Package: elpa-lua-mode
Version: 20201010-1
Severity: normal
X-Debbugs-Cc: nils+debian-report...@dieweltistgarnichtso.net

Dear Maintainer,

when working on Mineclonia https://git.minetest.land/Mineclonia/Mineclonia/
Emacs hung itself.  I have attached a lua file that is part of Mineclonia.
Pressing enter twice on line 534 reproducibly hangs Emacs on my machine.

I expected Emacs to not hang when I pressed enter twice on line 534 of 
the attached file.

Greetings!

-- System Information:
Debian Release: 11.2
  APT prefers stable
  APT policy: (900, 'stable'), (500, 'oldoldstable')
Architecture: i386 (i686)

Kernel: Linux 5.10.0-10-686 (SMP w/2 CPU threads)
Locale: LANG=de_DE.UTF-8, LC_CTYPE=de_DE.UTF-8 (charmap=UTF-8), LANGUAGE not set
Shell: /bin/sh linked to /bin/dash
Init: systemd (via /run/systemd/system)
LSM: AppArmor: enabled

Versions of packages elpa-lua-mode depends on:
ii  dh-elpa-helper  2.0.8
ii  emacsen-common  3.0.4

elpa-lua-mode recommends no packages.

elpa-lua-mode suggests no packages.

-- no debconf information
local S = minetest.get_translator("mcl_structures")
mcl_structures ={}
local rotations = {
        "0",
        "90",
        "180",
        "270"
}

local function ecb_place(blockpos, action, calls_remaining, param)
        if calls_remaining >= 1 then return end
        minetest.place_schematic(param.pos, param.schematic, param.rotation, 
param.replacements, param.force_placement, param.flags)
        if param.after_placement_callback and param.p1 and param.p2 then
                param.after_placement_callback(param.p1, param.p2, param.size, 
param.rotation, param.pr)
        end
end
mcl_structures.place_schematic = function(pos, schematic, rotation, 
replacements, force_placement, flags, after_placement_callback, pr)
        local s = loadstring(minetest.serialize_schematic(schematic, "lua", 
{lua_use_comments = false, lua_num_indent_spaces = 0}) .. " 
return(schematic)")()
        if s and s.size then
                local x, z = s.size.x, s.size.z
                if rotation then
                        if rotation == "random" and pr then
                                rotation = rotations[pr:next(1,#rotations)]
                        end
                        if rotation == "random" then
                                x = math.max(x, z)
                                z = x
                        elseif rotation == "90" or rotation == "270" then
                                x, z = z, x
                        end
                end
                local p1 = {x=pos.x    , y=pos.y           , z=pos.z    }
                local p2 = {x=pos.x+x-1, y=pos.y+s.size.y-1, z=pos.z+z-1}
                minetest.log("verbose","[mcl_structures] size=" 
..minetest.pos_to_string(s.size) .. ", rotation=" .. tostring(rotation) .. ", 
emerge from "..minetest.pos_to_string(p1) .. " to " .. 
minetest.pos_to_string(p2))
                local param = {pos=vector.new(pos), schematic=s, 
rotation=rotation, replacements=replacements, force_placement=force_placement, 
flags=flags, p1=p1, p2=p2, after_placement_callback = after_placement_callback, 
size=vector.new(s.size), pr=pr}
                minetest.emerge_area(p1, p2, ecb_place, param)
        end
end

mcl_structures.get_struct = function(file)
        local localfile = 
minetest.get_modpath("mcl_structures").."/schematics/"..file
        local file, errorload = io.open(localfile, "rb")
        if errorload ~= nil then
                minetest.log("error", '[mcl_structures] Could not open this 
struct: ' .. localfile)
                return nil
        end

        local allnode = file:read("*a")
        file:close()

        return allnode
end

-- Call on_construct on pos.
-- Useful to init chests from formspec.
local init_node_construct = function(pos)
        local node = minetest.get_node(pos)
        local def = minetest.registered_nodes[node.name]
        if def and def.on_construct then
                def.on_construct(pos)
                return true
        end
        return false
end

-- The call of Struct
mcl_structures.call_struct = function(pos, struct_style, rotation, pr)
        minetest.log("action","[mcl_structures] call_struct " .. 
struct_style.." at "..minetest.pos_to_string(pos))
        if not rotation then
                rotation = "random"
        end
        if struct_style == "desert_temple" then
                return mcl_structures.generate_desert_temple(pos, rotation, pr)
        elseif struct_style == "desert_well" then
                return mcl_structures.generate_desert_well(pos, rotation)
        elseif struct_style == "igloo" then
                return mcl_structures.generate_igloo(pos, rotation, pr)
        elseif struct_style == "witch_hut" then
                return mcl_structures.generate_witch_hut(pos, rotation)
        elseif struct_style == "ice_spike_small" then
                return mcl_structures.generate_ice_spike_small(pos, rotation)
        elseif struct_style == "ice_spike_large" then
                return mcl_structures.generate_ice_spike_large(pos, rotation)
        elseif struct_style == "boulder" then
                return mcl_structures.generate_boulder(pos, rotation, pr)
        elseif struct_style == "fossil" then
                return mcl_structures.generate_fossil(pos, rotation, pr)
        elseif struct_style == "end_exit_portal" then
                return mcl_structures.generate_end_exit_portal(pos, rotation)
        elseif struct_style == "end_portal_shrine" then
                return mcl_structures.generate_end_portal_shrine(pos, rotation, 
pr)
        end
end

mcl_structures.generate_desert_well = function(pos)
        local newpos = {x=pos.x,y=pos.y-2,z=pos.z}
        local path = 
minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_desert_well.mts"
        return mcl_structures.place_schematic(newpos, path, "0", nil, true)
end

mcl_structures.generate_igloo = function(pos, rotation, pr)
        -- Place igloo
        local success, rotation = mcl_structures.generate_igloo_top(pos, pr)
        -- Place igloo basement with 50% chance
        local r = pr:next(1,2)
        if r == 1 then
                -- Select basement depth
                local dim = mcl_worlds.pos_to_dimension(pos)
                local buffer = pos.y - (mcl_vars.mg_lava_overworld_max + 10)
                if dim == "nether" then
                        buffer = pos.y - (mcl_vars.mg_lava_nether_max + 10)
                elseif dim == "end" then
                        buffer = pos.y - (mcl_vars.mg_end_min + 1)
                elseif dim == "overworld" then
                        buffer = pos.y - (mcl_vars.mg_lava_overworld_max + 10)
                else
                        return success
                end
                if buffer <= 19 then
                        return success
                end
                local depth = pr:next(19, buffer)
                local bpos = {x=pos.x, y=pos.y-depth, z=pos.z}
                -- trapdoor position
                local tpos
                local dir, tdir
                if rotation == "0" then
                        dir = {x=-1, y=0, z=0}
                        tdir = {x=1, y=0, z=0}
                        tpos = {x=pos.x+7, y=pos.y-1, z=pos.z+3}
                elseif rotation == "90" then
                        dir = {x=0, y=0, z=-1}
                        tdir = {x=0, y=0, z=-1}
                        tpos = {x=pos.x+3, y=pos.y-1, z=pos.z+1}
                elseif rotation == "180" then
                        dir = {x=1, y=0, z=0}
                        tdir = {x=-1, y=0, z=0}
                        tpos = {x=pos.x+1, y=pos.y-1, z=pos.z+3}
                elseif rotation == "270" then
                        dir = {x=0, y=0, z=1}
                        tdir = {x=0, y=0, z=1}
                        tpos = {x=pos.x+3, y=pos.y-1, z=pos.z+7}
                else
                        return success
                end
                local set_brick = function(pos)
                        local c = pr:next(1, 3) -- cracked chance
                        local m = pr:next(1, 10) -- chance for monster egg
                        local brick
                        if m == 1 then
                                if c == 1 then
                                        brick = 
"mcl_monster_eggs:monster_egg_stonebrickcracked"
                                else
                                        brick = 
"mcl_monster_eggs:monster_egg_stonebrick"
                                end
                        else
                                if c == 1 then
                                        brick = "mcl_core:stonebrickcracked"
                                else
                                        brick = "mcl_core:stonebrick"
                                end
                        end
                        minetest.set_node(pos, {name=brick})
                end
                local ladder_param2 = minetest.dir_to_wallmounted(tdir)
                local real_depth = 0
                -- Check how deep we can actuall dig
                for y=1, depth-5 do
                        real_depth = real_depth + 1
                        local node = 
minetest.get_node({x=tpos.x,y=tpos.y-y,z=tpos.z})
                        local def = minetest.registered_nodes[node.name]
                        if (not def) or (not def.walkable) or (def.liquidtype 
~= "none") or (not def.is_ground_content) then
                                bpos.y = tpos.y-y+1
                                break
                        end
                end
                if real_depth <= 6 then
                        return success
                end
                -- Place hidden trapdoor
                minetest.set_node(tpos, {name="mcl_doors:trapdoor", 
param2=20+minetest.dir_to_facedir(dir)}) -- TODO: more reliable param2
                -- Generate ladder to basement
                for y=1, real_depth-1 do
                        set_brick({x=tpos.x-1,y=tpos.y-y,z=tpos.z  })
                        set_brick({x=tpos.x+1,y=tpos.y-y,z=tpos.z  })
                        set_brick({x=tpos.x  ,y=tpos.y-y,z=tpos.z-1})
                        set_brick({x=tpos.x  ,y=tpos.y-y,z=tpos.z+1})
                        minetest.set_node({x=tpos.x,y=tpos.y-y,z=tpos.z}, 
{name="mcl_core:ladder", param2=ladder_param2})
                end
                -- Place basement
                mcl_structures.generate_igloo_basement(bpos, rotation, pr)
        end
        return success
end

mcl_structures.generate_igloo_top = function(pos, pr)
        -- FIXME: This spawns bookshelf instead of furnace. Fix this!
        -- Furnace does ot work atm because apparently meta is not set. :-(
        local newpos = {x=pos.x,y=pos.y-1,z=pos.z}
        local path = 
minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_igloo_top.mts"
        local rotation = tostring(pr:next(0,3)*90)
        return mcl_structures.place_schematic(newpos, path, rotation, nil, 
true), rotation
end

local function igloo_placement_callback(p1, p2, size, orientation, pr)
        local chest_offset
        if orientation == "0" then
                chest_offset = {x=5, y=1, z=5}
        elseif orientation == "90" then
                chest_offset = {x=5, y=1, z=3}
        elseif orientation == "180" then
                chest_offset = {x=3, y=1, z=1}
        elseif orientation == "270" then
                chest_offset = {x=1, y=1, z=5}
        else
                return
        end
        local size = {x=9,y=5,z=7}
        local lootitems = mcl_loot.get_multi_loot({
        {
                stacks_min = 1,
                stacks_max = 1,
                items = {
                        { itemstring = "mcl_core:apple_gold", weight = 1 },
                }
        },
        {
                stacks_min = 2,
                stacks_max = 8,
                items = {
                        { itemstring = "mcl_core:coal_lump", weight = 15, 
amount_min = 1, amount_max = 4 },
                        { itemstring = "mcl_core:apple", weight = 15, 
amount_min = 1, amount_max = 3 },
                        { itemstring = "mcl_farming:wheat_item", weight = 10, 
amount_min = 2, amount_max = 3 },
                        { itemstring = "mcl_core:gold_nugget", weight = 10, 
amount_min = 1, amount_max = 3 },
                        { itemstring = "mcl_mobitems:rotten_flesh", weight = 10 
},
                        { itemstring = "mcl_tools:axe_stone", weight = 2 },
                        { itemstring = "mcl_core:emerald", weight = 1 },
                }
        }}, pr)

        local chest_pos = vector.add(p1, chest_offset)
        init_node_construct(chest_pos)
        local meta = minetest.get_meta(chest_pos)
        local inv = meta:get_inventory()
        mcl_loot.fill_inventory(inv, "main", lootitems, pr)
end

mcl_structures.generate_igloo_basement = function(pos, orientation, pr)
        -- TODO: Add brewing stand
        -- TODO: Add monster eggs
        -- TODO: Spawn villager and zombie villager
        local path = 
minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_igloo_basement.mts"
        mcl_structures.place_schematic(pos, path, orientation, nil, true, nil, 
igloo_placement_callback, pr)
end

mcl_structures.generate_boulder = function(pos, rotation, pr)
        -- Choose between 2 boulder sizes (2×2×2 or 3×3×3)
        local r = pr:next(1, 10)
        local path
        if r <= 3 then
                path = 
minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_boulder_small.mts"
        else
                path = 
minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_boulder.mts"
        end

        local newpos = {x=pos.x,y=pos.y-1,z=pos.z}

        return minetest.place_schematic(newpos, path) -- don't serialize 
schematics for registered biome decorations, for MT 5.4.0, 
https://github.com/minetest/minetest/issues/10995
end

local function hut_placement_callback(p1, p2, size, orientation, pr)
        if not p1 or not p2 then return end
        local legs = minetest.find_nodes_in_area(p1, p2, "mcl_core:tree")
        for i = 1, #legs do
                while 
minetest.get_item_group(mcl_mapgen_core.get_node({x=legs[i].x, y=legs[i].y-1, 
z=legs[i].z}, true, 333333).name, "water") ~= 0 do
                        legs[i].y = legs[i].y - 1
                        minetest.swap_node(legs[i], {name = "mcl_core:tree", 
param2 = 2})
                end
        end
end

mcl_structures.generate_witch_hut = function(pos, rotation, pr)
        local path = 
minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_witch_hut.mts"
        mcl_structures.place_schematic(pos, path, rotation, nil, true, nil, 
hut_placement_callback, pr)
end

mcl_structures.generate_ice_spike_small = function(pos)
        local path = 
minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_small.mts"
        return minetest.place_schematic(pos, path, "random", nil, false) -- 
don't serialize schematics for registered biome decorations, for MT 5.4.0
end

mcl_structures.generate_ice_spike_large = function(pos)
        local path = 
minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_large.mts"
        return minetest.place_schematic(pos, path, "random", nil, false) -- 
don't serialize schematics for registered biome decorations, for MT 5.4.0
end

mcl_structures.generate_fossil = function(pos, rotation, pr)
        -- Generates one out of 8 possible fossil pieces
        local newpos = {x=pos.x,y=pos.y-1,z=pos.z}
        local fossils = {
                "mcl_structures_fossil_skull_1.mts", -- 4×5×5
                "mcl_structures_fossil_skull_2.mts", -- 5×5×5
                "mcl_structures_fossil_skull_3.mts", -- 5×5×7
                "mcl_structures_fossil_skull_4.mts", -- 7×5×5
                "mcl_structures_fossil_spine_1.mts", -- 3×3×13
                "mcl_structures_fossil_spine_2.mts", -- 5×4×13
                "mcl_structures_fossil_spine_3.mts", -- 7×4×13
                "mcl_structures_fossil_spine_4.mts", -- 8×5×13
        }
        local r = pr:next(1, #fossils)
        local path = 
minetest.get_modpath("mcl_structures").."/schematics/"..fossils[r]
        return mcl_structures.place_schematic(newpos, path, "random", nil, true)
end

mcl_structures.generate_end_exit_portal = function(pos)
        local path = 
minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_end_exit_portal.mts"
        return mcl_structures.place_schematic(pos, path, "0", nil, true)
end

local function shrine_placement_callback(p1, p2, size, rotation, pr)
        -- Find and setup spawner with silverfish
        local spawners = minetest.find_nodes_in_area(p1, p2, 
"mcl_mobspawners:spawner")
        for s=1, #spawners do
                local meta = minetest.get_meta(spawners[s])
                mcl_mobspawners.setup_spawner(spawners[s], "mobs_mc:silverfish")
        end

        -- Shuffle stone brick types
        local bricks = minetest.find_nodes_in_area(p1, p2, 
"mcl_core:stonebrick")
        for b=1, #bricks do
                local r_bricktype = pr:next(1, 100)
                local r_infested = pr:next(1, 100)
                local bricktype
                if r_infested <= 5 then
                        if r_bricktype <= 30 then -- 30%
                                bricktype = 
"mcl_monster_eggs:monster_egg_stonebrickmossy"
                        elseif r_bricktype <= 50 then -- 20%
                                bricktype = 
"mcl_monster_eggs:monster_egg_stonebrickcracked"
                        else -- 50%
                                bricktype = 
"mcl_monster_eggs:monster_egg_stonebrick"
                        end
                else
                        if r_bricktype <= 30 then -- 30%
                                bricktype = "mcl_core:stonebrickmossy"
                        elseif r_bricktype <= 50 then -- 20%
                                bricktype = "mcl_core:stonebrickcracked"
                        end
                        -- 50% stonebrick (no change necessary)
                end
                if bricktype ~= nil then
                        minetest.set_node(bricks[b], { name = bricktype })
                end
        end

        -- Also replace stairs
        local stairs = minetest.find_nodes_in_area(p1, p2, 
{"mcl_stairs:stair_stonebrick", "mcl_stairs:stair_stonebrick_outer", 
"mcl_stairs:stair_stonebrick_inner"})
        for s=1, #stairs do
                local stair = minetest.get_node(stairs[s])
                local r_type = pr:next(1, 100)
                if r_type <= 30 then -- 30% mossy
                        if stair.name == "mcl_stairs:stair_stonebrick" then
                                stair.name = "mcl_stairs:stair_stonebrickmossy"
                        elseif stair.name == 
"mcl_stairs:stair_stonebrick_outer" then
                                stair.name = 
"mcl_stairs:stair_stonebrickmossy_outer"
                        elseif stair.name == 
"mcl_stairs:stair_stonebrick_inner" then
                                stair.name = 
"mcl_stairs:stair_stonebrickmossy_inner"
                        end
                        minetest.set_node(stairs[s], stair)
                elseif r_type <= 50 then -- 20% cracky
                        if stair.name == "mcl_stairs:stair_stonebrick" then
                                stair.name = 
"mcl_stairs:stair_stonebrickcracked"
                        elseif stair.name == 
"mcl_stairs:stair_stonebrick_outer" then
                                stair.name = 
"mcl_stairs:stair_stonebrickcracked_outer"
                        elseif stair.name == 
"mcl_stairs:stair_stonebrick_inner" then
                                stair.name = 
"mcl_stairs:stair_stonebrickcracked_inner"
                        end
                        minetest.set_node(stairs[s], stair)
                end
                -- 50% no change
        end

        -- Randomly add ender eyes into end portal frames, but never fill the 
entire frame
        local frames = minetest.find_nodes_in_area(p1, p2, 
"mcl_portals:end_portal_frame")
        local eyes = 0
        for f=1, #frames do
                local r_eye = pr:next(1, 10)
                if r_eye == 1 then
                        eyes = eyes + 1
                        if eyes < #frames then
                                local frame_node = minetest.get_node(frames[f])
                                frame_node.name = 
"mcl_portals:end_portal_frame_eye"
                                minetest.set_node(frames[f], frame_node)
                        end
                end
        end
end

mcl_structures.generate_end_portal_shrine = function(pos, rotation, pr)
        local offset = {x=6, y=4, z=6}
        local size = {x=13, y=8, z=13}
        local newpos = { x = pos.x - offset.x, y = pos.y, z = pos.z - offset.z }

        local path = 
minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_end_portal_room_simple.mts"
        mcl_structures.place_schematic(newpos, path, "0", nil, true, nil, 
shrine_placement_callback, pr)
end

local function temple_placement_callback(p1, p2, size, rotation, pr)

        -- Delete cacti leftovers:
        local cactus_nodes = minetest.find_nodes_in_area_under_air(p1, p2, 
"mcl_core:cactus")
        if cactus_nodes and #cactus_nodes > 0 then
                for _, pos in pairs(cactus_nodes) do
                        local node_below = minetest.get_node({x=pos.x, 
y=pos.y-1, z=pos.z})
                        if node_below and node_below.name == 
"mcl_core:sandstone" then
                                minetest.swap_node(pos, {name="air"})
                        end
                end
        end

        -- Find chests.
        -- FIXME: Searching this large area just for the chets is not 
efficient. Need a better way to find the chests;
        -- probably let's just infer it from newpos because the schematic 
always the same.
        local chests = minetest.find_nodes_in_area(p1, p2, "mcl_chests:chest")

        -- Add desert temple loot into chests
        for c=1, #chests do
                local lootitems = mcl_loot.get_multi_loot({
                {
                        stacks_min = 2,
                        stacks_max = 4,
                        items = {
                                { itemstring = "mcl_mobitems:bone", weight = 
25, amount_min = 4, amount_max=6 },
                                { itemstring = "mcl_mobitems:rotten_flesh", 
weight = 25, amount_min = 3, amount_max=7 },
                                { itemstring = "mcl_mobitems:spider_eye", 
weight = 25, amount_min = 1, amount_max=3 },
                                { itemstack = 
mcl_enchanting.get_uniform_randomly_enchanted_book({"soul_speed"}), weight = 
20, },
                                { itemstring = "mcl_mobitems:saddle", weight = 
20, },
                                { itemstring = "mcl_core:apple_gold", weight = 
20, },
                                { itemstring = "mcl_core:gold_ingot", weight = 
15, amount_min = 2, amount_max = 7 },
                                { itemstring = "mcl_core:iron_ingot", weight = 
15, amount_min = 1, amount_max = 5 },
                                { itemstring = "mcl_core:emerald", weight = 15, 
amount_min = 1, amount_max = 3 },
                                { itemstring = "", weight = 15, },
                                { itemstring = "mobs_mc:iron_horse_armor", 
weight = 15, },
                                { itemstring = "mobs_mc:gold_horse_armor", 
weight = 10, },
                                { itemstring = "mobs_mc:diamond_horse_armor", 
weight = 5, },
                                { itemstring = "mcl_core:diamond", weight = 5, 
amount_min = 1, amount_max = 3 },
                                { itemstring = "mcl_core:apple_gold_enchanted", 
weight = 2, },
                        }
                },
                {
                        stacks_min = 4,
                        stacks_max = 4,
                        items = {
                                { itemstring = "mcl_mobitems:bone", weight = 
10, amount_min = 1, amount_max = 8 },
                                { itemstring = "mcl_mobitems:rotten_flesh", 
weight = 10, amount_min = 1, amount_max = 8 },
                                { itemstring = "mcl_mobitems:gunpowder", weight 
= 10, amount_min = 1, amount_max = 8 },
                                { itemstring = "mcl_core:sand", weight = 10, 
amount_min = 1, amount_max = 8 },
                                { itemstring = "mcl_mobitems:string", weight = 
10, amount_min = 1, amount_max = 8 },
                        }
                }}, pr)

                local meta = minetest.get_meta(chests[c])
                init_node_construct(chests[c])
                local meta = minetest.get_meta(chests[c])
                local inv = meta:get_inventory()
                mcl_loot.fill_inventory(inv, "main", lootitems, pr)
        end

        -- Initialize pressure plates and randomly remove up to 5 plates
        local pplates = minetest.find_nodes_in_area(p1, p2, 
"mesecons_pressureplates:pressure_plate_stone_off")
        local pplates_remove = 5
        for p=1, #pplates do
                if pplates_remove > 0 and pr:next(1, 100) >= 50 then
                        -- Remove plate
                        minetest.remove_node(pplates[p])
                        pplates_remove = pplates_remove - 1
                else
                        -- Initialize plate
                        
minetest.registered_nodes["mesecons_pressureplates:pressure_plate_stone_off"].on_construct(pplates[p])
                end
        end
end

mcl_structures.generate_desert_temple = function(pos, rotation, pr)
        -- No Generating for the temple ... Why using it ? No Change
        local path = 
minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_desert_temple.mts"
        local newpos = {x=pos.x,y=pos.y-12,z=pos.z}
        local size = {x=22, y=24, z=22}
        if newpos == nil then
                return
        end
        mcl_structures.place_schematic(newpos, path, "random", nil, true, nil, 
temple_placement_callback, pr)
end

local registered_structures = {}

--[[ Returns a table of structure of the specified type.
Currently the only valid parameter is "stronghold".
Format of return value:
{
        { pos = <position>, generated=<true/false> }, -- first structure
        { pos = <position>, generated=<true/false> }, -- second structure
        -- and so on
}

TODO: Implement this function for all other structure types as well.
]]
mcl_structures.get_registered_structures = function(structure_type)
        if registered_structures[structure_type] then
                return table.copy(registered_structures[structure_type])
        else
                return {}
        end
end

-- Register a structures table for the given type. The table format is the same 
as for
-- mcl_structures.get_registered_structures.
mcl_structures.register_structures = function(structure_type, structures)
        registered_structures[structure_type] = structures
end

local function dir_to_rotation(dir)
        local ax, az = math.abs(dir.x), math.abs(dir.z)
        if ax > az then
                if dir.x < 0 then
                        return "270"
                end
                return "90"
        end
        if dir.z < 0 then
                return "180"
        end
        return "0"
end

-- Debug command
minetest.register_chatcommand("spawnstruct", {
        params = "desert_temple | desert_well | igloo | witch_hut | boulder | 
ice_spike_small | ice_spike_large | fossil | end_exit_portal | 
end_portal_shrine | test_structure_fireproof",
        description = S("Generate a pre-defined structure near your position."),
        privs = {debug = true},
        func = function(name, param)
                local player = minetest.get_player_by_name(name)
                if not player then return end
                local pos = player:get_pos()
                if not pos then return end
                pos = vector.round(pos)
                local dir = minetest.yaw_to_dir(player:get_look_horizontal())
                local rot = dir_to_rotation(dir)
                local pr = PseudoRandom(pos.x+pos.y+pos.z)
                local errord = false
                local message = S("Structure placed.")
                if param == "desert_temple" then
                        mcl_structures.generate_desert_temple(pos, rot, pr)
                elseif param == "desert_well" then
                        mcl_structures.generate_desert_well(pos, rot, pr)
                elseif param == "igloo" then
                        mcl_structures.generate_igloo(pos, rot, pr)
                elseif param == "witch_hut" then
                        mcl_structures.generate_witch_hut(pos, rot, pr)
                elseif param == "boulder" then
                        mcl_structures.generate_boulder(pos, rot, pr)
                elseif param == "fossil" then
                        mcl_structures.generate_fossil(pos, rot, pr)
                elseif param == "ice_spike_small" then
                        mcl_structures.generate_ice_spike_small(pos, rot, pr)
                elseif param == "ice_spike_large" then
                        mcl_structures.generate_ice_spike_large(pos, rot, pr)
                elseif param == "end_exit_portal" then
                        mcl_structures.generate_end_exit_portal(pos, rot, pr)
                elseif param == "end_portal_shrine" then
                        mcl_structures.generate_end_portal_shrine(pos, rot, pr)
                elseif param == "test_structure_fireproof" then
                        mcl_structures.generate_test_structure_fireproof(pos, 
rot, pr)
                elseif param == "" then
                        message = S("Error: No structure type given. Please use 
“/spawnstruct <type>”.")
                        errord = true
                else
                        message = S("Error: Unknown structure type. Please use 
“/spawnstruct <type>”.")
                        errord = true
                end
                minetest.chat_send_player(name, message)
                if errord then
                        minetest.chat_send_player(name, S("Use /help 
spawnstruct to see a list of avaiable types."))
                end
        end
})

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