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Tracked down missing node type placement issues, and fixed them.

Now with Chicken Cherry Cola!
hardcore_mode_test
Michieal 2023-01-02 03:54:26 -05:00
parent a7a0c4791a
commit d586b3fecc
1 changed files with 62 additions and 39 deletions

View File

@ -8,6 +8,9 @@
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local bamboo = "mcl_bamboo:bamboo"
local bamboo_one = bamboo .."_1"
local bamboo_two = bamboo.."_2"
local bamboo_three = bamboo.."_3"
local node_sound = mcl_sounds.node_sound_wood_defaults()
-- CONSTS
@ -18,6 +21,11 @@ local strlen = string.len
local substr = string.sub
local pr = PseudoRandom(os.time() * 12 + 15766) -- switched from math.random() to PseudoRandom because the random wasn't very random.
local on_rotate
if minetest.get_modpath("screwdriver") then
on_rotate = screwdriver.disallow
end
-- basic bamboo nodes.
local bamboo_def = {
description = "Bamboo",
@ -76,12 +84,16 @@ local bamboo_def = {
}
},
on_rotate = on_rotate,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
local pos = pointed_thing.under
local nodename = node.name
if DEBUG then
minetest.log("mcl_bamboo::Node placement data:")
minetest.log(dump(pointed_thing))
@ -108,14 +120,12 @@ local bamboo_def = {
end
end
local mboo = substr(node.name, strlen(node.name) - 3, strlen(node.name))
if mboo ~= "mboo" and mboo ~= "oo_1" and mboo ~= "oo_2" and mboo ~= "oo_3" then
if nodename ~= bamboo and nodename ~= bamboo_one and nodename ~= bamboo_two and nodename ~= bamboo_three then
-- not bamboo...
if node.name ~= "mcl_flowerpots:flower_pot" then
if nodename ~= "mcl_flowerpots:flower_pot" then
local found = false
for i = 1, #mcl_bamboo.bamboo_dirt_nodes do
if node.name == mcl_bamboo.bamboo_dirt_nodes[i] then
if nodename == mcl_bamboo.bamboo_dirt_nodes[i] then
found = true
break
end
@ -132,32 +142,26 @@ local bamboo_def = {
local place_item = ItemStack(itemstack) -- make a copy so that we don't indirectly mess with the original.
node = minetest.get_node(pointed_thing.under)
mboo = substr(node.name, strlen(node.name) - 3, strlen(node.name))
if DEBUG then
minetest.log("mboo:\n" .. mboo)
end
if mboo == "mboo" then
if nodename == bamboo then
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
elseif mboo == "oo_1" then
place_item:set_name(bamboo .. "_1")
elseif nodename == bamboo_one then
place_item:set_name(bamboo_one)
itemstack:set_count(itemstack:get_count() - 1)
minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
if DEBUG then
minetest.log("Bamboo placeitem definition (current):\n" .. dump(place_item:to_table()))
end
return itemstack, pointed_thing.under
elseif mboo == "oo_2" then
place_item:set_name(bamboo .. "_2")
elseif nodename == bamboo_two then
place_item:set_name(bamboo_two)
itemstack:set_count(itemstack:get_count() - 1)
minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
if DEBUG then
minetest.log("Bamboo placeitem definition (current):\n" .. dump(place_item:to_table()))
end
return itemstack, pointed_thing.under
elseif mboo == "oo_3" then
place_item:set_name(bamboo .. "_3")
elseif nodename == bamboo_three then
place_item:set_name(bamboo_three)
itemstack:set_count(itemstack:get_count() - 1)
minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
if DEBUG then
@ -165,26 +169,41 @@ local bamboo_def = {
end
return itemstack, pointed_thing.under
else
itemstack:set_count(itemstack:get_count() - 1)
local placed_type = pr:next(0, 3) -- randomly choose which one to place.
placed_type = pr:next(0, 3) -- Get the lua juices flowing. (Really, this is just to get it to give a real random number.)
if DEBUG then
minetest.log("MCL_BAMBOO::Place_Bamboo_Shoot--Type: " .. placed_type)
end
if placed_type == 0 then
place_item=ItemStack(bamboo)
if DEBUG then
minetest.log("Bamboo place_item definition (current):\n" .. dump(place_item:to_table()))
end
minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
return itemstack, pointed_thing.under
elseif placed_type == 1 then
place_item=ItemStack(bamboo .. "_1")
if DEBUG then
minetest.log("Bamboo place_item definition (current):\n" .. dump(place_item:to_table()))
end
minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
return itemstack, pointed_thing.under
elseif placed_type == 2 then
place_item=ItemStack(bamboo .. "_2")
if DEBUG then
minetest.log("Bamboo place_item definition (current):\n" .. dump(place_item:to_table()))
end
minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
return itemstack, pointed_thing.under
elseif placed_type == 3 then
place_item=ItemStack(bamboo .. "_3")
if DEBUG then
minetest.log("Bamboo place_item definition (current):\n" .. dump(place_item:to_table()))
end
minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
return itemstack, pointed_thing.under
end
if DEBUG then
minetest.log("Bamboo place_item definition (current):\n" .. dump(place_item:to_table()))
end
itemstack:set_count(itemstack:get_count() - 1)
minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
return itemstack, pointed_thing.under
return false
end
end,
@ -287,70 +306,74 @@ minetest.register_node("mcl_bamboo:bamboo_plank", {
})
-- Bamboo Part 2 Base nodes.
-- Bamboo alternative node types.
local def = table.copy(bamboo_def)
def.node_box = {
-- Bamboo alternative node types. Note that the table.copy's are very important! if you use a common node def and
-- make changes, even after registering them, the changes overwrite the previous node definitions, and in this case,
-- you will end up with 4 nodes all being type 3.
local bamboo_one_def = table.copy(bamboo_def)
bamboo_one_def.node_box = {
type = "fixed",
fixed = {
{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
}
}
def.collision_box = {
bamboo_one_def.collision_box = {
-- see [Node boxes] for possibilities
type = "fixed",
fixed = {
{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
}
}
def.selection_box = {
bamboo_one_def.selection_box = {
type = "fixed",
fixed = {
{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
}
}
minetest.register_node(bamboo .. "_1", def)
minetest.register_node(bamboo_one, bamboo_one_def)
local bamboo_two_def = table.copy(bamboo_def)
def.node_box = {
bamboo_two_def.node_box = {
type = "fixed",
fixed = {
{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
}
}
def.collision_box = {
bamboo_two_def.collision_box = {
-- see [Node boxes] for possibilities
type = "fixed",
fixed = {
{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
}
}
def.selection_box = {
bamboo_two_def.selection_box = {
type = "fixed",
fixed = {
{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
}
}
minetest.register_node(bamboo .. "_2", def)
minetest.register_node(bamboo_two, bamboo_two_def)
local bamboo_three_def = table.copy(bamboo_def)
def.node_box = {
bamboo_three_def.node_box = {
type = "fixed",
fixed = {
{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
}
}
def.collision_box = {
bamboo_three_def.collision_box = {
-- see [Node boxes] for possibilities
type = "fixed",
fixed = {
{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
}
}
def.selection_box = {
bamboo_three_def.selection_box = {
type = "fixed",
fixed = {
{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
}
}
minetest.register_node(bamboo .. "_3", def)
minetest.register_node(bamboo_three, bamboo_three_def)
-- Bamboo Mosaic
local bamboo_mosaic = minetest.registered_nodes[bamboo .. "_plank"]