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Spell-check and clarify item names
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* Fix inconsistent insulated mesecon names
* Clarify lightstone names
* Rename meselamp to "Mesecon Lamp"
* Use capitalization "Luacontroller" consistently
* Cleanup / improvements for logic gate naming
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Wuzzy authored and Jeija committed Mar 7, 2017
1 parent d80c788 commit 967bde2
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Showing 15 changed files with 48 additions and 38 deletions.
2 changes: 1 addition & 1 deletion mesecons_extrawires/vertical.lua
Expand Up @@ -77,7 +77,7 @@ end

-- Vertical wire
mesecon.register_node("mesecons_extrawires:vertical", {
description = "Vertical mesecon",
description = "Vertical Mesecon",
drawtype = "nodebox",
walkable = false,
paramtype = "light",
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2 changes: 1 addition & 1 deletion mesecons_gates/doc/and/description.html
@@ -1 +1 @@
And gates power their output if both inputs (from left and right) are powered.
AND gates power their output if both inputs (from left and right) are powered.
2 changes: 1 addition & 1 deletion mesecons_gates/doc/diode/description.html
@@ -1 +1 @@
Mesecon diodes, just like real ones, only transfer power (signals) in one direction only.
Diodes conduct signals in one direction only.
2 changes: 1 addition & 1 deletion mesecons_gates/doc/nand/description.html
@@ -1 +1 @@
Nand gates do not power their output if both inputs (from left and right) are powered, but power it in every other case.
NAND gates do not power their output if both inputs (from left and right) are powered, but power it in every other case.
2 changes: 1 addition & 1 deletion mesecons_gates/doc/nor/description.html
@@ -1 +1 @@
Nor gates only power their output if none of their two inputs is powered. They are basically or gates with a not gate at their output.
NOR gates only power their output if none of their two inputs is powered. They are basically OR gates with a NOT gate at their output.
2 changes: 1 addition & 1 deletion mesecons_gates/doc/not/description.html
@@ -1 +1 @@
Not gates invert signals, just like a mesecon torch does, but faster. The input is at the opposite side of the output.
NOT gates invert signals, just like a mesecon torch does, but faster. The input is at the opposite side of the output.
2 changes: 1 addition & 1 deletion mesecons_gates/doc/or/description.html
@@ -1 +1 @@
Or gates power their output if either of their inputs (or both) are powered. You could basically get the same behaviour with two diodes, but or gates save some space.
OR gates power their output if either of their inputs (or both) are powered. You could basically get the same behaviour with two diodes, but OR gates save some space.
25 changes: 16 additions & 9 deletions mesecons_gates/init.lua
Expand Up @@ -54,10 +54,10 @@ local function update_gate(pos, node, link, newstate)
end
end

local function register_gate(name, inputnumber, assess, recipe)
local function register_gate(name, inputnumber, assess, recipe, description)
local get_inputrules = inputnumber == 2 and gate_get_input_rules_twoinputs or
gate_get_input_rules_oneinput
local description = "Mesecons Logic Gate: "..name
description = "Logic Gate: "..name

local basename = "mesecons_gates:"..name
mesecon.register_node(basename, {
Expand Down Expand Up @@ -103,32 +103,39 @@ local function register_gate(name, inputnumber, assess, recipe)
end

register_gate("diode", 1, function (input) return input end,
{{"mesecons:mesecon", "mesecons_torch:mesecon_torch_on", "mesecons_torch:mesecon_torch_on"}})
{{"mesecons:mesecon", "mesecons_torch:mesecon_torch_on", "mesecons_torch:mesecon_torch_on"}},
"Diode")

register_gate("not", 1, function (input) return not input end,
{{"mesecons:mesecon", "mesecons_torch:mesecon_torch_on", "mesecons:mesecon"}})
{{"mesecons:mesecon", "mesecons_torch:mesecon_torch_on", "mesecons:mesecon"}},
"NOT Gate")

register_gate("and", 2, function (val1, val2) return val1 and val2 end,
{{"mesecons:mesecon", "", ""},
{"", "mesecons_materials:silicon", "mesecons:mesecon"},
{"mesecons:mesecon", "", ""}})
{"mesecons:mesecon", "", ""}},
"AND Gate")

register_gate("nand", 2, function (val1, val2) return not (val1 and val2) end,
{{"mesecons:mesecon", "", ""},
{"", "mesecons_materials:silicon", "mesecons_torch:mesecon_torch_on"},
{"mesecons:mesecon", "", ""}})
{"mesecons:mesecon", "", ""}},
"NAND Gate")

register_gate("xor", 2, function (val1, val2) return (val1 or val2) and not (val1 and val2) end,
{{"mesecons:mesecon", "", ""},
{"", "mesecons_materials:silicon", "mesecons_materials:silicon"},
{"mesecons:mesecon", "", ""}})
{"mesecons:mesecon", "", ""}},
"XOR Gate")

register_gate("nor", 2, function (val1, val2) return not (val1 or val2) end,
{{"mesecons:mesecon", "", ""},
{"", "mesecons:mesecon", "mesecons_torch:mesecon_torch_on"},
{"mesecons:mesecon", "", ""}})
{"mesecons:mesecon", "", ""}},
"NOR Gate")

register_gate("or", 2, function (val1, val2) return (val1 or val2) end,
{{"mesecons:mesecon", "", ""},
{"", "mesecons:mesecon", "mesecons:mesecon"},
{"mesecons:mesecon", "", ""}})
{"mesecons:mesecon", "", ""}},
"OR Gate")
4 changes: 2 additions & 2 deletions mesecons_insulated/init.lua
Expand Up @@ -9,7 +9,7 @@ end

minetest.register_node("mesecons_insulated:insulated_on", {
drawtype = "nodebox",
description = "Insulated Mesecon",
description = "Straight Insulated Mesecon",
tiles = {
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_sides_on.png",
Expand Down Expand Up @@ -41,7 +41,7 @@ minetest.register_node("mesecons_insulated:insulated_on", {

minetest.register_node("mesecons_insulated:insulated_off", {
drawtype = "nodebox",
description = "Insulated Mesecon",
description = "Straight Insulated Mesecon",
tiles = {
"jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_sides_off.png",
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2 changes: 1 addition & 1 deletion mesecons_lamp/doc/lamp/description.html
@@ -1 +1 @@
Lamps are effectors that if powered emit light.
Mesecon lamps are effectors that if powered emit light.
2 changes: 1 addition & 1 deletion mesecons_lamp/init.lua
Expand Up @@ -42,7 +42,7 @@ minetest.register_node("mesecons_lamp:lamp_off", {
node_box = mesecon_lamp_box,
selection_box = mesecon_lamp_box,
groups = {dig_immediate=3, mesecon_receptor_off = 1, mesecon_effector_off = 1},
description="Meselamp",
description="Mesecon Lamp",
sounds = default.node_sound_glass_defaults(),
mesecons = {effector = {
action_on = function (pos, node)
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19 changes: 11 additions & 8 deletions mesecons_lightstone/init.lua
Expand Up @@ -14,11 +14,14 @@ local lightstone_rules = {
{x=0, y=-1, z=0},
}

function mesecon.lightstone_add(name, base_item, texture_off, texture_on)
function mesecon.lightstone_add(name, base_item, texture_off, texture_on, desc)
if not desc then
desc = name .. " Lightstone"
end
minetest.register_node("mesecons_lightstone:lightstone_" .. name .. "_off", {
tiles = {texture_off},
groups = {cracky=2, mesecon_effector_off = 1, mesecon = 2},
description=name.." Lightstone",
description = desc,
sounds = default.node_sound_stone_defaults(),
mesecons = {effector = {
rules = lightstone_rules,
Expand Down Expand Up @@ -52,9 +55,9 @@ function mesecon.lightstone_add(name, base_item, texture_off, texture_on)
end


mesecon.lightstone_add("red", "dye:red", "jeija_lightstone_red_off.png", "jeija_lightstone_red_on.png")
mesecon.lightstone_add("green", "dye:green", "jeija_lightstone_green_off.png", "jeija_lightstone_green_on.png")
mesecon.lightstone_add("blue", "dye:blue", "jeija_lightstone_blue_off.png", "jeija_lightstone_blue_on.png")
mesecon.lightstone_add("gray", "dye:grey", "jeija_lightstone_gray_off.png", "jeija_lightstone_gray_on.png")
mesecon.lightstone_add("darkgray", "dye:dark_grey", "jeija_lightstone_darkgray_off.png", "jeija_lightstone_darkgray_on.png")
mesecon.lightstone_add("yellow", "dye:yellow", "jeija_lightstone_yellow_off.png", "jeija_lightstone_yellow_on.png")
mesecon.lightstone_add("red", "dye:red", "jeija_lightstone_red_off.png", "jeija_lightstone_red_on.png", "Red Lightstone")
mesecon.lightstone_add("green", "dye:green", "jeija_lightstone_green_off.png", "jeija_lightstone_green_on.png", "Green Lightstone")
mesecon.lightstone_add("blue", "dye:blue", "jeija_lightstone_blue_off.png", "jeija_lightstone_blue_on.png", "Blue Lightstone")
mesecon.lightstone_add("gray", "dye:grey", "jeija_lightstone_gray_off.png", "jeija_lightstone_gray_on.png", "Grey Lightstone")
mesecon.lightstone_add("darkgray", "dye:dark_grey", "jeija_lightstone_darkgray_off.png", "jeija_lightstone_darkgray_on.png", "Dark Grey Lightstone")
mesecon.lightstone_add("yellow", "dye:yellow", "jeija_lightstone_yellow_off.png", "jeija_lightstone_yellow_on.png", "Yellow Lightstone")
4 changes: 2 additions & 2 deletions mesecons_luacontroller/doc/luacontroller/description.html
@@ -1,5 +1,5 @@
The luacontroller is an advanced programmable component.
You can simply code it in the language mesecons uses itself: Lua!
The Luacontroller is an advanced programmable component.
You can simply code it in the language Mesecons uses itself: Lua!
All the code runs in a sandbox, so it's completely safe (but I won't guarantee that for absolute certainty!).

<a href="http://mesecons.net/luacontroller/">Documentation is available here!</a>
14 changes: 7 additions & 7 deletions mesecons_luacontroller/init.lua
Expand Up @@ -12,7 +12,7 @@
-- ports = get_real_port_states(pos): gets if inputs are powered from outside
-- newport = merge_port_states(state1, state2): just does result = state1 or state2 for every port
-- set_port(pos, rule, state): activates/deactivates the mesecons according to the port states
-- set_port_states(pos, ports): Applies new port states to a LuaController at pos
-- set_port_states(pos, ports): Applies new port states to a Luacontroller at pos
-- run(pos): runs the code in the controller at pos
-- reset_meta(pos, code, errmsg): performs a software-reset, installs new code and prints error messages
-- resetn(pos): performs a hardware reset, turns off all ports
Expand Down Expand Up @@ -219,7 +219,7 @@ end
local function safe_string_find(...)
if (select(4, ...)) ~= true then
debug.sethook() -- Clear hook
error("string.find: 'plain' (fourth parameter) must always be true in a LuaController")
error("string.find: 'plain' (fourth parameter) must always be true in a Luacontroller")
end

return string.find(...)
Expand All @@ -232,7 +232,7 @@ local function remove_functions(x)
end

-- Make sure to not serialize the same table multiple times, otherwise
-- writing mem.test = mem in the LuaController will lead to infinite recursion
-- writing mem.test = mem in the Luacontroller will lead to infinite recursion
local seen = {}

local function rfuncs(x)
Expand Down Expand Up @@ -308,8 +308,8 @@ local function create_environment(pos, mem, event)
for k, v in pairs(vports) do vports_copy[k] = v end
local rports = get_real_port_states(pos)

-- Create new library tables on each call to prevent one LuaController
-- from breaking a library and messing up other LuaControllers.
-- Create new library tables on each call to prevent one Luacontroller
-- from breaking a library and messing up other Luacontrollers.
local env = {
pin = merge_port_states(vports, rports),
port = vports_copy,
Expand Down Expand Up @@ -595,7 +595,7 @@ for d = 0, 1 do
}

minetest.register_node(node_name, {
description = "LuaController",
description = "Luacontroller",
drawtype = "nodebox",
tiles = {
top,
Expand Down Expand Up @@ -636,7 +636,7 @@ end
end

------------------------------
-- Overheated LuaController --
-- Overheated Luacontroller --
------------------------------

minetest.register_node(BASENAME .. "_burnt", {
Expand Down
2 changes: 1 addition & 1 deletion mesecons_stickyblocks/init.lua
Expand Up @@ -3,7 +3,7 @@

-- All sides sticky block
minetest.register_node("mesecons_stickyblocks:sticky_block_all", {
description = "All-sides sticky block",
description = "All-Sides Sticky Block",
tiles = {"default_grass.png^default_footprint.png"},
groups = {dig_immediate=2},
mvps_sticky = function (pos, node)
Expand Down

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