handle special case of split palette with full colors in node name

also check for ud_param2_colorable before proceeding to airbrush
also handle new -> old color names in split palette switching
This commit is contained in:
Vanessa Dannenberg 2018-08-28 22:39:09 -04:00
parent d53fb146dd
commit c3036aba00
2 changed files with 27 additions and 13 deletions

4
API.md

@ -28,7 +28,9 @@ minetest.register_node("mymod:colored_node", {
- "unifieddyes_palette_colorwallmounted.png"
- or one of the "split" hues palettes (see below).
`groups`: If your node can be colored by punching it with dye, its groups entry must contain the key ud_param2_colorable = 1, among whatever else you'd normally put there. If the node is software-controlled, as might be the case for some mesecons-digilines aware node, then this group key should be omitted.
`groups`: If your node can be colored by using the airbrush, its groups entry must contain the key ud_param2_colorable = 1, among whatever else you'd normally put there. If the node is software-controlled, as might be the case for some mesecons-digilines aware node, then this group key should be omitted.
If your node if of the kind where you need the split palette, but you need to put the *full color name* into the node name, as opposed to just the hue, then add the keys `ud_color_start` and `ud_color_end` and set them to the positions of the first and last characters of the color name (where 1 is the first character of the mod name at the start of the node name, i.e. "mymod:foo_bar_orange_baz" would have the start set to 15 and the end at 20).
`on_construct`: see below.

@ -665,7 +665,7 @@ function unifieddyes.on_airbrush(itemstack, player, pointed_thing)
return
end
if not def.palette then
if not def.palette or not (def.groups and def.groups.ud_param2_colorable > 0) then
minetest.chat_send_player(player_name, "*** That node can't be colored.")
return
end
@ -699,29 +699,41 @@ function unifieddyes.on_airbrush(itemstack, player, pointed_thing)
end
local oldidx = node.param2 - fdir
local name = def.airbrush_replacement_node or node.name
if palette == true then
local s = string.sub(def.palette, 21)
local oldcolor = string.sub(s, 1, string.find(s, "s.png")-1)
local modname = string.sub(name, 1, string.find(name, ":")-1)
local nodename2 = string.sub(name, string.find(name, ":")+1)
local oldcolor = "snozzberry"
local newcolor = "razzberry" -- intentionally misspelled ;-)
local a,b
if def.ud_color_start and def.ud_color_end then
oldcolor = string.sub(node.name, def.ud_color_start, def.ud_color_end)
newcolor = string.sub(painting_with, 5)
else
if hue ~= 0 then
newcolor = unifieddyes.HUES[hue]
else
newcolor = "grey"
end
local newcolor = "grey"
if hue ~= 0 then
newcolor = unifieddyes.HUES[hue]
local s = string.sub(def.palette, 21)
oldcolor = string.sub(s, 1, string.find(s, "s.png")-1)
end
local a,b = string.gsub(nodename2, oldcolor, newcolor)
name = modname..":"..a
if newcolor == "spring" then newcolor = "aqua"
elseif newcolor == "azure" then newcolor = "skyblue"
elseif newcolor == "rose" then newcolor = "redviolet"
end
name = modname..":"..string.gsub(nodename2, oldcolor, newcolor)
if not minetest.registered_items[name] then
minetest.chat_send_player(player_name, "*** "..string.sub(painting_with, 5).." can't be applied to that node.")
return
end
elseif idx == oldidx then
return
end
minetest.swap_node(pos, {name = name, param2 = fdir + idx})
if not creative or not creative.is_enabled_for(player_name) then
inv:remove_item("main", painting_with)