aboutsummaryrefslogtreecommitdiff
path: root/doc/mkdocs/lua_highlight.patch
blob: 034a63a331d2a141f06464b689f28e8a1f636c3f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
@@ -77,7 +77,7 @@
                  css_class="codehilite", lang=None, style='default',
                  noclasses=False, tab_length=4, hl_lines=None, use_pygments=True):
         self.src = src
-        self.lang = lang
+        self.lang = "lua"
         self.linenums = linenums
         self.guess_lang = guess_lang
         self.css_class = css_class
@@ -119,7 +119,8 @@
                                               cssclass=self.css_class,
                                               style=self.style,
                                               noclasses=self.noclasses,
-                                              hl_lines=self.hl_lines)
+                                              hl_lines=self.hl_lines,
+                                              wrapcode=True)
             return highlight(self.src, lexer, formatter)
         else:
             # just escape and build markup usable by JS highlighting libs
0 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214
-- Minetest: builtin/item.lua

--
-- Falling stuff
--

core.register_entity(":__builtin:falling_node", {
	initial_properties = {
		physical = true,
		collide_with_objects = false,
		collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
		visual = "wielditem",
		textures = {},
		visual_size = {x=0.667, y=0.667},
	},

	node = {},

	set_node = function(self, node)
		self.node = node
		local stack = ItemStack(node.name)
		local itemtable = stack:to_table()
		local itemname = nil
		if itemtable then
			itemname = stack:to_table().name
		end
		local item_texture = nil
		local item_type = ""
		if core.registered_items[itemname] then
			item_texture = core.registered_items[itemname].inventory_image
			item_type = core.registered_items[itemname].type
		end
		prop = {
			is_visible = true,
			textures = {node.name},
		}
		self.object:set_properties(prop)
	end,

	get_staticdata = function(self)
		return self.node.name
	end,

	on_activate = function(self, staticdata)
		self.object:set_armor_groups({immortal=1})
		--self.object:setacceleration({x=0, y=-10, z=0})
		self:set_node({name=staticdata})
	end,

	on_step = function(self, dtime)
		-- Set gravity
		self.object:setacceleration({x=0, y=-10, z=0})
		-- Turn to actual sand when collides to ground or just move
		local pos = self.object:getpos()
		local bcp = {x=pos.x, y=pos.y-0.7, z=pos.z} -- Position of bottom center point
		local bcn = core.get_node(bcp)
		local bcd = core.registered_nodes[bcn.name]
		-- Note: walkable is in the node definition, not in item groups
		if not bcd or
				(bcd.walkable or
				(core.get_item_group(self.node.name, "float") ~= 0 and
				bcd.liquidtype ~= "none")) then
			if bcd and bcd.leveled and
					bcn.name == self.node.name then
				local addlevel = self.node.level
				if addlevel == nil or addlevel <= 0 then
					addlevel = bcd.leveled
				end
				if core.add_node_level(bcp, addlevel) == 0 then
					self.object:remove()
					return
				end
			elseif bcd and bcd.buildable_to and
					(core.get_item_group(self.node.name, "float") == 0 or
					bcd.liquidtype == "none") then
				core.remove_node(bcp)
				return
			end
			local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
			-- Check what's here
			local n2 = core.get_node(np)
			-- remove node and replace it with it's drops
			local drops = core.get_node_drops(n2.name, "")
			core.remove_node(np)
			local _, dropped_item
			for _, dropped_item in ipairs(drops) do
				core.add_item(np, dropped_item)
			end
			-- Run script hook
			local _, callback
			for _, callback in ipairs(core.registered_on_dignodes) do
				callback(np, n2, nil)
			end
			-- Create node and remove entity
			core.add_node(np, self.node)
			self.object:remove()
			nodeupdate(np)
		else
			-- Do nothing
		end
	end
})

function spawn_falling_node(p, node)
	obj = core.add_entity(p, "__builtin:falling_node")
	obj:get_luaentity():set_node(node)
end

function drop_attached_node(p)
	local nn = core.get_node(p).name
	core.remove_node(p)
	for _,item in ipairs(core.get_node_drops(nn, "")) do
		local pos = {
			x = p.x + math.random()/2 - 0.25,
			y = p.y + math.random()/2 - 0.25,
			z = p.z + math.random()/2 - 0.25,
		}
		core.add_item(pos, item)
	end
end

function check_attached_node(p, n)
	local def = core.registered_nodes[n.name]
	local d = {x=0, y=0, z=0}
	if def.paramtype2 == "wallmounted" then
		if n.param2 == 0 then
			d.y = 1
		elseif n.param2 == 1 then
			d.y = -1
		elseif n.param2 == 2 then
			d.x = 1
		elseif n.param2 == 3 then
			d.x = -1
		elseif n.param2 == 4 then
			d.z = 1
		elseif n.param2 == 5 then
			d.z = -1
		end
	else
		d.y = -1
	end
	local p2 = {x=p.x+d.x, y=p.y+d.y, z=p.z+d.z}
	local nn = core.get_node(p2).name
	local def2 = core.registered_nodes[nn]
	if def2 and not def2.walkable then
		return false
	end
	return true
end

--
-- Some common functions
--

function nodeupdate_single(p, delay)
	n = core.get_node(p)
	if core.get_item_group(n.name, "falling_node") ~= 0 then
		p_bottom = {x=p.x, y=p.y-1, z=p.z}
		n_bottom = core.get_node(p_bottom)
		-- Note: walkable is in the node definition, not in item groups
		if core.registered_nodes[n_bottom.name] and
				(core.get_item_group(n.name, "float") == 0 or
					core.registered_nodes[n_bottom.name].liquidtype == "none") and
				(n.name ~= n_bottom.name or (core.registered_nodes[n_bottom.name].leveled and
					core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
				(not core.registered_nodes[n_bottom.name].walkable or
					core.registered_nodes[n_bottom.name].buildable_to) then
			if delay then
				core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
			else
				n.level = core.env:get_node_level(p)
				core.remove_node(p)
				spawn_falling_node(p, n)
				nodeupdate(p)
			end
		end
	end

	if core.get_item_group(n.name, "attached_node") ~= 0 then
		if not check_attached_node(p, n) then
			drop_attached_node(p)
			nodeupdate(p)
		end
	end
end

function nodeupdate(p, delay)
	-- Round p to prevent falling entities to get stuck
	p.x = math.floor(p.x+0.5)
	p.y = math.floor(p.y+0.5)
	p.z = math.floor(p.z+0.5)

	for x = -1,1 do
	for y = -1,1 do
	for z = -1,1 do
		nodeupdate_single({x=p.x+x, y=p.y+y, z=p.z+z}, delay or not (x==0 and y==0 and z==0))
	end
	end
	end
end

--