", {
minetest.register_node("vendor:depositor", { minetest.register_node("vendor:depositor", {
description = "Depositing Machine", description = "Depositing Machine",
tile_images ={"vendor_side.png", "vendor_side.png", "vendor_side.png", tiles ={"vendor_side.png", "vendor_side.png", "vendor_side.png",
"vendor_side.png", "vendor_side.png", "vendor_depositor_front.png"}, "vendor_side.png", "vendor_side.png", "vendor_depositor_front.png"},
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",

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@ -188,7 +188,7 @@ end
minetest.register_node( 'vendor:signal_vendor_off', { minetest.register_node( 'vendor:signal_vendor_off', {
description = 'Signal Vendor', description = 'Signal Vendor',
tile_images = {'vendor_side.png', 'vendor_side.png', 'vendor_side.png', tiles = {'vendor_side.png', 'vendor_side.png', 'vendor_side.png',
'vendor_side.png', 'vendor_side.png', 'vendor_vendor_front.png'}, 'vendor_side.png', 'vendor_side.png', 'vendor_vendor_front.png'},
paramtype = 'light', paramtype = 'light',
paramtype2 = 'facedir', paramtype2 = 'facedir',
@ -214,7 +214,7 @@ minetest.register_node( 'vendor:signal_vendor_off', {
minetest.register_node( 'vendor:signal_vendor_on', { minetest.register_node( 'vendor:signal_vendor_on', {
description = 'Signal Vendor', description = 'Signal Vendor',
tile_images = {'vendor_side.png', 'vendor_side.png', 'vendor_side.png', tiles = {'vendor_side.png', 'vendor_side.png', 'vendor_side.png',
'vendor_side.png', 'vendor_side.png', 'vendor_vendor_front.png'}, 'vendor_side.png', 'vendor_side.png', 'vendor_vendor_front.png'},
paramtype = 'light', paramtype = 'light',
paramtype2 = 'facedir', paramtype2 = 'facedir',