This code is rather poorly written, especially in terms of logic, in the sense that it does not result from human reasoning. The code is very poor, and the variables are named in a strange way. The cooldown logic is reversed with now - cooldown[name] instead of cooldown[name] - now, which produces negative values displayed to the user. The LaserSwordPushArea function is duplicated in lines 32 and 39 in two conditional branches without justification. The use of core and minetest in the same file indicates a clear lack of reasoning and verification of the generated code. The sabers data structure uses an array with numerical iteration, whereas pattern matching or a set would be more efficient. The naming conventions are ‘excessive’ and difficult to read (you could have used "_", suggesting code generation by AI rather than ‘normal’ practice). The held_item check in an O(n) loop for each punch/dig event is inefficient compared to a direct check by prefix or lookup table
But at least the code works, which is already something
The tree schematics are really poorly done for a construction oriented mod. In addition, too many blocks are added directly to the inventory, which makes it confusing to use, (all tree item have the same texture) it would be better to integrate a command or a formspec to simplify access. Also, there is almost no variety in the trees, they all look the same, same size, same shape, which severely limits creativity.
This code is rather poorly written, especially in terms of logic, in the sense that it does not result from human reasoning. The code is very poor, and the variables are named in a strange way. The cooldown logic is reversed with now - cooldown[name] instead of cooldown[name] - now, which produces negative values displayed to the user. The LaserSwordPushArea function is duplicated in lines 32 and 39 in two conditional branches without justification. The use of core and minetest in the same file indicates a clear lack of reasoning and verification of the generated code. The sabers data structure uses an array with numerical iteration, whereas pattern matching or a set would be more efficient. The naming conventions are ‘excessive’ and difficult to read (you could have used "_", suggesting code generation by AI rather than ‘normal’ practice). The held_item check in an O(n) loop for each punch/dig event is inefficient compared to a direct check by prefix or lookup table But at least the code works, which is already something
The tree schematics are really poorly done for a construction oriented mod. In addition, too many blocks are added directly to the inventory, which makes it confusing to use, (all tree item have the same texture) it would be better to integrate a command or a formspec to simplify access. Also, there is almost no variety in the trees, they all look the same, same size, same shape, which severely limits creativity.