Enable luacheck
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10
.github/workflows/luacheck.yml
vendored
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10
.github/workflows/luacheck.yml
vendored
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@ -0,0 +1,10 @@
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name: luacheck
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on: [push, pull_request]
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jobs:
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luacheck:
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runs-on: ubuntu-latest
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steps:
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- name: Checkout
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uses: actions/checkout@master
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- name: Luacheck
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uses: lunarmodules/luacheck@master
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22
.luacheckrc
22
.luacheckrc
@ -1,20 +1,16 @@
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unused_args = false
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allow_defined_top = true
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max_line_length = 140
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read_globals = {
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"doors",
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"DIR_DELIM",
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"minetest", "core",
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"dump",
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"vector", "nodeupdate",
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"VoxelManip", "VoxelArea",
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"PseudoRandom", "ItemStack",
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"intllib",
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"minetest",
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"vector",
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"default",
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"armor",
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"doors",
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"stairs",
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"stairsplus",
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"mesecon",
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}
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globals = {
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core = { fields = { "do_item_eat" }},
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}
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"mydoors"
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}
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@ -7,7 +7,7 @@ local door_wood = { -- color, desc, image
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{"yellow", "Clear Stained", "yellow"},
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{"black", "Black", "black"},
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}
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local function my_door_wood_block_stairs(nodename, def)
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local function my_door_wood_block_stairs(nodename, def)
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local mod = string.match(nodename, "(.+):")
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local name = string.match(nodename, ":(.+)")
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minetest.register_node(nodename, def)
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@ -23,22 +23,21 @@ local function my_door_wood_block_stairs(nodename, def)
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sounds = def.sounds,
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}
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)
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elseif minetest.get_modpath("stairs") then
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elseif minetest.get_modpath("stairs") then
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stairs.register_stair_and_slab(name,nodename,
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def.groups,
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def.tiles,
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("%s Stair"):format(def.description),
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("%s Slab"):format(def.description),
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def.sounds
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)
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end
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)
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end
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end
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local function add_door(color, desc, img)
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my_door_wood_block_stairs("my_door_wood:wood_"..color, {
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description = desc.." Wood",
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drawtype = "normal",
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paramtype = "light",
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tiles = {"mydoors_"..img.."_wood.png"},
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paramtype = "light",
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groups = {cracky = 2, choppy = 2, wood = 1},
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@ -40,7 +40,7 @@ local function add_door(col)
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on_place = function(itemstack, placer, pointed_thing)
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local pos1 = pointed_thing.above
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local pos2 = vector.add(pos1, {x=0,y=1,z=0})
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if not placer or not placer:is_player() then
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return
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end
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@ -33,7 +33,7 @@ local function add_door(doora, doorb, doorc, doord, num, des, recipe)
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local function onplace(itemstack, placer, pointed_thing)
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local pos1 = pointed_thing.above
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local pos2 = vector.add(pos1, {x=0,y=1,z=0})
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if not placer or not placer:is_player() then
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return
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end
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@ -34,7 +34,7 @@ minetest.register_node("my_garage_door:garage_door", {
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on_place = function(itemstack, placer, pointed_thing)
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local pos1 = pointed_thing.above
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local pos2 = vector.add(pos1, {x=0,y=1,z=0})
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if not placer or not placer:is_player() then
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return
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end
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@ -75,7 +75,7 @@ minetest.register_node("my_garage_door:garage_door", {
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local t1 = vector.add(above, dir)
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local t2 = vector.add(t1, dir)
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if not player or not player:is_player() then
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return
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end
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@ -153,7 +153,7 @@ minetest.register_node("my_garage_door:garage_door_open", {
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local t1 = vector.add(pos, dir)
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local t2 = vector.subtract(t1, {x=0,y=1,z=0})
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if not player or not player:is_player() then
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return
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end
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@ -41,7 +41,7 @@ local function add_door(col, des, tint, craft)
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on_place = function(itemstack, placer, pointed_thing)
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local pos1 = pointed_thing.above
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local pos2 = vector.add(pos1, {x=0,y=1,z=0})
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if not placer or not placer:is_player() then
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return
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end
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