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Continued some optimizations of code in bamboo.on_place.
Begun work on scaffolding.
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@ -105,7 +105,6 @@ local bamboo_def = {
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end
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mcl_bamboo.mcl_log("placement of bamboo is not protected.")
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-- Use pointed node's on_rightclick function first, if present
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if placer and not placer:get_player_control().sneak then
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if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
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@ -138,8 +137,8 @@ local bamboo_def = {
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if wdir ~= 1 then
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return
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end
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local place_item = ItemStack(itemstack) -- make a copy so that we don't indirectly mess with the original.
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local place_item = ItemStack(itemstack) -- make a copy so that we don't indirectly mess with the original.
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itemstack:set_count(itemstack:get_count() - 1)
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if nodename == bamboo then
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-- return the missing item, so that we can lower the code
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@ -147,17 +146,11 @@ local bamboo_def = {
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itemstack:set_count(itemstack:get_count() + 1)
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return minetest.item_place(itemstack, placer, pointed_thing, fdir)
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elseif nodename == bamboo_one then
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place_item:set_name(bamboo_one)
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minetest.item_place(place_item, placer, pointed_thing, fdir)
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return itemstack, pointed_thing.under
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place_item = ItemStack(bamboo_one)
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elseif nodename == bamboo_two then
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place_item:set_name(bamboo_two)
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minetest.item_place(place_item, placer, pointed_thing, fdir)
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return itemstack, pointed_thing.under
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place_item = ItemStack(bamboo_two)
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elseif nodename == bamboo_three then
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place_item:set_name(bamboo_three)
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minetest.item_place(place_item, placer, pointed_thing, fdir)
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return itemstack, pointed_thing.under
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place_item = ItemStack(bamboo_three)
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else
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local placed_type = pr:next(0, 3) -- randomly choose which one to place.
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mcl_bamboo.mcl_log("Place_Bamboo_Shoot--Type: " .. placed_type)
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@ -170,9 +163,9 @@ local bamboo_def = {
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elseif placed_type == 3 then
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place_item = ItemStack(bamboo_three)
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end
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end
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minetest.item_place(place_item, placer, pointed_thing, fdir)
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return itemstack, pointed_thing.under
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end
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end,
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on_destruct = function(pos)
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@ -223,7 +223,6 @@ if minetest.get_modpath("mcl_fences") then
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{"mcl_core:stick", craft_wood, "mcl_core:stick"},
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}
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})
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-- mcl_fences.register_fence("nether_brick_fence", S("Nether Brick Fence"), "mcl_fences_fence_nether_brick.png", {pickaxey=1, deco_block=1, fence_nether_brick=1}, 2, 30, {"group:fence_nether_brick"}, mcl_sounds.node_sound_stone_defaults())
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minetest.register_alias("bamboo_fence", "mcl_fences:" .. id)
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minetest.register_alias("bamboo_fence_gate", "mcl_fences:" .. id_gate)
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end
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@ -294,6 +293,55 @@ minetest.register_node("mcl_bamboo:scaffolding", {
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_mcl_hardness = 0,
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on_place = function(itemstack, placer, ptd)
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local scaff_node_name = "mcl_bamboo:scaffolding"
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mcl_bamboo.mcl_log("Checking for protected placement of scaffolding.")
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local node = minetest.get_node(ptd.under)
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local pos = ptd.under
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local dir = vector.subtract(pointed_thing.under, pointed_thing.above)
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local wdir = minetest.dir_to_wallmounted(dir)
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local fdir = minetest.dir_to_facedir(dir)
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if wdir == 1 then
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-- top placement. Prevents placing scaffolding along the sides of other nodes.
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if mcl_bamboo.is_protected(pos, placer) then
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return
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end
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mcl_bamboo.mcl_log("placement of scaffolding is not protected.")
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-- place on solid nodes
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if node.name ~= scaff_node_name then
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minetest.set_node(ptd.above, {name = scaff_node_name, param2 = 0})
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if not minetest.is_creative_enabled(placer:get_player_name()) then
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itemstack:take_item(1)
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end
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return itemstack
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end
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--build up when placing on existing scaffold
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local h = 0
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repeat
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pos.y = pos.y + 1
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local cn = minetest.get_node(pos)
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local cnb = minetest.get_node(ptd.under)
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local bn = minetest.get_node(vector.offset(ptd.under, 0, -1, 0))
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if cn.name == "air" then
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-- first step to making scaffolding work like Minecraft scaffolding.
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if cnb.name == scaff_node_name and bn == scaff_node_name and SIDE_SCAFFOLDING == false then
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return itemstack
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end
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if mcl_bamboo.is_protected(pos, placer) then
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return
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end
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minetest.set_node(pos, node)
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if not minetest.is_creative_enabled(placer:get_player_name()) then
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itemstack:take_item(1)
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end
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placer:set_wielded_item(itemstack)
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return itemstack
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end
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h = h + 1
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until cn.name ~= node.name or itemstack:get_count() == 0 or h >= 128
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else
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-- Don't use. From cora, who failed to make something awesome.
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if SIDE_SCAFFOLDING then
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-- count param2 up when placing to the sides. Fall when > 6
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local ctrl = placer:get_player_control()
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@ -310,44 +358,8 @@ minetest.register_node("mcl_bamboo:scaffolding", {
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return itemstack
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end
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end
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mcl_bamboo.mcl_log("Checking for protected placement of scaffolding.")
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local node = minetest.get_node(ptd.under)
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local pos = ptd.under
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if mcl_bamboo.is_protected(pos, placer) then
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return
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end
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mcl_bamboo.mcl_log("placement of scaffolding is not protected.")
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--place on solid nodes
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if itemstack:get_name() ~= node.name then
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minetest.set_node(ptd.above, {name = scaff_node_name, param2 = 0})
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if not minetest.is_creative_enabled(placer:get_player_name()) then
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itemstack:take_item(1)
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end
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return itemstack
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end
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--build up when placing on existing scaffold
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local h = 0
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repeat
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pos.y = pos.y + 1
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local cn = minetest.get_node(pos)
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local cnb = minetest.get_node(ptd.under)
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local bn = minetest.get_node(vector.offset(ptd.under, 0, -1, 0))
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if cn.name == "air" then
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-- first step to making scaffolding work like Minecraft scaffolding.
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if cnb.name == scaff_node_name and bn == scaff_node_name and SIDE_SCAFFOLDING == false then
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return itemstack
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end
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minetest.set_node(pos, node)
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if not minetest.is_creative_enabled(placer:get_player_name()) then
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itemstack:take_item(1)
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end
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placer:set_wielded_item(itemstack)
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return itemstack
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end
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h = h + 1
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until cn.name ~= node.name or itemstack:get_count() == 0 or h >= 128
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end,
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on_destruct = function(pos)
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-- Node destructor; called before removing node.
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@ -369,7 +381,7 @@ minetest.register_node("mcl_bamboo:scaffolding", {
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})
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minetest.register_node("mcl_bamboo:scaffolding_horizontal", {
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description = S("Scaffolding (horizontal)"),
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description = S("Scaffolding"),
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doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
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doc_items_hidden = false,
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tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
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