modcleaner/init.lua

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--[[ Clean Entities mod
License: CC0
]]
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cleane = {}
cleane.name = core.get_current_modname()
local debug = core.settings:get_bool('enable_debug_mods')
local function log(level, msg)
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core.log(level, '[' .. cleane.name .. '] ' .. msg)
end
local function logDebug(msg)
if debug then
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core.log('DEBUG: [' .. cleane.name .. '] ' .. msg)
end
end
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local old_nodes = {}
local old_entities = {}
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-- Old/Missing nodes that should be replaced with something currently in game
local replace_nodes = {}
-- "Replaces" an old/non-existent node
local function replace_node(old_node, new_node)
core.register_alias(old_node, new_node)
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end
for _,node_name in ipairs(old_nodes) do
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core.register_node(':' .. node_name, {
groups = {old=1},
})
end
core.register_abm({
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nodenames = {'group:old'},
interval = 1,
chance = 1,
action = function(pos, node)
core.remove_node(pos)
end,
})
-- Populate entities list from file in world path
local e_list = nil
local e_path = core.get_worldpath() .. '/clean_entities.txt'
local e_file = io.open(e_path, 'r')
if e_file then
e_list = e_file:read('*a')
e_file:close()
else
-- Create empty file
e_file = io.open(e_path, 'w')
if e_file then
e_file:close()
end
end
if e_list then
logDebug('Loading entities to clean from file ...')
e_list = string.split(e_list, '\n')
for _, entity_name in ipairs(e_list) do
table.insert(old_entities, entity_name)
end
end
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for _, entity_name in ipairs(old_entities) do
logDebug('Cleaning entity: ' .. entity_name)
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core.register_entity(':' .. entity_name, {
on_activate = function(self, staticdata)
self.object:remove()
end,
})
end
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-- Replace old nodes
for _, node_group in pairs(replace_nodes) do
replace_node(node_group[1], node_group[2])
end